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Introduction

These are the changelogs for all the mods going back as far as they have been kept, sorted by game and mod version. Click a button to load the changes made in that version; the presence of any mod and its changes in the displayed data can be toggled with the options below.

Note that I have not always kept changelogs, nor equally good ones; as you go back, changelogs may be missing data such as their release date or game version, or even be absent entirely. This also means the "Game Version" ranges below may not be fully accurate for the earliest releases, which may predate any changelog efforts, and where manual reconstruction was attempted. Furthermore, where I have record of changes but incomplete record of releases, the changes will be attributed to the soonest release after the change I can confirm, which may not be the actual release date of that change.

Finally, the display data you see here is autogenerated by parsing existing written changelogs in other forms, and as such I cannot guarantee that it not have the occasional error such as a missing change or incorrect date ranges in the table below.


Mods

Mod Name Game Version Range Changelog Data Range Latest Available Version Show Changes
[ALL]
Dragon Industries - Alterra Division 1.0 30/1/2023 [1.0] - 3/8/2023 [1.0] (v35) 3/8/2023 [1.0] (v9)
Aqueous Engineering 1.0 30/1/2023 [1.0] - 30/7/2023 [1.0] (v30) 3/8/2023 [1.0] (v9)
Auroresource 1.0 30/1/2023 [1.0] - 3/8/2023 [1.0] (v9) 3/8/2023 [1.0] (v9)
Ecocean 1.0 30/1/2023 [1.0] - 2/8/2023 [1.0] (v26) 3/8/2023 [1.0] (v9)
Exscansion 1.0 30/1/2023 [1.0] - 24/4/2023 [1.0] (v5) 3/8/2023 [1.0] (v9)
Re(ef)Balance 1.0 30/1/2023 [1.0] - 17/4/2023 [1.0] (v6) 3/8/2023 [1.0] (v9)
Sea To Sea 1.0 30/1/2023 [1.0] - 3/8/2023 [1.0] (v40) 3/8/2023 [1.0] (v9)


3/8/2023
3/8/2023
3/8/2023
2/8/2023
2/8/2023
2/8/2023
30/7/2023
30/7/2023
30/7/2023
30/7/2023
29/7/2023
29/7/2023
29/7/2023
29/7/2023
29/7/2023
20/7/2023
20/7/2023
19/7/2023
19/7/2023
19/7/2023
19/7/2023
18/7/2023
18/7/2023
18/7/2023
18/7/2023
10/7/2023
10/7/2023
10/7/2023
10/7/2023
3/7/2023
3/7/2023
3/7/2023
26/6/2023
26/6/2023
26/6/2023
14/6/2023
14/6/2023
14/6/2023
14/6/2023
11/6/2023
11/6/2023
11/6/2023
11/6/2023
1/6/2023
1/6/2023
1/6/2023
1/6/2023
20/5/2023
20/5/2023
20/5/2023
20/5/2023
17/5/2023
17/5/2023
17/5/2023
17/5/2023
9/5/2023
9/5/2023
9/5/2023
9/5/2023
5/5/2023
5/5/2023
5/5/2023
28/4/2023
28/4/2023
28/4/2023
25/4/2023
25/4/2023
24/4/2023
24/4/2023
21/4/2023
21/4/2023
21/4/2023
17/4/2023
17/4/2023
17/4/2023
17/4/2023
17/4/2023
17/4/2023
17/4/2023
13/4/2023
12/4/2023
20/3/2023
10/3/2023
3/3/2023
1/3/2023
28/2/2023
3/2/2023
30/1/2023
  • Resynchronized code with DI
  • Fixed there being an extraneous geyser coral spawning at 000 and causing the required scan count to be one unit too high
  • Grappling arm module now has the same size as the other prawn arms
  • Fixed world renders for some crafting items, and position/rotation during fabrication
  • Fixed farmed Eye Flames not being harvestable and not having light or the right Collider
  • Eye Flame Core now has its own unique world render
  • Reduced repair time on Heat Sealed Fabric databox
  • Half-buried bulkhead in the abandoned base for the above is now inoperable
  • Added functionality for custom plants to modify their seed prefabs
  • Helped ensure modded machines in abandoned seabases have no logic
  • Fixed one GameObject throwing an error during save preventing the others from saving
  • Fixed some edge cases in PDA GUI update
  • Fixed tick lag in new worlds caused by an inadvertently-global abandoned seabase object searching for a not-yet-loaded base
  • Alterra specimen manifest PDA page now keeps track of currently-loaded items and acts as a checklist to help identify missing items
  • Updated red and white tablet descriptions
  • Added several large ore deposits to geyser coral cave
  • Fixed erroneously large sparks coming from azurite after save/load cycle
  • Fixed hull plating databox not being broken
  • Added some missing PDA encyclopedia header images
  • Fixed ability to bypass need for enhanced laser cutter to get into new abandoned seabase
  • Updating PDA page text now updates the GUI
  • Bloodvine can now be fed to increase growth rate of new blood oil (farmed only)
  • Forced drillable areas to have the correct GameObject layer, fixing ones in pre-existing worlds not being detected
  • Added geyser coral to one cave system
  • Added volcanic traces crafting item
  • Added Geyser Particulate Filter
  • Adjusted plasteel recipe
  • Added 1 polyaniline to seamoth electrical defense on hard mode
  • Adjusted liquid breathing recharger recipe
  • Fixed SetEmissivity hook using wrong shader float key
  • Fixed some caves not being recognized as mushroom forest
  • Added table coral to flora registry
  • Fixed plankton feeder hitbox
  • Switched drillable resource areas (meteor, lava dome) to use a trigger and thus not cause an invisible solid shell
  • Slightly increased radius of both areas to compensate
  • Main Cinematic Trailer is now slightly canon in C2C
  • Added missing unlock for heat-sealed fabric
  • Added new Glowing Sanctuary biome, and associated PDA prompt and signal
  • Added new Eye Flame flora
  • Adjusted recipes to use Eye Flame products, possibly instead of other items
  • Adjusted biome colors
  • Added optional dependency on TerrainPatcher
  • Rewrote Sunbeam Debris system, fixing straggling/missing "pings" and more aggressively incentivizing the use of surveying equipment
  • Boosting in the seamoth now breaks bloodvine grip
  • Fixed Alterra specimen manifest expecting a wrong item type, preventing completion
  • Adjusted manifest contents
  • Added compressed diamond and sulfur items
  • Fixed azurite-battery-boosted propulsion cannon being able to grab the wrong things
  • Fixed propulsion cannon grabbability of seamoth
  • Increased mass of large resource deposits to make unboosted propulsion cannon more unwieldly for them
  • Slightly improved Sulfuric Acid yields
  • Added an alternate sulfuric acid recipe, unlocked once using the original
  • Added new Rare Elements intermediate crafting item
  • Adjusted how table coral is used in recipes
  • Drillable detection by scanner room now can also be unlocked by unlocking the AE Rock Crusher
  • Fixed magnetite being scanned for broken databoxes and not magnetic systems, causing minor on-load lag for these entities
  • Adjusted some item sizes (especially in hard mode)
  • Quartz ingots are now transparent
  • Broken azurite battery can no longer be dropped, to prevent softlocking
  • Moved heat-sealed fabric to "Advanced Materials" from chemistry
  • Heat-sealant now has a better world model
  • Broken tablets now give off light to help make them more noticeable (especially white)
  • Reduced Pyropod light radius
  • Fixed pyropods spawning in too-shallow water, in the wrong places, or at too steep an angle
  • Fixed lag when approaching farmed pyropods
  • Added "assessment" section to pyropod encyclopedia page
  • Adjusted hints in some PDA entries to be more clear/accurate
  • Added encyclopedia pages ("Habitat Installations") for machines
  • Added encyclopedia pages ("Equipment") for electrochemical suit, liquid breathing system, and recirculation mask
  • Reduced rebreather recharger idle power draw
  • Fixed azurite batteries losing power in the Lost River
  • Liquid breathing now recharges when in active precursor facilities
  • Cave crawlers now use the blue skin when in some biomes
  • Azurite-powered seaglide now makes more noise to attract creatures
  • Fixed plankton scoop module not needing its databox to be unlocked (C2C only)
  • Greatly reduced lag from worldgen seabases, and added logging to help find other causes
  • Made OnDestroy unregister ResourceTracker objects, fixing straggling pings when the holding object was deleted without being picked up (affected Ecocean lumenshroom oil and C2C debris)
  • Fixed biome water color hooks, and rewrote fog handling and biome atmosphere
  • Added warning for save-and-reload of game without exiting to desktop
  • Fixed duplication of custom items in crates
  • Fixed docking bays not properly binding to unpowered vehicles when they grab them
  • Rewrote propulsibility handling
  • Fixed propulsion cannon grab "root" for seamoth
  • Added drillable tick and map room blip update event
  • Added item droppability hook
  • Slightly increased shuttlebug egg spawn rate
  • River prowler eggs now look more like river prowlers
  • Custom eggs now have a discovered/undiscovered mechanic, like vanilla
  • Added framework for custom machines and equipables to have encyclopedia pages
  • Added WorldUtil functions for terrain handling
  • Fixed some alcoves not being recognized as ILZ
  • Databoxes now count as tech "grabs" and will unlock dependencies as would collecting an item or scanning a fragment
  • Added encyclopedia ("habitat installtions") page for Rock Crusher
  • Added mesmers to ACU ecosystems mechanic (Koosh and Lost River)
  • Fixed rock crusher working on Auroresource resource areas
  • Rock Crusher is now made by DI and not Alterra
  • Bloodvine grab centering now picks a better target position for the seamoth
  • Piezo crystals now react to rock crusher
  • Increased scale of plankton spawning noise function
  • Depth-based mitigation of compass distortion now only applies in open water
  • Fixed lag in mature worlds caused by magnetic system
  • Renamed and retextured heat sealant into a fabric
  • Fixed incomplete PDA ency page for currents
  • Added pyropod pitcher plant
  • Added sulfuric acid and heat-sealed fabric crafting ingredients
  • Updated "black box" PDA log further to adjust "number of human signals" line to match C2C narrative
  • Some databoxes now spawn damaged and need repairing before use
  • Added prop/repulsion cannons to the list of tools azurite batteries strongly improve the power of
  • Melted down the nuclear reactor in one abandoned seabase
  • Added visual reasons for the blocked ladders in the same base
  • Scanner rooms can now only find drillable resource deposits once having constructed a prawn suit
  • Added ability for several abandoned constructables to be scanned to unlock their recipes
  • Magnetite is now magnetic, and will stick to each other or to large metal structures
  • Adjusted several recipes to use the new items
  • Halved deepvine bioprocessor value in favor of pyropods
  • Added sparks to nanolathing drone fragments
  • Bacterial colonies now change color when scanned to help identify "fresh" ones at a glance
  • Added two new required items to the victory lap
  • Nonharvestable custom plants can now still have seeds
  • Added propulsibility hook
  • Fixed "status: healthy" showing up in tooltips for uninfected but dead fish
  • Fixed save system not deserializing booleans
  • Added Rock Crusher
  • Adjusted pipe costs of some machines
  • Added note that ACU boosters do not stack
  • Significantly increased bloodvine grab range and greatly increased hold time, replacing one-hit damage with damage-over-time
  • Piezo crystals are now drillable with the prawn suit, but it is a bad idea
  • [Redacted] bubbles now shrink and change color on sticking to things, helping explain the buoyancy change
  • Water currents are now scannable
  • Updated some biome colors and fog
  • Fixed Glass Forest biome detection
  • Fixed taking unwanted heat damage around one POI
  • Fixed Electrochemical suit giving full immunity to LR brine pools
  • Electrochemical suit now has gloves
  • Increased floor on food and water across respawn when not on hard mode (to 15%)
  • Reduced exploding anchor pod damage in the [REDACTED]
  • Adjusted worldgen in the [REDACTED] to be a bit more of a "lead"
  • Reduced chance of hostility in the [REDACTED]
  • Added platinum as a valid stalker toy in ACUs
  • Salve Bush now heals the player when they sit in it, but this will slowly damage farmed versions; wild ones are also more powerful
  • Adjusted sunbeam debris spawning
  • Replaced lantern trees with chinese potato in one abandoned base, to better fit narrative
  • Fixed some PDA typos
  • Fixed biome lookup system for custom biomes
  • Fixed biome fog density controls
  • Added ability for custom equipment to have multiple "parts"
  • Data chits now have orange light to help finding them
  • Reduced power cost of plankton-consuming machinery
  • Fixed autofarmer spawning items at 0,0,0 when full
  • Removed logspam from autofarmer
  • Fixed blood oil being excessively large in item display
  • Exploding anchor pods now do less damage outside of the grand reef
  • Depth now mitigates the effect of global compass distortion
  • Food and water are now persistent across death (floor at 5 units)
  • Fixed signals/HUD markers being misplaced when near the [REDACTED]
  • Terrain near the edge of the [REDACTED] is now smaller
  • Added respawn pre/post events
  • Range-extended cameras now fade to static at the limit of their range
  • Mini poo now works as bioreactor fuel
  • Exploding anchor pods now temporarily disengage leviathan aggro
  • Increased a specific reaper's aggression
  • Fixed tooltip for Mk3 depth module; no longer says "maximum"
  • Removed vehicle three-axis speed bonus
  • Void ghost leviathans are now more dangerous in pursuit
  • Adjusted azurite AoE damage
  • Made lost river much colder
  • Added bioreactor compatibility for amoeboid samples
  • Dropped azurite no longer does AoE damage
  • Made [REDACTED] wreck fall even when the player is in a vehicle
  • Fixed bacterial colony scan count
  • Reduced damage in one room on the aurora
  • Fixed liquid breathing system behaving oddly inside flooded seabases
  • Added a few worldgen breadcrumbs
  • Added some large diamond deposits
  • Adjusted some tooltips
  • Custom plants are now immune to the propulsion cannon
  • LOS checks can now bypass certain GOs
  • Added "inventory full" message for seamoth plankton scoop
  • Fixed missing tech unlock popup for nanolathing drone
  • Added [redacted] to victory lap
  • Fixed some custom ingots being edible
  • Fixed scannability of dead marblemelons
  • Fixed base beacon color not being persistent
  • Greatly reduced buoyancy of anchor pod bubbles
  • Gave all custom ingots their own in-world renders
  • Fixed missing LR biomes for power leakage and damage
  • Fixed a hole in a POI cave blocker
  • Added mappings for missing minibiomes, especially LR
  • Added "clear 000" command
  • Adjusted ACU ecosystem coefficients
  • Gave plankton item its own world render
  • Removed shadows for dissolving minerals
  • Disabled environmental hazards in creative mode
  • Exempted prop machines from save system
  • Added base room object filtering capability
  • Battery bank can now only be placed in rooms, not corridors
  • Disabled De-Extinction plankton when installed
  • Added [REDACTED] wreck cinematic/breadcrumb
  • Stasis rifle now works on certain sensitive plants
  • Being in a stationary vehicle now makes one undetectable to the above
  • Reduced effect of acoustic suppression nullification when well inside the map
  • Added Trapped Survivor PDA VO
  • Added shuttlebug egg spawns
  • Added particle command
  • Added camera control and interface hooks
  • Improved particle system
  • Improved control panel accuracy
  • Stasis pylon now has a more unique appearance
  • Fixed size of glowshroom and lanternshroom when in a growbed
  • Improved physics on deep void hazard
  • Added debug logging for farmed vent kelp despawn
  • Fixed a hole in the biome map around the mountain/koosh LR entrance
  • Custom machines that need power now work in creative mode
  • Made save system more robust
  • Cleaned up worldgen log spam
  • Made Grand Reef ACUs look better with less crowded anchor pods and more biome-unique grass
  • Sonar and Repellent Pylons now can be toggled by the Control Panel
  • Fixed Ampeel Antenna recipe being impossible to actually craft
  • Control panel now removes buttons from removed blocks
  • Fixed console errors regarding plankton component dependencies
  • Fixed void bubbles spawning in some places they should not
  • Geysers now force fish and other captured objects outwards at the top of the plume
  • Removed early shaped azurite unlock
  • Added chemical formulae to some item tooltips
  • Fixed all remaining "could not find mod DLL" log traces on load
  • Added Holographic Control prefab
  • Added mod hash and DLL integrity checking system
  • Added seabase stasis pylon
  • Added seabase control terminal
  • Adjusted some recipes
  • Fixed item display of nuclear fuel rods
  • Added PDA ency entry for the new deep void phenomenon
  • Bioprocessor should now save its state
  • Liquid breathing refiller should now save its state
  • Liquid breathing system should now save its state
  • Added object serialization system
  • Fixed some "could not find mod DLL" log traces
  • All machines should now save their state
  • Fixed typo preventing ACU ecosystem state reloading
  • All new objects should now save state
  • Flashblindness now makes compass and depth displays useless for the duration
  • Updated "Aurora Black Box" terminal log to include the C2C lifepods
  • Made farmed deepvine a reasonable size
  • Made a couple PDA prompts prevent from firing too early
  • Fixed potential exceptions in EnvironmentalDamageSystem
  • Added hook for depth display override
  • Added functionality for custom cyclops damage pings
  • Added void bubbles
  • Added something terrifying to the deep void
  • Added passive sonar to reefbacks
  • Now uses Ecocean config to increase leviathan resistance (to 100% on hard mode)
  • Fixed an error thrown when using mod-added vehicles
  • Fixed sonar interference happening in incorrect places
  • Added Precursor Power Tap
  • Added passive sonar to sea dragon
  • Added option to increase leviathan damage resistance
  • Adjusted [REDACTED] entry behavior to hopefully result in less stranding (future rework planned)
  • Fixed duplication of items in custom loot crates
  • Fixed worldgen seabase bulkhead doors re-closing and re-sealing
  • Added vehicle entry hook
  • Fixed the seabase HUD interaction preventing seeing the scanner room pings when using a camera
  • Fixed broken Azurite battery looking wrong
  • Added option to make lifepod slowly drift, sink, fail, and be destroyed to force moving to a seabase
  • Fixed locker contents not appearing for pod 9 occupant
  • Added command to hide version warning
  • Fixed more log errors with lumenshroom oil
  • Added version checker
  • Reduced intensity of passive sonar visual slightly
  • Geysers now impart upward force when firing
  • Hopefully reduced scanner room inaccuracy with lumenshroom oil
  • Added version checker
  • Fragment scan count system is now open to configuration by user
  • Added version checker
  • Resource scannability check is now open to mod interaction
  • Added version checker
  • Added version checker
  • Most materials and plants now need a manual scan before appearing on scanner rooms
  • Scanner Room cameras now take damage in the ILZ
  • Increased aggression at keeping vents unblocked in the glass forest wreck
  • Removed plantability of amoeboid samples
  • Moved worldgen loading later in game load phase to fix mod interaction content (eg AE databoxes)
  • Added version checker
  • Fixed ObjectDeleter
  • Added version checker
  • Added code to periodically force visual updates on ACUs even if the biome theme has not changed
  • Removed some unwanted debug logging messages
  • Fixed manual invocations of vanilla music/soundscapes "sticking" until another one was invoked
  • Fixed minipoo having improper item properties preventing recipes using it from appearing in the PDA
  • Stalker teeth needing scan before detectability is now configurable
  • Fixed some exception possibilities when calculating thermal damage
  • Thermal Reactor modules now slightly reduce heat damage for vehicles
  • Added callbacks for sound events, plus touching of EMP pulses, lost river brine, and airlocks, as well as solar panel effectivity and propulsion gun grabbability
  • ATP airlocks now properly change MotorMode for the Seamoth, preventing seamoth flight
  • Propulsion guns now work on the seamoth
  • Further improved which items will trigger unlock popups
  • Greatly improved how CustomMachine entities consume power
  • Fixed unhandled exception in some CoordinatedSpawn placements which was triggering spawn duplication
  • WreckDoorSwap now supports door deletion
  • Added ObjectDeleter worldgennable prefab
  • Fixed several issues related to worldgen seabases including partial reconstruction and some functionality being preserved
  • Worldgenned objects now preserve their scaling properly if it was normally set via code
  • Fixed crafting tree location for seamoth depth modules on the modification station
  • CustomMachine entities will no longer find unwanted bases (or cyclopses) to parent themselves to, preventing weird cyclops collision/physics issues and bases that seem unable to sustain power
  • Fixed size of some entities in ACUs
  • Added databoxes for the seabase battery
  • Added dome light
  • Made item display much cheaper
  • Increased base ACU poo chance and reduced eat rate
  • Adjusted base sonar antenna recipe when C2C is installed to keep it from being gated too late
  • Greatly reduced base sonar power cost
  • ACU ecosystem and predation data is now saved across save/reloads and so reloading a game should not result in a wave of eating
  • Removed ACU predation notification in chat
  • Added passive sonar HUD for reapers
  • Added compass distortion system and geomagnetic and local anomalies
  • Reduced biter aggression for most damage types
  • Bloodvine predation no longer detects the seamoth and prawn large lava detection AoE
  • Bloodvine predation no longer imparts forces to the cyclops
  • Added more currents
  • Lava bombs can no longer be seen on the scanner room
  • Fertile creepvine cores now react to seamoth impact and will deal minor damage and dislodge the seeds
  • Sonar now aggravates plankton clouds
  • Further reduced sonar attraction level, but it now reacts to AE seabase sonar too
  • Fixed farmed lanternshroom size
  • Farmed lanternshrooms now keep the "lava veins"
  • Reduced lava bomb maximum ambient heat but doubled radius of effect
  • Reduced plankton item size to 1x1
  • Resources needing scan before detectability is now configurable
  • Fixed some resources being missed or incorrectly included in the above check
  • Fixed egg scan detection
  • Scanner HUD pings no longer show when inside seabases (not including cyclops)
  • Added system to modify required fragment scan counts
  • Added option to double mushroom disk yield from the thermoblade
  • Findable azurite battery is now broken to require the use of a small amount of azurite, plus some other materials, to repair it
  • Added "Hard Mode"
  • ACU stalkers will not drop teeth until one has been found naturally
  • Added thermoblade, polyaniline, and seamoth electrical defense to time capsule ban list
  • Added seamoth propulsion module
  • Adjusted oxygen consumption curves in high-pressure environments so the threshold is not nearly such a sudden change
  • Platinum avarice chance is now configurable
  • Added more bioprocessor fragments
  • Re-added long-removed powercell crate near "step cave"
  • Greatly reduced platinum overspawn and accumulation rate
  • Added in-world renders for heat sinks, breathing fluid and nanowrap bandages
  • Increased scan counts for many fragment types
  • Seamoth electrical defense gate now only applies in hard mode
  • Added ingot-type item for salt compression
  • Reduced localized compass distortion in some areas
  • Moved and improved glass forest wreck
  • Added findable bioprocessor efficiency boost data chit
  • Added more mercury ore to the map
  • Fixed loopholes/exploits with getting too-early looks at the [REDACTED] or travelling there via unexpected means
  • Reduced power leakage in conductive environments by 20% on non-hard mode
  • Increased liquid breathing per-item duration by 50% on non-hard mode
  • Fixed acoustic suppression module
  • Added harvestability to amoeboids to further improve lysing enzyme crafting efficiency
  • Reduced vehicle damage from extreme temperature, and substantially reduced heat flux (ie heating/cooling rate)
  • Vehicles in structures now do not take environmental damage
  • Adjused Ecocean plankton and glowshroom oil spawn rate and usage in recipes
  • Changed ion battery recipes
  • Fixed biome detections around the ILZ and ATP
  • The sea emperor now communicates with the [REDACTED]
  • Fixed liquid breathing removal not purging O2 tank
  • ACUs now use enameled glass
  • Adjusted neptune recipe costs
  • Increased endgame tablet inventory sizes
  • Koosh cave currents now heat and jostle the seamoth
  • Fixed bioprocessor cooldown not working
  • Added some fixes to item in-world rendering and extraction of models from prefabs
  • CustomMachine entities can now react to inventory initialization
  • Fixed crafting tree location for seamoth modules
  • Added reaper grab callback
  • Fixed moonpool detecting and reacting to the seamoth/prawn large AoE trigger and thus grabbing the vehicle from a greater distance
  • Fixed display of some items in the display, including flashlights, creatures, and anything with an Animator component
  • Added a "progression popup" for jailbreaking the laser cutter
  • Fixed sonar and horn attracting all entities rather than only some types
  • Reduced sonar attraction level
  • Removed sparking from azurite that had been previously held by someone else
  • Fixed lathing drone model when in item display
  • Adjusted display of some other in-world items
  • Creative mode now overrides docking requirement for vehicle modules
  • Added sonar interference in the [REDACTED]
  • Added voiceover for rescue/salvage operator PDAs
  • Seamoth electrical defense is now gated behind a reaper grab
  • Setpiece designer now has a feature to force-activate objects placed with it
  • Fixed error log when mousing over laser-cutter objects that are not doors
  • Items defined with DI classes no longer show as being from DI ingame, but instead their real owner mod
  • Added hook for fruiting plant growth rate
  • Sound system now supports callbacks and ongoing sound manipulation
  • Fixed number and string parsing being region- or locale-specific (especially worldgen XMLs)
  • Added more customizability to BasicCraftingItem
  • Improved IL printouts
  • Added Item Display
  • Moved "grass cache" warning to log from chat
  • Added currents to more biomes
  • Fixed interaction with C2C regarding anchor pod detonation
  • Removed "regrow" visual from exploded anchor pods due to glitchiness
  • Improved performance of bloodvine predation
  • Currents' strength now varies with radius from the core
  • Increased strength of the strongest "impassable" currents
  • Added options to double coral tube yield from the thermoblade and to control lantern tree fruiting rate
  • Crafting Items now have in-world renders
  • Avolite now looks more interesting
  • Added visual warnings for extreme prawn bay heat
  • Fixed exception when non-seamoth entities are hit by a lava bomb
  • Adjusted lysing enzyme crafting tree again
  • Added Carboxylic acid to more recipes
  • Improved performance of Abyssal Stalker renderer
  • Increased viewing distance and adjusted placement for pod 9 breadcrumbs
  • Improved seamoth heat sink sound and it now follows the vehicle
  • Seamoth heat sink module is no longer "chargeable", only a single-click fire
  • Fixed fruiting rate control not working
  • Increased hatching enzyme cost but reduced inventory space usage
  • Added one more silver to wiring kit cost
  • Fixed bioprocessor power handling, especially for cheap recipes
  • Added more logging to bioprocessor shutdowns
  • Adjusted deepvine samples and yield thereof
  • Made lumenshroom oil more visible when glowing
  • Added additional currents to the mountains
  • Held or dropped azurite will no longer spark, only natural
  • Greatly optimized deepvine and reduced lag in Glass Forest
  • Added "is cave biome" property to biome registry
  • Moved modded biomes to the same system as vanilla ones
  • Updated some biome assignments
  • Added currents to the mountains
  • Native biome yield now applies at 50% strength for farmed fruit
  • Lantern tree control in RB used to greatly reduce lantern tree fruiting rate
  • Pod 14 now has a number
  • Blocked one entrance to a cave near pod 14
  • Fixed buildability check preventing ACU hatches and ladders from being placed properly
  • Moved "wreck door swap" failure notice to log file from chat
  • Added radiation level hook
  • Added command to kill self including current vehicle
  • Added custom mouseover text to laser-cutter bulkheads
  • Added "data chit" object
  • Fixed exception when registering seedless plants
  • Added functionality to raise customized progression/unlock popups
  • Triggered tech unlocks now force popups for the appropriate items
  • Fixed missing "pinecone" VanillaFlora entry
  • Setpiece designer "place at look" now sets orientation properly, ie normal to surface
  • Silenced a lot of "could not find mod assembly" messages in logging
  • Removed a lot of logging for worldgen loading
  • Added registry of vanilla biomes and a system to identify biome (vanilla or modded) by location
  • Plants and creatures now have biome mappings for use in code
  • Added optional feature to prevent coral tube destruction from harvesting
  • Added knife harvest hook
  • Changed some internal names
  • Fixed plankton being craftable from nothing
  • Greatly reduced spontaneous anchor pod detonation chance plus imposed a max range
  • Adjusted detonation AoE damage
  • ACU anchor pods will not detonate
  • Added Piezo Crystals
  • Added water currents to several biomes
  • Added more resources inside the mushroom tree
  • Docked vehicles now have a forced ambient temp of 25C
  • Unpiloted seamoths will not make melting noises
  • Reduced abyssal stalker counts 25%
  • Made abyssal stalker despawn more aggressive to keep their numbers in check
  • Added more breadcrumbs for pod 9
  • Added more breadcrumbs for the azurite battery unlock
  • Added a second prompt for nanolathing drone fragments if the first never triggered
  • Added dense azurite to cyclops shield and blue tablet
  • Removed polyaniline traces
  • Azurite battery databox is now a findable battery which unlocks the recipe
  • Azurite and its battery now spark
  • Fixed erroneous radiation warning in the [REDACTED]
  • Added custom tooltip to laser cutter-needing bulkheads
  • Laser cutter now needs an upgrade to cut bulkheads
  • Added rescue/salvage operator storyline and POIs
  • Added bacterial samples item and changed lysing enzyme crafting chain to reduce inventory space usage and involve a new unlock
  • Added a new scannable entity required for the above
  • Fixed red tablet unlock popup showing every game load after it is acheived
  • Plants now yield double when in their native biomes
  • Added callbacks for StoryHandTarget activation
  • Updated Language handling
  • Fixed ACUs sometimes holding onto old data
  • Removed extra scrap from the crash zone
  • Initial release
  • Initial release
  • Initial release
  • Initial release
  • Initial release
  • Initial release
  • Initial release
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Change Logs

Game Version Mod Versions Changes

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