Additions
- Added shrooms.[/*]
- Added mushroom bed.[/*]
- Added mushroom spawn station.[/*]
- Added mushroom substrate.[/*]
- Added spore syringe.[/*]
- Added grain bag.[/*]
- Added AC unit.[/*]
- Added shroom spawn.[/*]
- Added spray bottle.[/*]
- Added shrooms visual effects.[/*]
- Adding a renaming feature to the management system. You can now rename stations, pots, storage racks, etc.[/*]
- Added temperature system.[/*]
- Added temperature system 'heatmap' visualisation.[/*]
- Added randomly spawning shrooms in the sewer.[/*]
- Added mushroom hat.[/*]
- Added Fungal Phil.[/*]
- Added 'units' setting under display. This allows you to toggle between imperial and metric.[/*]
- Added shroom introduction quest.[/*]
- Added a 'remove' button to object list entries (management system).[/*]
- Added some dirt particles when soil is used up.[/*]
- Added cartel dealer smoke breaks.[/*]
Tweaks/Improvements
- Cartel influence in Westville is now limited to 500/1000. Old saves will automatically have Westville influence scaled down to reflect this.[/*]
- Changed coca plant yield from 9 -> 12 (20 when boosted with PGR).[/*]
- Cleaners can now be assigned to 6 trash cans.[/*]
- Plant growth speed can now be boosted by warm temperatures.[/*]
- Modified a few existing customers preferences to favour shrooms.[/*]
- The filing cabinet can now actually be used to file stuff (you can put items in it).[/*]
- Explanation now displayed when a tap can't be interacted with.[/*]
- Moved 'use drying rack' botanist behaviour down the behaviour hierarchy.[/*]
- Improved jar glass material appearance.[/*]
- Improved baggie material appearance.[/*]
- Improved brick wrapping material appearance.[/*]
- Changed the appearance of applied additives.[/*]
- You can now use the teleport command to teleport to NPCs (e.g. 'teleport benji_coleman').[/*]
- 'Pickpocket' interaction is now replaced with 'view inventory' if the NPC is unconscious.[/*]
- Refactored some dealer code.[/*]
- Refactored a lot of botanist code.[/*]
- Removed bomb from item filter.[/*]
- Made the moisture-preserving pot a bit lighter.[/*]
- Cleaned up tap code.[/*]
- Refactored watering can code.[/*]
- Added more random items to cartel goon inventories.[/*]
- Added some extra safety in the loading code to prevent loading the same object or employee twice.[/*]
- Added 'fully grown particles' to the coca plant.[/*]
Bug fixes
- Fixed some customers having no favourite effects.[/*]
- Fixed objects sometimes getting stuck highlighted when using the management clipboard.[/*]
- Fixed built object initialization sometimes happening twice.[/*]
- Fixed pupil dilation not resetting to default after sobering up.[/*]
- You can no longer apply additives after a plant is fully grown.[/*]
- Fixed coca leaves sometimes falling behind the cauldron[/*]
- Fixed mixing station 'preview product' having a different appearance from the actual product.[/*]
- Fixed item instance data being sent to a joining client before created product data.[/*]
- Fixed NPCField replication error (management system).[/*]
- Fixed delivery vans having no items visibly displayed in the trunk.[/*]
- Fixed drying rack items sometimes not aligning correctly.[/*]
- Fixed excessive LODs on some lights.[/*]
- You can no longer open/close the management clipboard while you're selecting an object or setting a transit route. [/*]
- Fixed outline renderers getting occluded.[/*]
- Fixed NPC combat behaviour sometimes not resetting the NPC's vision component when combat is done.[/*]