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Eti the Spirit :: If you're seeing this then something broke or you have JS off.
Void Common API Update Logs
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Survivors of the Void
Version 2.0.1 ▶︎ It's all experimental? Always has been. I wonder what for...
+ Added the new "Void Team Player" system. This puts players using Void survivors on the Void team.
+ Added a setting to reduce Player <=> Void Player damage if the above setting is enabled. Same case, it's experimental.
+ Added an option to make Void allies spawned with the Newly Hatched Zoea use the native Void skin when desired, a purely cosmetic change.
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@* Aurelionite has had older code reinstated. This code spawns it on the team that has the most Halcyon Seeds (this used to be in vanilla code but was cut, so I readded it). When counting how many total Halcyon seeds exist in an entire team's inventory, it also keeps track of which team has the greatest number. The team that has the greatest number is the team that it spawns on.
@* Lepton Daisy has this behavior as well, but it spawns for all teams that have at least one (so the pulse only affects members of any given team iff that team has at least one Daisy in any member's inventory). This is actually in vanilla already!
@* Any ally that spawns on a Void Player's team will be Voidtouched, granted that ally is owned by a Player (as to not interfere with the spawns). This currently affects Aurelionite, Beetle Guards, and (if possible) drones.
* The behavior of the SettingChanged
event for instances of ReplicatedConfigEntry
now sets fromHost=true
if the local user is the host of the run, if the local user is in singleplayer mode, or if the change is done outside of a run (such as in the main menu). This differs from old behavior where it was true iff the player was the host of a currently live multiplayer session.
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# Holdout zones that filter for players when applying buffs (especially that of other mods) will treat Void Players as enemies. I don't really plan on fixing this because it's hard, and it also kind of makes sense. A small price to pay for friendly infestors or some shit idk.
Version 2.0.0 // Electric Boogaloo ▶︎ At least, for now.
@+ Added the Advanced Configuration system. This allows super clean interoperability with Risk of Options, which is now a very important dependency for this mod. It also allows some core stats that would traditionally require a restart to be changed on the fly.
+ Added the Transparency Controller. This replaces the body transparency system used by Reaver and Jailer, putting it all in one place, and allowing all void characters to use it by extension.
+ Added the Camera Controller. This allows the camera position and offset of void characters to be modified during runtime.
+ Added the Configuration Replication system. This allows configs to be sent over the network in realtime and managed by the host of a session.
+ Added the VR Interoperability system. This was previously a part of the Jailer mod but it is now common since Devastator will likely use it.
+ Added variations of all black holes that instakill or just do normal damage.
+ Added the Survivor Hollower system. This system is responsible for "hollowing out" the prefabs for void enemies so that they can be reconstructed with player information.
+ Added the ability to have fake passive abilities. This way, information can be displayed on the character stats screen without registering a useless object to the network.
+ Natural void immunity can now be configured during runtime, the registry is no longer static for vanilla void enemies.
+ Added a new damage type that works in tandem with Exaggerated Void Deaths to allow certain void kills to make a sound anyway instead of using the built in silent effect. The Jailer's new special makes use of this.
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* Dramatically improved the behavior of the Fake Void Death system. This was previously a part of the Reaver mod and was responsible for creating fake void deaths (deleting killed characters) when the enemy dies.
* The HP Bar API systems for Void characters are now in place via this API.
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- Removed the legacy Manual Void Death system. It was replaced by the aforementioned Fake Void Death system.
Version 1.1.1 ▶︎ PRESENTATION!
* Fixed a working mistake that implied the black hole settings applied to all void enemies, when in reality it just applies to players.
Version 1.1.0 ▶︎ API Expansion
+ Added a bunch of missing members.
+ Added the option to disable the Low Pass Filter after death, to not mess with the sound effects of the black hole.
+ Added the option to register all known vanilla Void monsters for immunity to the atmosphere.
+ Added the option to globally configure the mechanics of player-created black holes.