and welcome to the post-Update 6 world! Aqueducts grow all around, wonders call for celebration, beavers paint their tails… It’s quite lovely, isn’t it?
To make it even lovelier, we’ve got the first tweaks, now live on the main branch.
Mods
- It is now possible to have mods for different game versions in the Mods folder. For more details, check https://github.com/mechanistry/timberborn-modding.
Misc.
- Added construction guidelines to the map editor.
- Changed the “KL. NA SEKUNDĘ” to “FPS” in the Polish localization. The old version screamed way too loudly.
- The font in the console is now slightly smaller.
Bug fixes
- Fixed a rare crash occurring while using the layer tool.
- Vertical Power Shaft placed on a platform no longer displays the connector visualization on the building below.
- Fixed Badwater Source’s visualization ignoring water layers. For example, if you ran a “natural” aqueduct above a Badwater Source, it will no longer be visualized twice.
- Adding a new Natural Overhang no longer changes nearby water visuals for a moment.
- Fixed water below Natural Overhangs being visible through their "floor".
- The pump’s pipe no longer magically disappears for the first building placed after unlocking it.
- Fixed a bug with Power Shafts that would not turn even when there is power generated.
- Agora might be an essential building, but neither its model nor lighting should be visible through Overhangs. Fixed!
- Similarly, Engines and their particles no longer clip through Overhangs.
- Beavers’ and bots’ paws and robopaws no longer clip through carried goods.
- Fixed incorrect glyphs being used in Traditional and Simplified Chinese localization.
- Fixed parts of the main menu breaking on the Japanese version.
- In the Polish localization, fixed the incorrect string translation displayed in the mismatched mods warning.