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base repository: SubnauticaModding/Nautilus
base: 1.0.0-pre.23
head repository: SubnauticaModding/Nautilus
compare: 1.0.0-pre.24
- 6 commits
- 14 files changed
- 3 contributors
Commits on Dec 17, 2023
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Fixed tech category display names not getting applied (#500)
* Fixed tech category display names not applied
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Correct set analysis tech entry behavior breaking change (#504)
* Correct functionalities change to SetAnalysisTechEntry * Change Lists to HashSets to prevent useless duplicates being added. * Correct Timing issue that would remove the items AnalysisTech if the item had a CompoundTech. * Reimplement lost functionality removed by my failure to properly review ALL aspects of the ScannerGadget PR. * Change require analysistech causing fail to auto create one instead like before. Fix: Corrected removals timing Doc: Added more notes to describe the why things are where they are. Doc: Added notes on methods that modify instead of replace even if the name is horrible and makes you think they should replace.
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Change crafting gadget tree failure log level to Debug (#506)
Change gadget tree failure log level to Debug
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Fix: Correct Invalid Cast exception when trying to remove a node from a custom fabricator.
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Overhaul ModPrefabRequest and PrefabHandler to fix multi request bug (#…
…508) * Overhaul ModPrefabRequest and PrefabHandler to fix multi request bug
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Survival Handler Fixes and Improvements. (#509)
Fix: Setting negative oxygen did not work right. Fix: Setting Negative Health would never kill and could glitch the player if reaching 0. Fix: InventoryUsables was list instead of HashSet Improvement: Added RunActionOnConsume(TechType techType, Action customAction, bool isEdible) to allow mods to send their own custom action to be performed when item is consumed.
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