Will Corby 2f7ddeb374
1.10.1 (#550)
## Major features
- Nomai warp pads! You can build transmitters (like the towers on Ash
Twin) and receivers on other planets. Can also be used to just make
permanent teleportation pads if the alignment window is set to 360
degrees. Receivers also take in general prop arguments for a Nomai
computer which will display the departure and arrival times.

## Minor features
- Adds `gameOverText` and `deathType` to credits volumes to display
orange text explaining the ending. (#512)
- Unified parenting, positioning, and rotating code across all prop-like
objects, adding support for parent-relative offsets and rotations to
rafts, geysers, tornados, volcanos, and others. All prop-like objects
have the common fields `rename`, `parentPath`, and `isRelativeToParent`,
as well as any applicable position and rotation fields.
- Added `alignRadial` to all props with rotations, replacing
`alignToNormal` on details. This now stacks with normal rotations, where
behavior was inconsistent before.
- `translatorText` props now behave like other props in terms of
positioning and rotating. `normal` is no longer used to calculate
rotations of some objects; instead you can use `alignRadial` and/or
`rotation`. Wall text continues to use `normal` to indicate the
direction of the surface to align the text to. Existing `nomaiText` wall
text and props are unaffected by all of these changes.
- Moved the Spawn module player spawn and ship spawn fields to new
`playerSpawn` and `shipSpawn` prop-like object fields.
- Moved dialogue remote trigger fields to a new `remoteTrigger`
prop-like object field.
- Moved the Vessel module vessel location and warp exit location fields
to new `vesselSpawn` and `warpExit` prop-like object fields. They also
have a `parentBody` field to specify the planet to attach them to.
- Made quantum group sockets and bramble nodes/seeds prop-like objects.
- Other Vessel changes
- Added a new `alwaysPresent` property to the Vessel module to spawn the
vessel whether it was used to warp to the system or not, and a
`spawnOnVessel` property to always spawn on the vessel when entering the
system, if it is present.
- Added a new `hasPhysics` property to the Vessel module to allow users
to disable the default behavior of the vessel floating on its own and
allow it to be parented to other planets or bodies.
- Added a new `attachToVessel` property to `warpExit` to keep the old
behavior of the warp exit following the vessel.
- Added a `whiteboard` type to `translatorText` props. If `xmlFile` is
set, it will spawn with a scroll already inserted with that text.

## Improvements
- Improved error logging when a detail fails to be created because a
script component's script is missing
- Added `isRelativeToParent` to geysers to match other prop-like
objects.
- Added `rename` to signals to match other prop-like objects.
- Slightly better error logging if `xmlFile` is not provided for
translator text props that require it
- Now we use nullable values in `translatorText` instead of separate
`keepAutoPlacement` bool
- Deferred singularity linking until after all planets are built, so
build order no longer affects pairs where only one has
`pairedSingularity` set.

## Bug fixes
- Fixed a vanilla bug that would sometimes cause the camera's vertical
rotation to get locked in place when spawning on the vessel
- Fixed several edge cases of props not respecting relative rotations
when `isRelativeToParent` was set
- Fixed geyser rotations being slightly off due to inheriting the
original prefab's rotation
- Fixed ship spawn points not actually being rotated, just the ship
itself (only noticeable if re-using the spawn point game object after
initial spawn)
- Details with `keepLoaded` will no longer have cull groups etc on them,
so they should work in map mode. `keepLoaded` will also force streaming
to be always loaded instead of just when you're in the sector.

## Note for add-on devs:
We rearranged some internal stuff, so if you were referencing the NH dll
in your projects some stuff might have broken. Tested it only with
addons that were actually released.
2023-03-23 20:55:16 -07:00
2023-03-04 21:13:37 -05:00
2023-03-23 23:50:39 -04:00

new horizons thumbnail 2

Support me on Patreon Donate Current version Downloads Downloads of newest version Latest release date Build

Do you want to create planets using New Horizons? Then check out our website for all our documentation!

If you want to see examples of what NH can do check out the examples add-on or real solar system add-on.

Check the ship's log for how to use your warp drive to travel between star systems!

Incompatible mods

  • Quantum Space Buddies.
  • OW Randomizer.

Supported Mods

New Horizons has optional support for a few other mods:

  • Discord Rich Presence: Showcase what New Horizons worlds you're exploring in your Discord status!
  • Voice Acting Mod: Characters in NH can be given voice lines which will work with this mod installed. Try it out by downloading NH Examples and talking to Ernesto!
  • Achievements+: New Horizons and its addons have achievements you can unlock with this mod installed!

Features

  • Load planet meshes or details from asset bundles
  • Use our template Unity project to create assets for use in NH, including all game scripts recovered using UtinyRipper
  • Separate solar system scenes accessible via wormhole OR via the ship's new warp drive feature accessible via the ship's log
  • Remove or edit existing planets, including what they orbit around
  • Create custom planets from heightmaps/texturemaps
  • Create stars (and supernovae), comets, asteroid belts, satellites, quantum planets/moons, and custom Dark Bramble dimensions.
  • Add stock planet features to custom ones, such as geysers, cloak fields, meteor-launching volcanoes, rafts, tornados, and Dark Bramble seeds/nodes.
  • Binary orbits
  • Signalscope signals and custom frequencies
  • Surface scatter: rocks, trees, etc, using in-game models, or custom ones
  • Black hole / white hole pairs
  • Custom dialogue, slide-reel projections, translatable text, and custom ship log entries for rumour mode and map mode
  • Funnels and variable surface height (can be made of sand/water/lava/star)

Development

If you want to help (please dear god help us) then check out the contact info below or the contributing page.

The Unity project we use to make asset bundles for this mod is here.

Contact

Join the Outer Wilds Modding Discord if you have any questions or just want to chat about modding! Theres a New Horizons category there dedicated to discussion of this mod.

Credits

Main authors:

New Horizons was made with help from:

Translation credits:

  • Russian: Tlya
  • German: Nolram
  • Spanish: Ciborgm9, Ink, GayCoffee
  • French: xen

Marshmallow was made with help from:

  • TAImatem
  • AmazingAlek
  • Raicuparta
  • and the Outer Wilds discord server.
Description
A custom world creation tool for Outer Wilds.
Readme MIT 341 MiB
Languages
C# 100%