## 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. - Added `ignoreSun` to details to optionally make them ignore the effects of sunlight. ## 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. - Fix constant NRE from rings with both a scale curve and opacity curve ## 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.
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:
- xen (New Horizons v0.1.0 onwards)
- Bwc9876 (New Horizons v0.9.0 onwards)
- Mister_Nebula (Marshmallow v0.1 to v1.1.0)
New Horizons was made with help from:
- FreezeDriedMangos
- MegaPiggy
- JohnCorby
- Nageld
- Trifid
- Raicuparta
- jtsalomo
- And the Outer Wilds modding server.
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.
