This is probably the first multi-story building with connecting stairs that I have built since Alpha 10.5 where they have taken down all scaffolding and ladders, and the building was finished flawlessly!
Whatever you guys have done here, keep it! Alpha 17 is shaping up to be great so far!
Bugfixes aren’t stating anything new regarding scaffolding but if it works than that’s awesome. Less work with destroying remaining scaffolding after the build via console commands.
This could be because I made the first couple of steps full and solid, but I believe I have done this before and they’ve left scaffolding up. Thankfully it’s all being taken down, because that usually ends up being a lot of wasted wood.
Added a way for modders to specify that a certain part of a mixinto will override an entire node. Usage example — “mixintype_given_names”: “override” . This allows us to replace arrays instead of adding to them
Added Varanus ambient mobs so Varanus skins will be available even in late game
Added SFX for mountain wind chimes!
Merge some un- or infrequently used stockpile filters — refined animal part and heavy armor. Refined animal part was only leather bolts, which is now rolled under the cloth section. Heavy Armor and Light armor are merged into one section
You can now change colors of already placed floor, foundation, and roads in Building Editor
Add fountain splash effects for the tier 2 statues
Bug Fixes:
Fix some gongs requiring wrong ingredients
Players who have mods installed will have an (M) added to the end of their version string (to help us better diagnose potential issues)
Stop destroying completed legacy scaffolding regions on load
In Build Editor mode, the selected building will be more opaque while unselected buildings will be semi transparent
In Build Editor mode, selected building subparts have a blue highlight
Fix for doors and windows disappearing when clicking on them. When moving a doodad to a new location, but that doodad’s new location is BAD, cancel the move operation. Use the erase tool to delete windows and doors after placement
Fix pillage mission still going when enemy becomes neutral/friendly
Fix for farmers not able to farm if the farmer field is not accessible on all 4 sides, but is accessible in the middle
Add a new option for auto update adjacency, which is the center (IE the cube that represents the destination). ALL is now all corners, all edges, and center
Try our best to deal with inconsistent scaffolding state
Update region collision shape for city tier 2 statues