Releases: WurstModders/WurstMod
WurstMod v2.2.4
- Fixes compatibility with the newest update, U105E1
- Fixed an issue where in some cases, very old take and hold levels would not show the scoreboard
- Fixed an issue where in sandbox scenes it would seemingly use the new item spawner at random
Note: This version should be compatible with U104 and older, except the banger detonator in sandbox scenes will not work. Not that I expect that to be a huge deal anyway.
WurstMod v2.2.3
This release just changes how the sandbox tiles are positioned in the main menu. They now only appear on the right so that the left may be used for other things. Not gonna attach a release here please go download from Thunderstore.
If you're looking for the workbench files, the ones from 2.2.2 will continue to work just fine.
WurstMod v2.2.2
⚠️ WARNING! This update REQUIRES H3VR build 7036061 or higher (currently available on the take and hold alpha branch)
It will NOT work on older versions and will NOT load even if the version check is removed.
Changes
- Updated WurstMod to be compatible with the new alpha, integrating cleanly with the new TNH level selection. (Thanks Anton!)
- Legacy level loading path has been moved to accommodate Thunderstore's pathing.
- Fixed issue #33: all generic prefabs should now spawn and spawn the first time every time
- Added #34: Custom TNH level loading will now respect the user's selected seed
Updating
For users: replace your existing WurstMod.deli
file with the one below.
For mappers: no update is required, you may continue using your existing editor tools version.
WurstMod v2.1.1
New in this release
- Hand trigger component to call a UnityEvent on a trigger (
HandTrigger
) - Included a new parameter for maps relating to AI performance. (On the custom scene component)
- Included the new
TNH_EncryptionSpawnPoint
component for mappers
Updating
Users: remove the existing WurstMod.deli
mod and replace it with the new one from below
Mappers: delete your WurstMod.dll
plugin and re-import the package from below
WurstMod v2.1.0
New in this release
- Anvil Prefab script has been marked obsolete and a new script is here to take it's place: the Item Spawner script (not to be confused with the item spawner selection in the Generic Prefab script). The item spawner script is identical but it instead takes a string object ID, meaning your selections are not constrained by the enum in WurstMod's code.
- Added two events on the CustomScene to teleport and kill the player. Examples of both can be seen in the custom sandbox scene.
For users, updating is as simple as replacing the existing WurstMod .deli file in your h3vr/Deli/mods/
folder with this new one from below.
For map makers, updating only requires you to replace the WurstMod plugin dll with the one contained in the unity package below.
WurstMod v2.0.4
Supports loading non-Deli maps, disabled by default. It is still HIGHLY recommended that you wrap your level in a Deli file but this will be an option for levels whose authors are no longer supporting them.
To use this feature
- Enable the config option
- Run the game and let WurstMod generate the
Deli/mods/legacy/CustomLevels/
folder. - Place your levels in the correct subfolder and run the game.
If it does not work for any given map, chances are its thumb.png
file is actually thumb.PNG
. Just rename that to all lowercase.
No steps are required for mappers, no other changes to note for users.
WurstMod v2.0.3
WurstMod v2.0.3 brings compatibility for Deli 0.3.1. There will be no other changes affecting users.
For mappers: You do NOT need to update your Unity projects, however you DO now need to package your maps as deli files and you DO need to update your manifests if you already packaged your map as a deli file. Please see the the WurstMod manifest for an example of what one should look like and the loader name you should use.
WurstMod v2.0.2.0
WurstMod has been updated for Deli v0.2.5, make sure you have upgraded before installing. Additionally, the mod is now packaged as a .deli
file, so make sure you delete the older .zip
after installing.
As usual, to upgrade the game you replace the old version of the mod in your mods/
folder with the new Deli mod, found below.
To upgrade a Unity project to v2.0.2.0 replace the old WurstMod.dll
in your plugins folder with the new version, found below.
If you are installing this for the first time, please see the installation instructions!
If you are looking for the WurstMod Workbench Unity package or the TagManager.asset file, it can be found in the this release. Just be sure to upgrade the WurstMod.dll file after importing.
Hotfix v2.0.1.0 - Various smaller bugs
This is a small hotfix to address some issues with the v2 release;
- There is now an option in the scene settings portion of the Custom Scene component to set the player's IFF
- Fixed an issue where the Sosig Spawners would not apply the spawn options
- Fixed a rare issue where sometimes after loading a level and visiting the Proving Grounds you would have double of some objects
To install the update into your game, replace your WurstMod.zip
mod with the zip file below. Do not extract it.
To install the update into a Unity project, replace the Assets/plugins/WurstMod.dll
file with the dll file below.
If you are installing this for the first time, please see the installation instructions!
If you are looking for the WurstMod Workbench Unity package, it can be found in the previous release
WurstMod v2.0.0.0 - The Overhaul Update
Oh hey! It's WurstMod 2.0, now a Deli mod! Here's what we've been up to:
- @nrgill28: Massive rewrite-and-a-half, Deli mod support, improved organization, general awesomeness.
- @Nolenz: Backwards compatibility for the above awesomeness.
- @nrgill28: Sosig Spawner component!
- @nrgill28: Custom gamemode support!
- @Nolenz: Anvil prefabs improved. Choose pretty much any object in H3VR from a dropdown!
- @nrgill28 and @Nolenz: Exporter window.
- @Nolenz: Fixed reverb environments.
- @Nolenz: Fixed PMats.
- @Nolenz and @nrgill28: Area triggers, a bit experimental.
- Probably other stuff I'm forgetting.
Map developers: This is a pretty massive overhaul, your maps should load, but every component you currently use will be marked as obsolete. It will still work, but you are encouraged to use the new versions. Porting a map from v1.x to v2.0 is going to be a bit of effort.