Regular Update (experimental)
Experimental 1.0.17857
Additions
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Support copy/paste single argument values in the behavior editor
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Add a simple search function to behavior editor (currently only argument values can be searched)
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Allow dragging an instruction argument onto the 'Add Parameter' box to easily create and hook up a new parameter
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Add freestanding comment nodes for behaviors
Changes
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Count docked units and docking garages as "adjacent" for behavior instructions that act on other units
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Added behavior instruction 'Set Data': Set the data part of a value (identifier, target reference or coordinate)
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Changed behavior instruction 'Set Number': Make it always and only set the number (don't affect coordinate)
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Changed behavior instruction 'Combine Coordinate' and 'Combine Register': Besides INFINITE, also ignore incoming NOT numbers
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Changed behavior instruction 'Combine Register': Renamed argument 'Unit' to 'Data' because it can contain any data part
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Changed behavior instruction 'Separate Register': Updated explanation to match the other instructions
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Changed behavior instruction 'Distance ': Enable coordinate input for constant values, fix calculation between two coordinates to match the game logic, update documentation
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Changed behavior instruction 'Loop Recipe Ingredients' : Enable selection of unit types on Recipe argument
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Changed behavior instruction 'Get Self': Return an optional second value that specifies the component type identifier and index of the running behavior controller
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Changed behavior instruction 'Is Working': Return the index of the working component (if multiple of the same component are equipped)
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Changed behavior instruction 'Load Behavior': Also accept a specific component type identifier besides just the component index
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Changed behavior instructions that take a component index (i.e. 'Get From Component' or 'Set Link') to also accept a combined type identifier and index (instead of separate arguments)
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Remove AI Behavior Controller restrictions from Un/Equip Component Remotely instructions and change the failure branch from "No Component" to "Failed" and handle more cases
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Slight margin and size changes for many behavior nodes for a more balanced look
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Extend silica spawn to higher altitudes
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Disallow locating hidden enemy units by using "Follow Camera" or "View Unit" from a register
Fixes
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Fix lagging of Memory Viewer window in behavior editor when there are many thousand elements
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Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
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Fix re-ordering parameters in behavior editor leaving Call instruction arguments assigned to wrong parameters
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Fixed direction of human ai explorer scanner effect
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Fix regression of version 17832 which made components wrongfully show having their generated power amounts overclocked (i.e. a Power Cell in an M socket)
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Fix Time Egg functionality breaking when a drone is docked
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Fix game crash when a non-floating unit is docked and wants to move but it finds itself blocked while its garage is also a moving unit
Reminder that Experimental is exactly that, back up your saves!
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