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Mynocks can no longer spawn below +32m when on Sky Islands
Freighters now reject items for assigned station needs that they can't serve
some smaller Handbook updates and additions to entries.
Fix to Falcor lockup when returning with a null item.
Fixed exploit with stacked Grommets
Updated WFE clearlist
Fix for turret lasers getting stuck on
Fixed 'Mobs killed' spam
SpiderBot should no longer fly away
Fixed link to correct DLC page for TAP
Ensures Patreons get research access to TAP DLC scan
Carts with no accessible destination that have an assigned station now properly set their error state
Fixes NRE unity thread crash with ForcedInduction on modded smelters
Fixes to All-Ore mode to make it a bit more playable
serveroverrides.ini now has the autopause and listpublic in the example file
MissionManager has the superbuild mission hooked up to translation support some new Chevron handbook files
updated the master_language_data.xml to have more stuff ...
Freight handbook update
Corrects icon display of freight stations in the system monitor
Several Freight bug fixes
Minor freight UI polish and fix for carts not entering reserved station
Turn off FreightCartStation mbWaitForFullLoad...
Fix to Carts Idling on world restart
CCW and CW fixed/switched on recipe descriptions for conveyor curves
Canvas now says it made form paste and not Rought hew rock
Fix to make "Collect Research" button appear if research finished while the machine window is open (no more having to close and re open it)
Calling player.TeleportTo on host no longer causes the host to teleport regardless of the player object
Fix for hosted player hotbar getting items added to it when client player picks up new items.
Fix for hosted player hotbar getting items added to it when client player picks up new items.
prevent the creation of orphaned Unity objects of drop items when the segment drop item queue is full (dropped cubes stuck floating in air problem).
Adv Teleporter now tells clients about removed machine deleted destinations so they get taken off the list.
Fix belt re-facing distortion against a different face (first belt against Y second against wall)
Prevent a workshop mod with a bad mod.config id and/or name from blowing up the mod panel script.
Fixed basic ore smelter handook
Barkeeper now knows about its placement blocks WFEMK2 and MK3 now have the correct amount of power usage in the handbook. All changes requested by Madvandal
Fixed GPS unlock
LPTs can now fire through Energy Grommets
Fixed NRE in FreightCartMob caused by HopperInterface OfferItem being dropped on update
Fixed error flashing on FreightCartStation to correctly error only when there are less than 3 nodes in the network... again...
Lidgren changes for IPV6
changed decriptions for the Ore carts as the capacity is different from the Handbook. (may have missed one or two) Chevron renaming if different files
Madvandal fixes to conveyors
Update 24:
SkyIslands Fixes
Slightly reworked Ore spawns on Sky Island to be wider and more reliable:
450-530 - Nickel
380-450 - Gold
280-350 Titanium
220-270 Crystal
Previously Nickel was very-likely to overwrite Gold - they now exist in separate band.
Altered T4 spawn density
All-Ore fixes
T4 ores now spawn separately to T2, meaning it's possible to progress
T2 ores have improved spawns
Skins!
Added Adventurer's Garb skin for TAP owners
Added ADAPTable skin for ADAPTR owners
Spiderbro!
SpiderBot's knees should no longer go wrong.
If SpiderBot's knees DO go wrong, they should fix themselves in short order
Technical stuff!
You should now be able to enable multiple new mods and not worry about the security confirmation dialogue failing. (thank you MV)
Mods now support Tags - just add <Tags>Cats,Dogs,Mass Hysteria</Tags/ to your Mod.Config (Thanks PC)
Added IPV6 Support (Thanks to TechPizza and Zebra). This does not support IPV6-only setups - the server can still only transmit and receive on IPV4. NAT should take care of this. The other situation that will not work is an dual-stack IP server where the client on a LAN attempts to connect via IPV6. Utilising Name Resolution on LANs should work, as it will default to IPV4. Internet IPV6 resolution where NAT is available should work fine. IPV6 VPNs won't work, but they wouldn't have worked before either.
Misc!
'Fix' for incorrect Conveyor ReadyForConvey flag for network clients
Fix for corner Conveyors for network clients.
Fixed MFP preview not correctly removing hurtboxes/lights under all circumstances.
Mass Storage now correctly culls inside Rooms
Mobs should now correctly cull on raycast blocks
Fixed Main menu text issues, added ADAPTR link
Added catch for Recipes with CraftData with 0 entries needed
Fixed Patreon-URL when user attempts to build Adventures Mode block
Minecarts are now recoloured to match Freight carts, with the colour order being Green,Blue, Purple, Orange
Icons have been recoloured to match
Thank you Mad Vandal for the Corner conveyyor fixes.
Make carry objects added through AddItem on basic/regular curved belts start at 0.5 offset and facing the input direction.
Slows carry object turn speed on basic belts to 0.8 so animation turn speed meshes better with the forward speed and more real.
Added curved and sloped belts to those subject to cold/toxic penalties.
Working MFPs now have text to show you that they've completed their work. (SP only)
Fixed issue where network clients would not use up power when teleporting via Advanced Teleporters.
MK4 guns now use ExceptionalOrganicLens, not PerfectFacetedEye
Organic PSB now uses Lense, not Eye.
Potential fix for bad timing when teleporting into and out of and between Rooms.
CPH tutorial should no longer be around for Network Clients.
Fixed Airlock rendering, easily turning this game into GOTY.
Developed final Bootstrap screen :-(
Added Adventures Pack signs to Main menu
Fixed issue with ConstructoBot permissions
GPS no longer shows coords when CPH is offline.
GPS works for Patreons.
The Adventures Pack is no longer referred to as 'Forthcoming'
MFP should no longer disallow building under odd circumstances when network clients
Freight Filter Window should now correctly work as a network client
ARTHER disconnect should no longer transmit a NULL Station segment under some circumstances
ARTHER will now automatically disconnect from Docks when he's more than 96 metres away, for network clients. This avoids a situation where ARTHER 'dangles' as can no longer see the segment he's in!
Freight Carts permission is now correct for all owners
Rail Gun permission is now correct for all owners
Robots permission is now correct for all owners
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