Releases: rheirman/WhatTheHack
Releases · rheirman/WhatTheHack
v0.19.4
- Added Bio tab for hacked mechanoids, and the possibility to rename mechs there.
- When a modification fails, you should get back the upgrade module
- You get back most upgrade modules installed in a mech when disassembling the mech now.
- Several fixes for how bills are assigned at hacking benches. If a hack or modification fails, the bill should be re-added appropriately.
- Fixed: impossible to remove a mech that is downed on a hacking table from it.
- Possible fix for situational issue with maintenance.
v0.19.3
- Fixed: mod options not able to handle a lot of factions and factions/mechs with very long names.
- Fixed: mechs with vanometric module using mechanoid platforms during caravanning while they have plenty of power.
- Fixed: not possible to craft vanometric module.
- Added Japanese translations (by Proxyer), simplified chinese translations (by LingLuo), and traditional chinese translations (by Biscuit)
v0.19.2
- Buffed vanometric power module.
- Decreased how much a mounted turret's power consumption affects mech power drain.
- Part regeneration of smaller body parts consumes less mechanoid parts. This makes mechanoids that are likely to loose small parts much more viable.
- Partially fixed problem involving the mass usage calculation being inaccurate for mechs with turrets mounted on them during caravanning.
- Fixed problem with mounted turrets dissapearing when a mech walks near the map edge.
- Fixed problem involving colonists trying to mount deployed turrets on mechs, resulting in things despawning.
- Small fixes in text descriptions.