Setting a field item with the snap active will align it to the major gridlines. This will prevent the user from setting un-interactable objects (rocks, trees) unintentionally.
Having the auto-handle extension tiles will now delete all associated tiles when issuing a delete command on an extension tile, rather than just deleting the extension tile.
#226
Am not entirely sure how to indicate genes on a ~16x16 pixel square
8 genes, 3 possible summary states (0,1,2|3)* 4 gene pairs
can possibly do an interior 2x2 square with glyphs (blank, -, +) to indicate 0,1,2|3
instead of glyph, can do a pixel pattern (default color, checkerbox, deep color) in the 2x2 grid to indicate gene states
idk
Change friendship here.
Can also cheat all friendships (of all villagers, for all saved players) to 255 by shift clicking the drop-down button instead.
game stores all donation types in the same array (chunked into date[], item[], playerID[]); no dedicated indexes for a donation, so no empty slots, and all donation types are intermixed (based on donation date)
Closes#190
I checked one of my more recent save files and noticed that bits for remake indexes 2,000+ were set. Not sure why there's 8000 remake sets allocated... Maybe they're using the data there for other unlocks / values. Dunno!
Replace '8' with ItemRemakeInfo.BodyColorCountMax for documentation clarity
enabled by default
viewing an extension will calculate where the root node is (based on the extension values) and load it instead, only if the item ID matches. bounds check to be 100% safe from ppl placing random/bad extension tiles
10_0000th bit of Flag0 is to indicate if an item was dropped rather than placed (dropped clothing vs clothing on display)
treat dropped items and buried item sizes as 2x2 (1.0x1.0) rather than their placed sizes
Fix bottom acre row labeling for MapAcre stuff
Don't close png dropdown on checkbox click
Don't change map reticle position on map right click (only left click)