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CHANGELOG
Changelog
1.2.1
A big freeze-coverage pass after a lot of testing turned up plenty of stuff that was slipping through.
- Frozen players are actually frozen now, no more jumping, using an item, or drowning while time's stopped. Momentum is conserved despite the freeze
- Dropped/thrown items keep their momentum instead of just falling
- Sound now pauses for everyone except whoever cast it
- The ship, the delivery shuttle, and the company monster all stay put while paused instead of carrying on
- You can no longer die to a kill that was already in progress when the pause hit (Forest Giant, company monster grabs) — it waits until you resume
- The entry fan, turret bullets, the old bird's rockets, and a bunch of other particle effects all freeze properly now
- Enemies no longer keep swiveling to track you while otherwise frozen
- The Hygrodere's wobble is frozen
- Cleared out a leftover config setting from an old build that had no business still being there
- Fixed a bug where a few of the above (item physics, audio, flame effects) could get stuck permanently paused after just one freeze/resume cycle
- Known issue: the ship/shuttle/old bird flame effects disappear during a pause instead of freezing in place — turns out they're driven by a shader with no real way to pause it, so this is the best we've got for now
1.1.0
- Enemy freeze now also pauses VFX Graph/particle-driven animations (e.g. locust swarms), not just Animator-driven ones
- Damage the caster deals to other players while paused is now queued and applied on resume, same as enemy damage
- Cooldown is now per-player instead of shared globally
- Scan-pulse flash color is now configurable per-player (
ScanPulseColorHex), as a local display preference - Added diagnostic logging for an in-progress investigation into a reported caster-identification bug with 3+ players
1.0.0
Initial release.
- Host-permissioned time stop with a J keybind, chat-command permission granting (
/allow,/deny), and a 5-second cooldown - Freezes enemies (including contact-triggered attacks), turrets, spike traps, landmines (deferring rather than skipping the explosion), and the mineshaft elevator
- Damage the caster deals while paused is queued and applied on resume
- Greyscale/chromatic-aberration visual effect with a sound cue and a pink scan-pulse flash