So 1.0 is coming and i bet many of you have figured out how to update to the new version through the nightly updates, the thing is not everyone has either the time, knowledge and/or the experience with updating to a new version of the game like many of us did for the about 14 major stable updates since perturbed koala on December 4th, 2013. The fact is that 1.0 is apparently going to be huge, and in the past huge updates like the change from the merge to the patch system took a while to update properly since it also added a lot of new thing at the same time. So here I ask the question 2 questions I asked in past just like this one to help the community to update their fantastic works: what are the things that once you update to the new version of the game, kills a mod. What should we do to fix these problems to update our mods to the newest version of the game. I'll try to keep this thread updated with a summary of the problems and/or fixes as sometimes we find a problem but can't find a solution for it. Here is the list of now know changes in different categories: Armors: - Some of the values changed, i have yet to confirm whether it is just in stats or actual name/changes. Guns And weapons - We need to port them to the .activeitem model from the old .gun and .sword models Planets - Number of layers reduced from 5 to 8 to only 3 layers per planet Player Ships - Block keys and Ship layout need to be updated for the ship crews. - blockey.config has changed slightly. brokenracefuelhatchTier0 & researchstation removed - The "ship_error1.ogg" sound file has been replaced by "clickon_error.ogg" sound file Crafting - The item tags "inventorstable" and "craftingstations" will now add the recipe to all crafting station and player crafting. - The item tag "spinningwheel" has been replaced by "craftingwheel" - The item tag "wiringstation" has been replaced by "craftingwiring" Objects - Need to include T1 ship image in objects/protectorate/objects/protectorateship for protectorate mission. - Container json objects need "uiConfig" : "/interface/chests/chest%slots%.config" changed to "uiConfig" : "/interface/chests/chest<slots>.config" (%slots% to <slots>) Items - Durasteel is now an ore - Steel has been replaced by tungsten - Circuitborad has been replaced by siliconboard Removed Items - pressurizedbeam - pressurizedgirder - pressurizedplatform - pressurizedsteel - steelplatform - brains - in all forms (chains,platforms,bars,etc.) Container Object script - containerCallback removed Cinematics - Respawn files changed to take multiple difficulties - Need to include T1 ship image in cinematics/story/smallship for protectorate mission. - If you have a race mod you need a new custom beam up animation. Ai - The portrait size changed - No longer needs to patch the ai mission files - Now you only need to patch in the race and the ai frames and portrait AI Station / Tech Station / 3D printer - Changed & moved images for tech console. Codex - .codex & .codexitem merged into .codex - New "race" parameter, value should be "other" for race mods for now. Initial Codexes: - Initial codexes changed to protectorate1 & 2. Include those 2 plus your own in your codex.config.patch. Initial Quest - The initial quest has been changed to protectorate so include this one to your initial quests. Recipes - Some group changed name or where completely removed. Techs - .tech and .techitem merged into one .tech file. - No more input function, the movement parameter are now in the update function parameter LUA - Inbound & outbound changed to input & output respectively - In object scripts, the entity table/key word has been replaced by object table/keyword - The world.logInfo, world.logWarn and world.logError have all been moved to the sb table and should be called like so: sb.logInfo, sb.logWarn and sb.logError - world.objectConfigParameter has been replaced by world.getObjectParameter. Projectiles - The key "frames" has been replaced by the key "image" Disclaimer: i haven't tested all these changes as of right now so some data may be inaccurate. feel free go give corrections if needed to.