EzEdit2

By: JamesIII

Updated By: AndyDemon/Vaughn. The new version also includes the features from original version of EzEdit (including monster spawning).

Loads the following mods and “cheats” all at the same time:

  • Save/Load from File
  • Show World Map Cheat
  • House spawning
  • Water tile spawning
  • Item spawning
  • Monster spawning

Works On: Beta 1.9+
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Myrk created an add-on to this mod that works in tandem with EzEdit2 or as a stand-alone mod. It adds in “instant miracle” which restores all your stats, and giving tree bark (instead of string in EzEdit2).

Works On: Beta 1.9+
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Hobgoblins

By Vaughn

A Wayward monkey testing/debug tool inspired by gremlin.js, a script that will randomly do a variety of things in the game such as clicking items, crafting items, click buttons and ui elements, press keyboard keys, click to move, inspect, hover over ui elements, resize dialogs, scroll in dialogs, move dialogs and more.

Works On: Beta 1.9+
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Wayward Beta 1.9.1 Released!

Beta 1.9.1 Promo

This month we have another significant patch to the beta 1.9 series. I think there will be another couple of these as we continue patching and adding new features up until the bigger/huge changes coming up in beta 2.0. This one includes the long awaited inclusion of chicken farming. It’s a bit rudimentary at the moment, but some simulation is there in terms of hatching and egg laying. Eventually, we will see this applied to other animals as well as adding young and male/female counterparts for increased depth and simulation.

Play Online:

http://www.unlok.ca/wayward/

Downloads:

Windows (Mirror #1) (Mirror #2)
Linux 32-bit (Mirror #1) (Mirror #2)
Linux 64-bit (Mirror #1) (Mirror #2)
Mac OS X (10.7+) (Mirror #1) (Mirror #2)

Those players also being annoyed at the outdated and messy wiki can now rejoice and take a gander at the brand new documentation that will automatically update as Wayward does. As always, read all the changes below:

Bugs

Fixed a bug where:

  • Multiple errors could be triggered when using a container that was in the first slot in your inventory.
  • A typo that caused some creatures not being able to spawn on shallow sea water.
  • Plant Roots was spelled “plant Roots”.
  • Fire decay rate status was not being calculated per type, so furnaces for example would always be raging to start and last for a long time. The message is now more accurate.
  • You could duplicate items by holding an item in your cursor and picking an item up.
  • Sounds would sometimes not play properly in the offline, downloadable version.

Improvements/Changes

  • Decode verbiage changed to make more sense with gather treasure changes.
  • Aberrant Living Mushrooms now drop/carve into Red Mushrooms instead of the normal white mushrooms.
  • Living Mushrooms no longer bleed.
  • Removed attack from actions as it caused issues with timing/turns and there’s no option to disable auto attack anyway, so it was confusing/unnecessary.
  • The Bull Boat no longer requires treasure, and no longer has a “win” state applied to it – it can now simply be used to travel to a new world.
  • A new, more advanced boat has been included to replace the old Bull Boat’s functionality.
  • Ammo and fire consumables (tinder, kindling, etc.) will now be checked throughout all containers in player’s inventory, not just those that are equipped.
  • Chickens now longer spawn by default, they have been added to a higher tier.
  • The container menu/window will now display the name of the container that is currently open.
  • Slowed down plant spreading chance by around 75%.
  • Speed up fire spreading chance by around 25%.
  • Blood removal now has a custom message and no longer loops as a second action.
  • Plants may now randomly, and rarely spontaneously grow (not just from spreading from another as previous).
  • Performance of the offline, downloadable version should be improved a bit.

New

  • Complete documentation and hint/help guide added. Caution: heavy spoilers! Let me know if you can see any improvements to be made on this.
  • Added unique corpses to aberrant creatures.
  • A few new items and item uses added.
  • Eggs have been added and can now hatch into chickens, or be laid by chickens.
  • Help and donation buttons added to the main menu.

Developer/Technical

  • spawnMonster now has an extra parameter for forcing aberrant status.

Wayward Beta 1.9 Released!

Beta 1.9 Promo

Life’s been busy, but thanks for sticking around. Beta 1.9 has been released and it’s full of all of our great Weekly changes as well as a giant list of other things. Some of the more exciting things include vulnerabilities and resistances being revealed in combat, a fix to that annoying invisible rotten meat bug, a couple new survival food items, and being able to change directions while moving with your mouse without needing to de-click and changing directions. That’s just scratching the surface though, make sure to read below.

Play Online:
http://www.unlok.ca/wayward/

Downloads:

Windows (Mirror #1) (Mirror #2)
Linux 32-bit (Mirror #1) (Mirror #2)
Linux 64-bit (Mirror #1) (Mirror #2)
Mac OS X (10.7+) (Mirror #1) (Mirror #2)

Just like beta 1.8 previously, 1.9 contains all the fixes/changes/additions from the intermediary versions and some brand new stuff as well, this time quite a lot. You can expect everything from 1.8.1-1.8.6 and the following:

Bugs

Fixed a bug where:

  • De-spawning would stop to function properly after awhile in a game/session.
  • Using quick-slotted items with hotkeys would bypass sling/bow equip restrictions and cause containers not to work.
  • Quickslotted items would not restock if thrown from the item menu.
  • 0 durability items being blocked from crafting if they were just required (and not consumed).
  • Dying while rafting would cause the player to become stuck on respawn.
  • Invisible rotten meat would keep spawning in a player’s inventory if they had some meat with a 0 decay in the first spot of a container, in the first spot of their inventory. You can see how this one was hard to track down!
  • Filters would not work in Safari.
  • Items would disappear if you tried to use “Drop (All) In Opened Container” when not facing the chest.
  • Closing a container with the “X” would not actually close the container via game logic, possibly causing some container errors.
  • Fists and throwing items with no damage type would result in no vulnerabilities and resistances being applied.
  • Players could get different items back after they just placed a tile. For example, getting shale from a pile of gravel they just placed down.

Improvements/Changes

  • Randomized events will now happen more frequently.
  • Acceleration on movement slowed down on turning to produce more accurate facing movements.
  • Slowed down monster de-spawn a bit (although, it’s much faster than before due to a bug fix).
  • Items you cannot craft are displayed with a red border instead of a very low opacity.
  • If a container breaks from throwing, the items inside now scatter around the point of impact.
  • Decreased the durability on branches, bones, and wooden poles to promote crafting of higher tiered items for gathering/fighting.
  • You can now turn while moving with your mouse and holding down, instead of having to de-click, and then changing directions.
  • Increased vine whip durability.
  • “A Spear” is now “A Stone Spear”.
  • You now always have a chance at doing at least 1 damage to a creature.
  • Resists and vulnerabilities re-balanced across all creatures.
  • Fixed some grammar issues with combat messages.

New

  • A couple new survival food related items added.
  • Added a couple missing translation texts including recipe skill, equipment type, damage types, and dialog titles.
  • A pick-up option was added to the action menu for doors.
  • Inspecting an aberrant monster will now reveal it’s abnormal.
  • Combat messages will now reveal effectiveness of what you are using to damage a creature.
  • New fancy webkit-only scroll bars!

Developer/Technical

  • Item CSS is now generated dynamically instead of via CSS. This will improve modibility and changing of items on the fly.

 

Better Save/Load from File

By Grom PE

Differences from the mod by Garet:

  • Saving doesn’t make the game throw an error, requiring to reload immediately after saving.
  • Adds the buttons in the main menu rather than options.
  • Load button asks for a file rather than showing additional file input.
  • Suggests locale-independent, prettier filename.
  • Works in Opera 12, with “default” filename, still better than nothing at all.
  • Instead of saving whole local storage, saves only actual game data.

The format is still the same, i.e. you can load your games saved by Garet’s mod.

Works On: Beta 1.6+
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Wayward Weekly: 1.8.6 + End of Wayward Weekly

1.8.6 Screenshot

Good news and bad news: Huge improvements to the resting and sleeping systems are in, but this will be the last Wayward weekly. There’s some pretty big changes going on in my life, and Orillian, our second in command has also been quite busy as of late, so this will be the ending to Wayward weekly, at least for awhile. We will still be busy working on the game, just a little bit less so for awhile, NO NEED TO PANIC! Calm your nerves and check out the Wayward todo if you are ever in doubt. Beta 1.9 is also just around the bend, so stay tuned for that release!

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.6 Changelog

Bugs

Fixed a bug where:

  • Mobs would eventually stop de-spawning properly, causing too many monsters present on longer playthroughs.
  • A default english.js customization would fail, making translations not able to be loaded fully.

Improvements/Changes

  • Increased default durability for both of the slings.

New

  • There is now a “Resting” and “Sleeping” feature. If you were familiar before with Resting, basically, Sleeping is now that functionality. Resting is a bit different now in that you will now automatically stop resting when your Stamina is full. On top of this, Resting, unlike Sleeping cycles (length) are not dictated by time of day or if you are facing a fire, but still dependant on your Camping skill a bit. Resting will provide the same regenerative effects as Sleeping; however, your hunger and thirst will still increase as if you were normally taking turns, while sleeping gives a bonus decrease to this (as per usual).
  • You can now “Rest” from the Actions menu without any item; however, you will receive less regenerative effects resting directly on the ground.
  • Special randomized events now have the rare chance of occurring, these include:
    • Bare trees can become full again.
    • Trees can grow extra resources.
    • Monster death.
    • Monster health increase.
    • Monster health decrease.
    • Plant destroy.
    • Plant fertility increase.
    • Plant fertility decrease.
    • More of these events to come.

Wayward Weekly: 1.8.5

1.8.5 Screenshot

Well, we got one pretty game-changing feature in this week with the inclusion of “Actions” which allows players to Inspect, Gather, Attack, Drink, and Pick-up with the press of a button rather than needing specific items or walking into tiles. We’ll also see more actions coming up soon, but I know a lot of people will appreciate being able to drink fresh water from a tile without needing an item.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.5 Changelog

Bugs

Fixed a bug where:

  • Item menus would hover off of the left side of the screen.
  • Items in an opened container would not update if decayed (and cause errors) until re-opened.
  • An opened container would not close if thrown.
  • Movement was being dictated by FPS which on some configurations (GPU/browser) was causing very fast movements.
  • Errors were produced when killing a monster from shot/thrown item.

Improvements/Changes

  • Slowed down plant spreading by about 50%.
  • Increased chance at getting hurt from not using a tool while gathering (and now picking up items without a tool via new Actions menu).
  • Throwing and shooting (slings/bows) now reduce stamina based on a Tactics skill check like attacking melee currently does.

New

  • New “Actions” menu (hotkey “q”) implemented. This will create a contextual menu for your facing tile where one or more of the following actions will now be available: Inspect, Gather, Attack, Drink and/or Pick-up.

Developer/Technical

  • Fixed some possible bugs/errors caused by not converting item id’s to numbers (parseInt).

Wayward Weekly: 1.8.4

1.8.4 Screenshot

I decided to push this release a day just so I could get a few more items added to the changelog. We are getting to the point in our todo list where bigger things need to get done, and the changes aren’t meaning too much to the players, so please excuse us if the next weeklies seem a bit “lackluster”.

Next week we can expect a preliminary model for the new “actions” system where you can contextually perform actions to a facing tile/item without needing to use an item. Some ideas include: drinking water, resting, etc.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.4 Changelog

Bugs

Fixed a bug where:

  • Cave houses were not spawning with items randomly.
  • Throwing a container would destroy the items inside.

Improvements/Changes

  • Initial game/save load sped up by around 10-20% depending on browser/hardware.
  • Skeletons can now sometimes spawn in generated templates/houses/boats.
  • Performing any action on a hidden enemy (Trap Door Spider) will now reveal it.
  • Fixed an issue with some sounds on some browsers where audio would sound like it was getting cut-off.

New

  • Derelict boats and rafts can now spawn in the open seas.
  • There is now a code console in options where you can any code without needing to load a mod.

Developer/Technical

  • Templating code/objects have been overhauled.