Patch notes/Horizon/1.8.0.BETA-7

Field Scrapping - The auto-outfit feature when scrapping corpses can now be toggled on/off in the architect->scrapping options - The auto-outfit feature will only work on humans or human-ghouls - The auto-outfit feature will no longer make pre-placed corpses have invisible skin - Corpse scrapping should no longer conflict with the Silver Shroud quest - The auto-looting should no longer loot NPC-only grenades - NOTE: The Cannibal perk probably conflicts, but I haven't determined a good way to deal with this yet

Components - (NEW) Seawater: a new resource that is extracted from ocean areas and used in some recipes

(NEW) Seawater Extractor - A new settlement production device that processes seawater from the ocean - Extractors can either bottle seawater or process it directly - Must be placed in water - Can only be placed in settlements that have access to the ocean - Requires Workshop Tech Level 3 - Requires fuel to produce resources, but does not require power - Limit 3 per settlement - Each extractor also gives +1 production towards seawater conversion to harvest salt - NOTE: The smoke effect isn't located in the right position... I'll fix that in a later patch. - NOTE: Seawater Extractors CANNOT be placed without the Enhanced Settlements addon being active

Production (Active Services Menu) - (NEW) Seawater: Gains +1 seawater per extractor; requires 1 fuel per cycle - (NEW) Salt (from seawater): Gain +4 salt per extractor; requires 1 seawater per cycle - 1 extractor can do 1 of each task per production - NOTE: Seawater will also be usable for other advanced production (factory schematics) in the future

Production (Plant Nursery Menu) - (NEW) Compost (from Wood): An optional method to process wood/acid/fertilizer into raw compost - This recipe is only intended as a last resort, in case you really need raw compost, otherwise its better to use the compost bin system

Settlements - Vanilla settlement attacks will no longer destroy junk items, food, or water (this is an outdated system that can really screw you over)* - The resource costs on building Tenant structures is fixed (this may still need more tweaking) - Junk Yards should now properly use Common Tool components, instead of the actual item itself - The Uranium schematic should now be active in the Arc Furnace menu - Planters now require raw compost, instead of fertilizer - Building a farming workbench requires "simple tools" now - Building a cooking station requires "kitchen tools" now - Building a chemistry station requires a "precision tool" now instead of a common tool - Farming Workbench: The compost displayed should now be accurate to whats in your linked workshop containers - The maximum production unlocks menu should be displaying supply kits accurately now
 * (A more thorough job will be done in v1.9, if I remove vanilla attacks completely)

Architect Buildings - The railroad station now has 10 properly placed beds in the bed layer - The airplane building no longer has any beds - WARNING: Before upgrading to BETA-7, it is recommended to TURN OFF the bed layers on these 2 buildings if you already have them placed

Armor - The 4 legendary utility upgrades should now work for all types of armor pieces, and not just metal armor

Weapons - The Pipe Gun and Custom SMG now use a different ammo set: .22, .38, .45, 5.56 - The automatic firing rate penalty for .45 and 5.56 in the .22 ammo set is reduced (i.e. it fires faster now) - Custom SMG: The texturing is overhauled, so the weapon looks much better now - Custom SMG: Moved the sights and the camera further back so the weapon isn't clipping into the camera - Handmade rifle: The suppressor no longer says it has poor range - N99: The barrel weights are more appropriate now - Double Barrel Shotgun: The hair trigger receiver had its attack speed reduced, however you may not notice a big difference

DEVELOPER NOTE: .44 rounds are essentially removed from all automatic weapons, because that style of round was really intended for semi-auto weapons only

Misc - Selecting Ranger now shows the proper requirements and description on the menus - Typo fixes

Enhanced Settlements - Hangman's Alley: The tunnels underneath should no longer be part of the build area, and should be safe from the scrapall command - Hangman's Alley: The corner building is now open by default, in case the game causes enemies to spawn inside - Hangman's Alley: The default travel spawn location was moved (let me know if this causes any problems) - The Castle: Ronnie's post-battle position should be in a better spot, so it isn't inside of the rebuilt walls