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* [[Monument marker]]
 
* [[Monument marker]]
 
* [[Work site]] (Section exists on [[Quests]], but should be own page)
 
* [[Work site]] (Section exists on [[Quests]], but should be own page)
* [[Burning power cell]]
 
* [[Burnout low-shield]] {{IdeologyIcon}}
 
* All the [[terrain]]s
 
  
 
==== Biotech ====
 
==== Biotech ====
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* [[megascarab cocoon]]
 
* [[megascarab cocoon]]
 
* [[spelopede cocoon]]
 
* [[spelopede cocoon]]
 +
* [[chopped polux stump]] (only redirect to ''chopped stump'', add images and description there)
 +
* [[smashed polux stump]] (only redirect to ''chopped stump'', add images and description there)
 +
* [[Mech Repair Speed]]
 +
* [[Subcore Encoding Speed]]
  
 
===Stubs===
 
===Stubs===
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{{#ask: [[Category:Pages that need fact checking]]
 
{{#ask: [[Category:Pages that need fact checking]]
 
  | limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 
  | limit = 50 | format = category | order = random | columns = 0 | searchlabel =
  | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional details. For a complete, see [[:Category:Pages that need fact checking]].''
+
  | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional detailss. For a complete, see [[:Category:Pages that need fact checking]].''
 
  | default = This category is currently empty. Good work!
 
  | default = This category is currently empty. Good work!
 
}}
 
}}
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  | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''
 
  | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''
 
  | default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work!
 
  | default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work!
}}
 
 
=== Pages with wrong property definitions ===
 
{{#ask: [[Has improper value for::+]]
 
| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''
 
| default = This category is currently empty. Good work! {{Check}}
 
 
}}
 
}}
  
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The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:
 
The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:
  
{{#ask: [[:+]] [[Modification date::>21 January 2024 02:10:00]]
+
{{#ask: [[:+]] [[Modification date::>11 August 2022 11:23:08]]
 
  | limit = 500 | format = template | template = Page category check | link = none
 
  | limit = 500 | format = template | template = Page category check | link = none
 
  | named args = yes
 
  | named args = yes
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{{Main|Template:File category check}}
 
{{Main|Template:File category check}}
 
The following files (ordered by ''Modification date'') don't have a file category set:
 
The following files (ordered by ''Modification date'') don't have a file category set:
{{#ask: [[File:+]] [[Modification date::>10 February 2024 20:30:50]]
+
{{#ask: [[File:+]] [[Modification date::>10 December 2022 01:53:28]]
 
  | limit = 500 | format = template | template = File category check | link = none
 
  | limit = 500 | format = template | template = File category check | link = none
 
  | named args = yes
 
  | named args = yes
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* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.
 
* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.
 
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)
 
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.
 
  
 
== Updates and maintenance needed on the Wiki ==
 
== Updates and maintenance needed on the Wiki ==
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* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed.  
 
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed.  
 
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.
 
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.
* Some are copies/variants of existing things e.g. [[ancient nav beacon]] and [[Ship landing beacon]]
+
* Some are copies/variants of existing things e.g. [[ancient nav beacons]] and [[Ship landing beacon]]
 
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]
 
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]
 
||
 
||
|-
 
| Psycasts
 
| Pages have been created and the basic infobox is on each page, as is the version history relating to each cast. But the mechanical details need to be filled out, the remaining "caster must be capable of violence " parameters need to be set, the [[Template:Acquisition]] section for it needs a rewrite and the analyses need vetting and expansion. Once the parameters are finished, the table on [[Psycasts]] needs to automated (likely partial ownly due to effect details) including links to the relevant pages
 
| [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
 
 
|}
 
|}
  
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* [[Butcher table]]
 
* [[Butcher table]]
 
* [[Animals#Slaughtering]]
 
* [[Animals#Slaughtering]]
* [[Corpse]]
 
 
* [[Meat Amount]]
 
* [[Meat Amount]]
 
* [[Leather Amount]]  
 
* [[Leather Amount]]  
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| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 
|}
 
|}
 
== Anomaly DLC ==
 
 
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.
 
 
== Post 1.5 release versions ==
 
 
They need to be hunted down and added both as individual pages but also here for implementation.
 
 
== Version/1.5.4062 ==
 
 
* [[Version/1.5.4062|1.5.4062]] -
 
 
=== New stuff - base game ===
 
 
==== Mechanoid water emergence and slag chunks ====
 
* Mechanoids can now emerge from bodies of water to attack your colony.
 
* Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
 
 
==== Crawling ====
 
* When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
 
* Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.
 
 
==== New wanderers after a “game over” ====
 
* When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.
 
* This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.
 
* This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.
 
 
==== UI and art ====
 
* Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
 
* Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
 
* Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
 
* Added a 12 / 24 hour clock option.
 
* Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
 
* Redesigned the prisoner tab.
 
* Redesigned the health tab.
 
* New and improved weapon art.
 
* Improved plant art and added immature and leafless variants.
 
 
==== Miscellaneous ====
 
* Added “Clean room” command for colonists.
 
* Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
 
* Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
 
* Added a bionic jaw prosthetic.
 
* Added the organ decay disease.
 
* Added auto rebuild option on firefoam poppers.
 
* Added the ability to dismiss traders.
 
* Added new options on the world map to easily send caravans.
 
* Added new SFX for animals eating.
 
* Added new jungle night ambience SFX. This removes the old high-pitched noises.
 
* Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.
 
* Added and updated SFX for melee & ranged hit impacts.
 
* You can now dismiss messages by right clicking them.
 
 
=== Improvements and adjustments - base game ===
 
==== Pawns ====
 
* Ensure humanlikes are fed first in caravans.
 
* Allowed capturing carried pawns.
 
* Ascetics ignore "Ate without table" thought.
 
* Improved construction hauling.
 
* Ensure beggars never show up with the requested item in their inventory.
 
* Confused wandering has a max duration of 2 days.
 
* Non-player faction animals with no lord eventually leave the map.
 
* Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
 
* Increase target prone accuracy modifier from 20% to 50%.
 
* Bionic stomachs reduce the chance of getting food poisoning by half.
 
* Added north and south facing artwork for all dessicated animals.
 
* Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
 
* Rebalance brawler trait to offset skill more than mood.
 
* Tending to non-hostile factions improves goodwill.
 
* Killed leavings are deterministic instead of random on death.
 
* Invisible pawns no longer block hostiles from pathing through them.
 
* Added “pyro used fire weapon” thought.
 
* Improved firefighting so colonists prioritize putting out nearby fires.
 
* Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
 
* Starting colonists have a chance to spawn with possessions related to their traits.
 
 
==== UI and art ====
 
* Improved research UI.
 
* Improved policy UI.
 
* Changed visuals for tainted apparel
 
* Added a corpse color modifier and changed rotting corpse colors.
 
* Display progress on research projects in project tooltip.
 
* Research benches display research speed factors on the inspect pane instead of work speed.
 
* Clicking the "Need research" alert opens the research tab.
 
* Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
 
* New pawns will always be placed to the right side of the colonist bar.
 
* Allow targeting via the colonist bar.
 
* Adjust stat names slightly so they fit better in tooltips.
 
* Zones are renamed by the button on the inspect pane instead of by the gizmo.
 
* Add thought title to thought tooltip in case it's too long for the needs card.
 
* Food now shows its ingredients in the tooltip in caravan/trade dialogs.
 
* Ingredients in menus are now sorted from highest quantity to lowest.
 
* Added research project info to research bench inspect panes.
 
* Egg box has a "select contained thing" gizmo.
 
* Replaced X button texture with trash can for all "delete" instances.
 
* List "efficiency" of added parts in point form like other hediff effects.
 
* Relabel misc injury to "wound".
 
* Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
 
* Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
 
* When using a techprof persona core, bring up the research completed window.
 
* “Select contained thing” gizmo now displays the thing as the icon.
 
* Update Ludeon logo on main menu links.
 
* Reorganized some buildables on the furniture architect tab.
 
* Hide meditation focus radius ring from torches and braziers.
 
 
==== Miscellaneous ====
 
* Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
 
* Show message when various abilities' cooldown ends.
 
* Undergrounder trait description mentions pawns will be unhappy outdoors.
 
* Added an option to increase/decrease the number of autosaves the game will keep (1-25)
 
* Infestations now refund/minify any buildings they destroy.
 
* Update bridges to be the same color as wood floors.
 
* Moved natural hair ColorDefs to Core from Ideology.
 
* Meteorite strikes will no longer hit monuments.
 
* Fires produce light.
 
* Things to load into transport pods can now be changed at any time.
 
* Numpad enter can now be used in dialogs the same way that return can.
 
* Scale damage to buildings from fire/burn damage by their flammability.
 
* Removed some spot building exploits.
 
* Foam turret activation cooldown is paused while repressurizing and unpowered.
 
* Gas now dissipates slower in roofed areas.
 
* Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
 
* Adjusted some backstories to align with universe canon.
 
* Improve descriptions of hediffs for prosthetics.
 
* Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
 
* Improved lighting for roof eaves.
 
* Updated flame damage to scale with building flammability.
 
* Added "resources to make" stat entry for buildables.
 
* Created an "ingredients" stat entry for craftable ThingDefs.
 
* Added a duplicate area button to the area management window.
 
* Added new Core tips.
 
* Tinctoria now has a lifespan of 12 days.
 
 
=== Improvements and adjustments - Royalty ===
 
* Bestower and guards exit the map more quickly.
 
 
=== Improvements and adjustments - Ideology ===
 
* Ideoligion pawn column is not drawn in Ideology disabled mode.
 
* Styling stations now display favorite and ideoligion colors with a small icon.
 
* Trader inventories try to use the styles available for their primary ideoligion.
 
* Update drug policy records when pawn leaves biosculptor pods.
 
* Moral guide abilities now wake up sleeping pawns.
 
* "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
 
* Reliquary has a “select contained thing” gizmo.
 
* Loudspeakers and lightballs can now be switched on and off.
 
 
=== Improvements and adjustments - Biotech ===
 
* Adjusted wastepack incident to consider pollution.
 
* Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
* Slightly reduce the mass of sashes.
 
* Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
 
* Remove reference to damage over time in acid spray gene description.
 
* Added toxalope corpse artwork.
 
* Added more acid filth texture options for acid spray so it never looks tiled.
 
* Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
 
* Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
* Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
 
* Updated fire spew LOS highlighting.
 
* Berserk and similar psycasts no longer work on bosses.
 
* Apocriton is ultraheavy weight class mech.
 
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
* Babies in caravans now ignore drug policies like they do on map.
 
* Added float menu option to take baby to a safe location.
 
 
=== Dev tools ===
 
* Added “Start game with dev palette on” settings option.
 
* Only show names for official mods in incident chances debug output.
 
* Added more columns to incident chances debug output.
 
* Added tools for unfogging and refogging rects of the map.
 
* Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
 
* Added debug tool for spawning pawns of a specific lifestage.
 
* Added tool for tending all bleeding hediffs.
 
* Added "destroy part" option to apply damage dev tool.
 
* Added pinnable "add hediff" debug action.
 
* Dev palette entries no longer re-cache their labels.
 
* Added "None" option for "Set faction" dev tool.
 
* Added an editor window for authoring SimpleCurve objects.
 
* Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
 
* Smooth surface applies instantly if in godmode.
 
* Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
 
* Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
 
* Added “Music debugger”
 
 
=== Technical ===
 
* Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
 
* Implemented asset hot-reload for developer/modder ease.
 
* Added support for maps which don’t have a corresponding world tile.
 
* Added new virtual relationship record system. Maintains relationship information without bloating save files.
 
* Pawn rendering is now multithreaded.
 
* Added a new super-fast dynamic thing culling system.
 
* Added support for wall attached buildings.
 
* Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
 
* Added a new music system which can change between songs based on current game state.
 
* Optimizations to various alerts.
 
* Small optimizations to beauty calculations.
 
* Optimize food searching for animals in pens.
 
* Minor performance improvements for tending WorkGivers.
 
* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
 
* Add dev gizmo to manually toggle building power.
 
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
 
* Damage effect pawn tinting is done in material property block instead of copying a new material.
 
* Tick equipment on pawns.
 
* Removed redundant burning stump spawn check.
 
* Small optimization for gas section layer setup.
 
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
 
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
 
* Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
 
* Replace BackstoryDef's "baseDesc" with Def's "description" field.
 
* Made xpGainAmount from skilltrainers configurable.
 
* Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
 
* Gas rendering now sends density values to the shader and color and texturing is resolved there.
 
* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
 
* Hediffs can now override the skin shader.
 
* Disabled work types use a cached value instead of recalculating every call.
 
* More control over flecks/motes via XML.
 
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
 
* Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
 
* Removed Biotech MayRequire from MeleeDamageFactor stat.
 
* If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
 
* Increased float range serialization precision.
 
* Allowed areas are now per map.
 
* Reduce the base maxRemembered value of history events to alleviate some save file bloat.
 
 
=== Bugfixes ===
 
* Fix: Meteorites leaving stone change terrain after save/load cycle.
 
* Fix: Many pawns in a small space can cause heat to build up forever.
 
* Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
 
* Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
 
* Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
 
* Fix translation issue: Wrong surgery outcome texts without Biotech.
 
* Fix: Lodgers can farskip and enter ancient complex shuttles.
 
* Fix: Several issues with pollution clearing.
 
* Fix: Neurotrainers not including aptitudes in message.
 
* Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
 
* Fix: Out of bounds error when looking for a meditation spot.
 
* Fix: Mineable steel generation in tutorial.
 
* Fix: Smeltable thing filter allowing wooden apparel to be smelted.
 
* Fix: Unfogging working incorrectly for large buildings.
 
* Fix: Ink black hair not rendering the correct color.
 
* Fix: Nudists trigger “need warm clothes” alert.
 
* Fix: Error getting null target for throne/bedroom requirements alert explantation.
 
* Fix: Whitespace on claw injury label.
 
* Fix: Gatherings could select invalid organizers.
 
* Fix: Team skills showing disabled skills.
 
* Fix: Duelists interacting while in ritual.
 
* Fix: Mech bosses can be called one after the other within a 2 second window.
 
* Fix: Consumable items can appear as relics.
 
* Fix: Installation blueprints render behind things.
 
* Fix: Ancient fences and wire not deconstructible.
 
* Fix: Hediff iteration not correctly accounting for hediff removal.
 
* Fix: Targeting circle not displaying above some thing overlays.
 
* Fix: Prevent wall raise from being used on indestructible things.
 
* Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
 
* Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
 
* Fix: Precept_Role.apparelRequirements potential NullReferenceException.
 
* Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
 
* Fix: Drugs being considered with the fresh filter.
 
* Fix: Don't send fuel node messages if the fuel node was destroyed.
 
* Fix: Learning rate being applied on tech print XP bonus.
 
* Fix: Error when looking for a spectate cell.
 
* Fix: Error when mining smoothed wall for door blueprint.
 
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
 
* Fix: Error when creating xenogerm in certain circumstances.
 
* Fix: Incorrect stack count when looking for food to train animals
 
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
 
* Fix: Remove wake up trigger if lord or pawns don't exist.
 
* Fix: Exception getting growth points for dead pawn.
 
* Fix: Saved references to destroyed relic/removed ideo/precept.
 
* Fix: Spectators can reserve altar interaction spots during rituals.
 
* Fix: Pawns no longer analyze items at unpowered research benches.
 
* Fix: Duel not ending if a fighter starts a mental break.
 
* Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
 
* Fix: Notifications are sent about guests that are leaving the map.
 
* Fix: Trying to save discarded pawn reference in BattleLogEntry.
 
* Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.
 
* Fix: Slaves are unable to attack in duels without having an aggressive reaction set.
 
* Fix: Gender specific apparel does not show gender in their info tab.
 
* Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
 
* Fix: Empty caskets aren’t claimable.
 
* Fix: Research bench & techprints don't respect allowed area.
 
* Fix: Ability cooldown text cutoff in windowed mode.
 
* Fix: Deathresting pawns don't display life threatening hediff alerts.
 
* Fix: Firefoam pop pack: Wrong stat name and description.
 
* Fix: Mech rechargers don't count as artificial.
 
* Fix: Colonist backstories getting generated on any pawns.
 
* Fix: Pen marker nutrition calculation not working in some circumstances.
 
* Fix: KillThirst persona weapon thought not translatable.
 
* Fix: Column style variants are visually squished.
 
* Fix: Pawns can hack even with hacking stat disabled.
 
* Fix: Dates on history tab can be cut off if too long.
 
* Fix: Multicell things beauty counted once per cell.
 
* Fix: Float menu error if construction is blocked by trees marked for extraction.
 
* Fix: Desired color not saved if apparel has not been colored before.
 
* Fix: Goodwill from guest average mood not being applied.
 
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
 
* Fix: Targeting gizmos now deselect any active designators.
 
* Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
 
* Fix: Prisoners can start social fights with non-prisoners.
 
* Fix: Unable to strip prisoners that were quest lodgers.
 
* Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.
 
* Fix: Simple meal gizmo doesn't display correct texture.
 
* Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
 
* Fix: Inconsistencies with random graphics when installing minified buildings
 
* Fix: Empire hostile to beggar temp factions.
 
* Fix: Exception feeding a baby which died during feeding.
 
* Fix: Randomized graphics not maintained across blueprint -> frame -> building
 
* Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
 
* Fix: Art bench: The word "make" is missing for ideoligion sculptures.
 
* Fix: Error trying to breastfeed a baby inside a gene extractor.
 
* Fix: Mech cluster mortars can be roofed over without any penalty.
 
* Fix: Sanguophage meetings sometimes skip implantation.
 
* Fix: Red error attempting to plant held Gauranlen pod.
 
* Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
 
* Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
 
* Fix: Sanguophages don't know how to react to hunters being captured.
 
* Fix: Line connecting pawn under combat command goes off map.
 
* Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
 
* Fix: Fixed pawns praying during labor interrupting the ritual.
 
* Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.
 
* Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
 
* Fix: Errors when social fight interrupts dyeing clothing.
 
* Fix: Prevent colonists from eating at a fogged table.
 
* Fix: Colony mechs ignore mortar shell settings.
 
* Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
 
* Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
 
* Fix: Lesson giving reservation bug.
 
* Fix: Prisoner interaction mode is reset upon being released.
 
* Fix: Traders spawn with incorrect food need value.
 
* Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
 
* Fix: Berserk warcalled animals will not attack hostile turrets.
 
* Fix: Fire spew can shoot through walls.
 
* Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
 
* Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
 
* Fix: Invalid spectate cells can be picked when the ritual room is too small.
 
* Fix: Recalculate product counts more reliably.
 
* Fix: Fence gates now prefer to connect to fences.
 
* Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.
 
* Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
 
* Fix: Perfect immunity doesn't block gut worms or muscle parasites.
 
* Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
 
* Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
 
* Fix: Off loudspeakers are now counted correctly when determining ritual quality.
 
* Fix: Blueprints now maintain the correct random graphic when being installed.
 
* Fix: Error during archonexus quest.
 
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
 
* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
 
* Fix: Error trying to execute colonists after banishing them.
 
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
 
* Fix: Power conduit frames appear below walls.
 
* Fix: Gene loss shock is healed before scars and injuries when using healing serum.
 
* Fix: Cannot release wild man after arrest.
 
* Fix: Various high tech research projects missing research bench requirements.
 
* Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
 
* Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
 
* Fix: Auto selected caravan food not clamping to mass limit.
 
* Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
 
* Fix: Error on pawn hatching from egg on caravan.
 
* Fix: Breastfeeding not clearing idle tag.
 
* Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
 
* Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
 
* Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
 
* Fix: Spray attacks can't target open door cells.
 
* Fix: Acid and foam spray affected cells don't take into account leaning past cover.
 
* Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
 
* Fix: Making baby food at campfires ignores work restrictions.
 
* Fix: Dessicated squirrel corpses have north/south graphics flipped.
 
* Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
 
* Fix: Draw quest info minimized in character card if it would stack to 3 lines.
 
* Fix: Temporary factions not in map attack target cache.
 
* Fix: Unrecruitable pawns from slave purchases can join as colonists.
 
* Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
 
* Fix: Fix error when projectile tries to hit a pawn that has just changed map.
 
* Fix: Wrong save mode for inSignalsRemovePawn.
 
* Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
 
* Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
 
* Fix: Priority work not clearing for hauling
 
* Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
 
* Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
 
* Fix: Exception while recalculating various thoughts for passing ship pawns.
 
* Fix: Hemogen farm does not take into account brain damage consciousness reduction.
 
* Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
 
* Fix: Handle scenarios where items set to load are null
 
* Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
 
* Fix: Rot stink gas doesn't cause lung rot without Biotech.
 
* Fix: Uncaptured pawns now have the “No meds” medical care setting.
 
* Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
 
* Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
 
* Fix: Waster pawn kinds default to normal pirate faction.
 
* Fix: Frame version of shelves missing copy and paste settings.
 
* Fix: Error when changing a sanguophage to a baby on scenario setup.
 
* Fix: Mech slag not maintaining graphic index over saves.
 
* Fix: Public Execution Ritual error.
 
* Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
 
* Fix: Abilities are used during duels.
 
* Fix: Error when trying to generate a quest with no colony.
 
* Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
 
* Fix: Can tend to temporarily hostile refugees.
 
* Fix: Caravan errors if pawn can path but animal cannot.
 
* Fix: "Herder" childhood backstory doesn't have any animal skill.
 
* Fix: Animal pen auto cut not working in some circumstances.
 
* Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
 
* Fix: Dev palette error with mental breaks on the bar and no colony.
 
* Fix: Non optional materials selectable in bill details. Eg. components.
 
* Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
 
* Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
 
* Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
 
* Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).
 
* Fix: Charged abilities can be cast via queuing into negative charges.
 
* Fix: Error with mechanitor corpses causing gizmos to be hidden.
 
* Fix: Secondary use item targets are reserved when first ordering usage.
 
* Fix: Herd migration ignoring pollution.
 
* Fix: Wardens with nil suppress rate get stuck suppressing.
 
* Fix: Can't force target mortar without shell.
 
* Fix: Pawn duty being cleared during childbirth.
 
* Fix: Add appropriate work to make tox packs.
 
* Fix: Fire spew ability not leaning like other ranged attacks.
 
* Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
 
* Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
 
* Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 
* Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.
 
* Fix: Drafted pawns now respect forbidden doors.
 
* Fix: Disallowed filters are now checked before allowed filters.
 
* Fix: Hostile pawns can no longer be placed in beds.
 
* Fix: Speakers now show connection lines to lightballs.
 
* Fix: Faction goodwill not giving full reward.
 
* Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
 
* Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
 
* Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
 
* Fix: Cast ability job fails if ability goes on cooldown.
 
* Fix: Potential error during throne speech.
 
* Fix: Stone bill menu text cutoff.
 
* Fix: Resurrected stillbirth thought remaining.
 
* Fix: Error placing hostile baby in bed.
 
* Fix: Extract skull job isn’t ended if designation is removed.
 
* Fix: Show disabled option if pawn is incapable of hauling to shuttle.
 
* Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
 
* Fix: Duplication of "sold slave" opinion offset if Ideology is active.
 
* Fix: Warcall animals not hostile to all threats.
 
* Fix: Error when placing a blueprint near the edge of the map.
 
* Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
 
* Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
 
* Fix: Error when apocritons jump.
 
* Fix: Issues reserving spots for gatherings.
 
* Fix: Vitals monitor blueprint rotates backwards.
 
* Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
 
* Fix: Warning when reserving stack of food.
 
* Fix: Duels and misc ritual saving/loading.
 
* Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
 
* Fix: Deliver food causing reservation errors rarely.
 
* Fix: Designations on minified things are maintained once they have been installed.
 
* Fix: Need meditation spot notification typo.
 
* Fix: Temporary factions can be selected for some quests.
 
* Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
 
* Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 
* Fix: Missing Ideology check for Beggars PawnKindDef.
 
* Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
 
* Fix: Empire hussar cataphracts for quests come with no go juice.
 
* Fix: Trader Kind things debug output appears incorrect.
 
* Fix: Springer of trap counts as instigator of explosion.
 
* Fix: Hide stack count warning when creating a caravan.
 
* Fix: Allow players to order colonists to take medical drugs from their inventory.
 
* Fix: Needs power overlay now respects draw offset.
 
* Fix: Assigned pawn is maintained on throne reinstall.
 
* Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
 
* Fix: Quest lodgers don't have their apparel locked properly.
 
* Fix: Disable work and add On Duty thought to helpers for raid reward quest.
 
* Fix: Pawns aren't dropped when TakeToBed job is interrupted.
 
* Fix: Error when an animal gives birth on a caravan.
 
* Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.
 
* Fix: Pawn can't reserve bench next to another.
 
* Fix: NRE uninstalling loudspeaker.
 
* Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
 
* Fix: Pawns sharing seats on interaction cells.
 
* Fix: Clear designator selected area when changing map.
 
* Fix: Caravans set to rest are considered idle.
 
* Fix: Prisoner is forbidden after ritual finished and captured again.
 
* Fix: NullReferenceException when trying to print replant blueprint.
 
* Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
 
* Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
 
* Fix: Teaching not giving passion thought.
 
* Fix: Hide allow fresh on butcher config.
 
* Fix: Stacking red error on bugged birth that won't end.
 
* Fix: Huge lag spikes due to skygazing.
 
* Fix: Transport pod crash refugees sometimes aren't downed.
 
* Fix: Prevent colony faction prisoners from participating in childbirth.
 
* Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
 
* Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
 
* Fix: GenDrop trying to place things on filled cells.
 
* Fix: Shadows not affecting trees.
 
* Fix: 'Conversion resentment' gives separate instances instead of stacking.
 
* Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
 
* Fix: Potential error while using comms console.
 
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
 
* Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog. 
 
* Fix: Cancel jobs upon load if item forbidden.
 
* Fix: Rare music error when choosing a new song.
 
* Fix: Prisoners getting unsafe hemogen bill.
 
* Fix: End wick if explosive thing is despawned.
 
* Fix: Quest lodgers no longer count towards idle colonist count.
 
* Fix: Dev toggles on pawn log ITab display in large font.
 
* Fix: Beggar tense incorrect for "have accepted" gift.
 
* Fix: “Reduce will” not using the correct interaction.
 
* Fix: Mech gestators spawning mechs early.
 
* Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
 
* Fix: Marking carried animals for slaughter throws an error.
 
* Fix: Float rounding pawn generation error.
 
* Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
 
* Fix: Boomalope struck by lightning causes several errors as a corpse.
 
* Fix: Pawn doesn't get interrupted to join the marriage ceremony.
 
* Fix: Cleansweeper pathing to destroyed things on load.
 
* Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
 
* Fix: Fix death acidifier applying chemical burn to missing part.
 
* Fix: Torch blueprint fire size incorrect.
 
* Fix: Error on tox gas death.
 
* Fix: Can order pawns to consume food that's outside their allowed area.
 
* Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
 
* Fix: Arrested refugee joins faction upon release.
 
* Fix: NRE related to pyromaniacs wielding fire weapons.
 
* Fix: Pawns with royal permits can't trade/complete trade requests.
 
* Fix: Complexes not spawning terminals.
 
* Fix: Ideoligion persona weapon relics misnamed on thought label/description.
 
* Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
 
* Fix: Errors on beginning conversion ritual.
 
* Fix: Animal flaps have a faint line in the center when open.
 
* Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
 
* Fix: Beards don't layer properly on thin head shapes.
 
* Fix: Ideoligion relic installation quest generated with errors.
 
* Fix: Monument building quest spawned with several red errors and broken details.
 
* Fix: NREs from colonists who don't need to eat.
 
* Fix: PawnFlyers disappear on load.
 
* Fix: Sandbags have a small pixelated border around them.
 
* Fix: Sunlamps do not have perfect area of effect leading to rotting crops.
 
* Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
 
* Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
 
* Fix: Missing "create fluid" translation key.
 
* Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
 
* Fix: Error when trying to reserve the same bed for resting.
 
* Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
 
* Fix: Paramedic mechs cannot tend to colonists in caravans.
 
* Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
 
* Fix: Hidden faction information visible on inspect pane.
 
* Fix: Loading a save during public execution causes an error, ritual never completes.
 
* Fix: Pawns incapable of firefighting can be prioritized to fight fires.
 
* Fix: Reference collection not scribing nulls.
 
* Fix: Psycast meditation ending abruptly.
 
* Fix: Chemical dependency hediff severity cannot be edited via dev tools.
 
* Fix: Hair is partially layered beneath stockpiles.
 
* Fix: Gene extraction can be exploited via save/load.
 
* Fix: No PawnKinds example for raid quests.
 
* Fix: Bestowing quest broken if pawn unspawned.
 
* Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
 
* Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
 
* Fix: Error when a pawn is playing with a baby in some circumstances.
 
* Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
 
* Fix: Cannot search for creative reward names with spaces in them.
 
* Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
 
* Fix: Pawns digging out of map when they should not during kidnap duty.
 
* Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
 
* Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
 
* Fix: Hoopstone and horseshoe differ in sight capacity requirement.
 
* Fix: Sudden light level change at midnight at north pole colonies.
 
* Fix: Pawns may meditate with max joy and no psylink.
 
* Fix: Installing an archotech eye is seen as a surgical violation.
 
* Fix: Group loading horses into drop pods will assign more weight to one drop pod.
 
* Fix: “Take to stockpile” bill option resetting in certain circumstances.
 
* Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
 
* Fix: Constructing buildings sometimes has pawns facing the wrong direction.
 
* Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.
 
* Fix: Downed mech can cause a mech raid site to stay active.
 
* Fix: BabyTalk not generated correctly for text with non-ASCII characters.
 
* Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
 
* Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
 
* Fix: Increment time debug action causes errors for ended sustainer.
 
* Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
 
* Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
 
* Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
* Fix: Error on corpse destruction when completedObligations is null.
 
* Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
 
* Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
 
* Fix: Missing graphic in “begin ritual” window without ideology active.
 
* Fix: Firespew ability can't target walls.
 
* Fix: Pawns still carry a weapon after getting incapable of violence gene.
 
* Fix: Pawns incapable of violence still can use combat gene abilities
 
* Fix: Refugee pod quests don't affect charity-loving ideoligion members.
 
* Fix: Removed wastepack incident from occurring randomly.
 
* Fix: Prevent duplicate entries in precept tooltip.
 
* Fix: Hide "max satisfied title" on drugs without nutrition.
 
  
 
== Version/1.4.3704 ==
 
== Version/1.4.3704 ==
 
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 +
* [[Version/1.4.3704|1.4.3704]] - Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''"Does this relate to beds and caskets and such?" - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
 
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''"Does this relate to beds and caskets and such?" - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
  
Line 1,015: Line 415:
 
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
 
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: Pawns incapable of manipulation are able to strip targets via float menu option.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix typo: "Do really want to hack..."
  
 
== Version/1.4.3641 ==  
 
== Version/1.4.3641 ==  
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? -->
+
* [[Version/1.4.3641|1.4.3641]] -  
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.
+
 
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
+
=== Changelog ===
* [[Version/1.4.3641|1.4.3641]] - Ageless gene stops aging progress at 18.5 instead of 18.
+
* Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.
+
* Don't display owner types for cribs since cribs don't have their owner types changed as the room changes.
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)   
+
* Colonists can now put unadopted babies born to prisoners in cribs.
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set.  
+
* Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate.  
+
* Ageless gene stops aging progress at 18.5 instead of 18.
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.  
+
* Added an alert for babies from other factions which have no local caregivers and can be adopted.
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations.  
+
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans.  
+
=== Fixes ===
* [[Version/1.4.3641|1.4.3641]] - Fix typo "crytosleep".  
+
* Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)   
* [[Version/1.4.3641|1.4.3641]] - Fix typo: "means that so"  
+
* Fix: Colonist in labor letter doesn't have look target set.  
* [[Version/1.4.3641|1.4.3641]] - Fix typo "forth body ring".
+
* Fix: Error on releasing space refugee prisoners.
 +
* Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped.  
 +
* Fix: Generated immediate family relationships unable to generate.  
 +
* Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.  
 +
* Fix: Beard and genes offset incorrectly based on rotation in some situations.  
 +
* Fix: Growth stat appearing on humans.  
 +
* Fix: Lancer shoulder parts labels inconsistent.  
 +
* Fix typo "crytosleep".  
 +
* Fix typo: "means that so"  
 +
* Fix typo "forth body ring".
  
 
== Version/1.4.3613 ==
 
== Version/1.4.3613 ==
Line 1,036: Line 448:
 
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.
 
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.
 
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.
 
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.
 +
 +
=== Fixes ===
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
Line 1,045: Line 461:
  
 
== Version/1.4.3580 ==
 
== Version/1.4.3580 ==
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.
+
* [[Version/1.4.3580|1.4.3580]] -  
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.
+
 
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.
+
* Display genes regrowing duration on gene extractor float menu options if available.
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
+
* Check if region has deadly danger before giving nature running learning.
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic.
+
* Update game UI to display that bionic stomachs prevent gut worms.
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
+
* Show rejected float menu option for slaves attempting to use non-slave medical beds.
* [[Version/1.4.3580|1.4.3580]] - Fix: Tattoos render below heavy brow.
+
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.
+
=== Fixes ===
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit.  
+
* [[Version/1.4.3580|1.4.3580]] -
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo "worshiped".
+
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
+
* Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
+
* Fix: Consume drug commands not appearing.
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
+
* Fix: Furskin_Average3 head uses the wrong graphic.
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
+
* Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
+
* Fix: Tattoos render below heavy brow.
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
+
* Fix: Traits selected during growth moments don't modify skills.
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.
+
* Fix: Being carried by a pawn removes any tox gas buildup on a pawn.
* [[Version/1.4.3580|1.4.3580]] - Fix: Exception trying to visit sick pawn with neversleep gene.
+
* Fix: Faulty report string "Extracting limestone reliquary to inventory."
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns
+
* Fix: Child not allowed to enter shuttle called via permit.
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
+
* Fix: Second sentence of the biosculpter age reversal complete message begins in lower case.
 +
* Fix: Typo "worshiped".
 +
* Fix: Children cause the "anima linking ready" alert to be active when no adults can link
 +
* Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
 +
* Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
 +
* Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
 +
* Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
 +
* Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
 +
* Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment
 +
* Fix: Inspect pane displaying incorect power consumption with research.
 +
* Fix: Some buildings able to overlap zones where nonsensical.
 +
* Fix: Typo in colonist ripscanned thought description.
 +
* Fix: Exception trying to visit sick pawn with neversleep gene.
 +
* Fix: Radiotalking doesn't adhere to child's allowed area.
 +
* Fix: Wrong description and tooltip shown for custom xenotype pawns
 +
* Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
  
 
== Version/1.4.3563 ==
 
== Version/1.4.3563 ==
* [[Version/1.4.3563|1.4.3563]] - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
+
* [[Version/1.4.3563|1.4.3563]] -  
* [[Version/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.
+
 
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
+
* Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
* [[Version/1.4.3563|1.4.3563]] - Fix: Hemogen wasted when refueling deathrest buildings.
+
* Hospitality refugee uses the same system to determine refugee count as for beggars.
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
+
* Fix: Infinite loop of hauling mech to charger outside the mech's allowed area.
* [[Version/1.4.3563|1.4.3563]] - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
+
* Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
 +
* Fix: Hemogen wasted when refueling deathrest buildings.
 +
* Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
 +
* Fix: "Tend to self" emergency work giver appears below non-emergency work giver on UI.
 +
* Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
  
 
== Version/1.4.3558 ==
 
== Version/1.4.3558 ==
Line 1,079: Line 514:
  
 
== Version/1.4.3557 ==
 
== Version/1.4.3557 ==
 +
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.
 
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.
 
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix typo: "yielding" -> "wielding". (this relates to the addition in 3552 of the "is happier when yielding an incendiary weapon" to the pyro trait desc - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Disabled "extract ovum for IVF" surgery option displays on some male pawns.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Inactive genes affecting needs.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions.
 
* [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions.
Line 1,087: Line 526:
  
 
== Version/1.4.3555 ==
 
== Version/1.4.3555 ==
 +
* [[Version/1.4.3555|1.4.3555]] -
 +
 
=== Changes since unstable ===
 
=== Changes since unstable ===
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.
+
* [[Version/1.4.3555|1.4.3555]] -  
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.
+
 
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
+
* Removed xenotype sets from existing MemeDefs.
* [[Version/1.4.3555|1.4.3555]] - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
+
* Added a stat entry for humanlikes which displays their current age rate multiplier.
* [[Version/1.4.3555|1.4.3555]] - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
+
* Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
* [[Version/1.4.3555|1.4.3555]] - Slightly reduce the impact that player mechanoids have on raid points.
+
* Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
+
* Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
+
* Slightly reduce the impact that player mechanoids have on raid points.
* [[Version/1.4.3555|1.4.3555]] - Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
+
* Slightly reduce work needed for terminate pregnancy operation and increase medicine needed to 2.
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.
+
* Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.
+
* Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
+
* Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
+
* Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the order is not canceled.
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.
+
* Fix: Pollution goodwill loss during Archonexus questline.
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.
+
* Fix: Ultraheavy boss mechs are never targetable by lances.
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.
+
* Fix: Enslaving a pawn removes unwaveringly loyal.
 +
* Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
 +
* Fix: New joiners can spawn as the children of colonists who grew up in the colony.
 +
* Fix: Prisoners can refuse to attend their own execution due to temperature in the ritual area.
 +
* Fix: Pigskin factions can have quest helper snipers show up without weapons.
 +
* Fix: Impossible relationships appearing with custom xenotypes.
 +
* Fix: Pigskin factions can have quest helper snipers show up without weapons.
 +
* Fix: Animals use human child and adult age rate multipliers.
 +
* Fix: Growth points are gained during deathrest when learning need is frozen.
  
 
=== Big new stuff ===
 
=== Big new stuff ===
* [[Version/1.4.3555|1.4.3555]] - Added a new category of precept: Preferred xenotypes.
+
* [[Version/1.4.3555|1.4.3555]] -  
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.  
+
 
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
+
Added a new category of precept: Preferred xenotypes.
 +
* Single-xenotype NPC factions have a chance to generate with this belief about themselves.
 +
 
 +
Other:
 +
* Autonomous weapons include colony-controlled mechanoids for precepts.
  
 
=== Smaller new stuff ===
 
=== Smaller new stuff ===
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
+
* [[Version/1.4.3555|1.4.3555]] -  
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
+
 
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
+
* Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
+
* Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
* [[Version/1.4.3555|1.4.3555]] - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
+
* Added social thoughts for giving a lesson to a child and the child receiving a lesson.
* [[Version/1.4.3555|1.4.3555]] - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
+
* If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.
+
* Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
 +
* Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
 +
* Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
 +
* Display recipe ingredient counts on recipe float menu option tooltip.
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
* [[Version/1.4.3555|1.4.3555]] - Increased the availability of gene packs from various traders.
+
* [[Version/1.4.3555|1.4.3555]] -  
* [[Version/1.4.3555|1.4.3555]] - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
+
 
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.
+
* For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
* [[Version/1.4.3555|1.4.3555]] - We now display market value on colony mechs’ inspect pane.
+
* Increased the availability of gene packs from various traders.
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
+
* Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.  
+
* We now allow the kind trait to apply in addition to other violence-related genes.
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
+
* We now display market value on colony mechs’ inspect pane.
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
+
* Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
 +
* When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
 +
* Reduced the impact and duration of gene loss shock from the gene extractor.
 +
* As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
 +
* If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
 +
* Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game.
 
* Display recipe ingredient counts on recipe float menu option tooltip.
 
* Display recipe ingredient counts on recipe float menu option tooltip.
* [[Version/1.4.3555|1.4.3555]] - Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
+
* Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
+
* A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
+
* Improved formatting of the research project content source line in the research UI.
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
+
* When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
 +
* Player is given the choice to set mechs to escort when a mechanitor leaves a map.
 +
* Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
 +
* Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
 +
* Fathers now get a negative thought if their child is stillborn.
 +
* If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
 +
* Updated the apocriton's description to note that it has a jump launcher.
 +
* If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
 +
* Added a thing category for mechanitor body parts (used on stockpile config etc.)
 +
* Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
 +
* Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed.
 +
* Show birth letter for babies born from lent colonists in a PawnLend quest.
 +
* Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
 +
* Display conditional stat affecters from ideoligions in stats page.
 +
* Add dev tool to add ideology development points.
 +
* In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.
 +
* Added description to "force xenogerm implantation" command.
 +
* Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
 +
* Bringing babies to a safe temperature jobs can now be interrupted.
 +
* Added an alert which displays deathresting pawns who can be safely woken.
 +
* Update the lactating hediff's description to mention that it reduces fertility.
 +
* Lactating no longer prevents pregnancy but just applies a 5% fertility factor to the pawn.
  
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
+
=== Fixes ===
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)
+
* [[Version/1.4.3555|1.4.3555]] -  
* [[Version/1.4.3555|1.4.3555]] - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
 
* [[Version/1.4.3555|1.4.3555]] - Show birth letter for babies born from lent colonists in a PawnLend quest.
 
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
 
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.
 
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.
 
* [[Version/1.4.3555|1.4.3555]] - Added description to "force xenogerm implantation" command.
 
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
 
* [[Version/1.4.3555|1.4.3555]] - Bringing babies to a safe temperature jobs can now be interrupted.
 
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.
 
  
=== Fixes ===
+
* Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
+
* Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.
+
* Fix: Kills with body part weapons like knee spike and power claw don't satisfy kill satiety.
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.
+
* Fix: Custom xenotypes show up with relationships that make no genetic sense.
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.
+
* Fix: Hair color genes have a chance to not be passed on.
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
+
* Fix: Bloodfeed can be used on pawns in mental states.
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
+
* Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.
 +
* Fix: Genes requiring other genes can be skipped for child genes generation.
 +
* Fix: Pawns ignore allow zones when hauling to transport pods.
 +
* Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
 +
* Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
 +
* Fix: Farskipping a pawn into a range of an expired proximity sensor will trigger it again.
  
 
== Version/1.4.3542 ==
 
== Version/1.4.3542 ==
Line 1,162: Line 640:
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.
 +
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
  
 
== Version/1.4.3534 ==
 
== Version/1.4.3534 ==
 +
 
* [[Version/1.4.3534|1.4.3534]] - Reduced volume and frequency of yttakin sounds.
 
* [[Version/1.4.3534|1.4.3534]] - Reduced volume and frequency of yttakin sounds.
 
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.
 
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Yttakin settlements can have mortars manned by animals.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.
Line 1,189: Line 671:
 
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.
 
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
  
 
== Version/1.4.3529 ==
 
== Version/1.4.3529 ==
 
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.
 
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.
 
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
 
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Some Biotech buildings can have un-reachable fires in the center cell.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.
Line 1,207: Line 694:
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Ancient exostrider remains are failing to generate in swamp maps.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Mechs not entering transport pods.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Mech gestator draw size.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Mech charger exceeding 100% full of waste if partially emptied.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.
Line 1,214: Line 706:
  
 
== Version/1.4.3527 ==
 
== Version/1.4.3527 ==
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.
+
* [[Version/1.4.3527|1.4.3527]] -  
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.
+
 
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
+
 
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
+
* Update tutorial end message to point players to the correct place for changing storyteller settings.
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
+
* Growth moment flavor text doesn't appear when a pawn becomes a child.
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.  
+
* Reduced mechanitor ship combat points by half.
* [[Version/1.4.3527|1.4.3527]] - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
+
* Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
* [[Version/1.4.3527|1.4.3527]] - Fix: Scenario text cut off if tiny text is disabled.
+
* Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs.
+
* Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.
+
* Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.  
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.
+
* Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
 +
* Fix: Never sleep xenohumans still rest when caravanning alone.
 +
* Fix: Scenario text cut off if tiny text is disabled.
 +
* Fix: Abandoning colony pawns text doesn't mention mechs.
 +
* Fix: Can train shooting and melee on colony mechanoids.
 +
* Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
 +
* Fix: Hostile pawns try to path to destroyed structures.
 +
* Fix regression: Food consumption absurd during lactation.
  
 
== Version/1.4.3525 ==  
 
== Version/1.4.3525 ==  
 
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.
 
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Errors preventing mechs from acting in very niche circumstances.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.  
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.  
 +
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions.  
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions.  
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
Line 1,237: Line 740:
  
 
=== New stuff - base game ===
 
=== New stuff - base game ===
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization  
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
+
 
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
+
* Painting and color customization  
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!
+
* Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.
+
* Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
 +
* Choose from a large variety of colors to customize your colony!
 +
* Added many new carpet colors.
  
 
==== Turrets, gas, gear, and medicine ====
 
==== Turrets, gas, gear, and medicine ====
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
+
* Added new gas health conditions.
 +
* Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
 +
* Added recipe for bulk medicine creation.
 +
* Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
  
 
==== UI ====
 
==== UI ====
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.
+
* Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.
+
* Completely reworked mods manager and mods mismatch UI.
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.
+
* Added tile inspector. View info about a specific tile by holding the “alt” key.
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.
+
* Added pawn icons to many menus.
 +
* Created a square grid float menu for paint and carpets.
 +
* Weapons are displayed below drafted colonist portraits.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
+
* In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list.
+
* Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
* [[Version/1.4.3523|1.4.3523]] - Added "bald" hair style.
+
* Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.
+
* Added a search bar to the quests list.
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
+
* Added "bald" hair style.
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.
+
* Added an option to randomize the menu background every game launch.
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.
+
* Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
* [[Version/1.4.3523|1.4.3523]] - Added build hopper command to nutrient paste dispenser.
+
* Added prisoner recruitment last resistance reduction info in prisoner tab.
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.
+
* Added “research bench required” alert.
 +
* Added build hopper command to nutrient paste dispenser.
 +
* Drafted colonists can pick up downed people and carry them around.
  
 
=== Improvements and adjustments - base game ===
 
=== Improvements and adjustments - base game ===
 
==== Performance ====
 
==== Performance ====
* [[Version/1.4.3523|1.4.3523]] - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.
+
* [[Version/1.4.3523|1.4.3523]] -  
 +
 
 +
* Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.
  
 
==== Pawns ====
 
==== Pawns ====
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.
+
 
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.
+
* Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires.
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.
+
* Colonists can be ordered to re-arm turrets while drafted.
* [[Version/1.4.3523|1.4.3523]] - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
+
* Pawns no longer hunt animals outside their allowed area.
* [[Version/1.4.3523|1.4.3523]] - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).
+
* Wild people no longer get mood debuffs for sleeping outside or on the ground.
 +
* Allow amputation on body parts with scars and other permanent injuries.
 +
* “Wimp” trait’s pain shock threshold has been increased from 50% to 60%.
 +
* Very hungry pawns now wake up if there is food available and they aren't very tired.
 +
* Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
 +
* Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).
  
 
==== UI ====
 
==== UI ====
* [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
+
 
* [[Version/1.4.3523|1.4.3523]] - Improved pawn name rendering with "disable tiny fonts" active.
+
* Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
* [[Version/1.4.3523|1.4.3523]] - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
+
* Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.
+
* Improved pawn name rendering with "disable tiny fonts" active.
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
+
* Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
* [[Version/1.4.3523|1.4.3523]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
+
* Added small circular dots around the radius of a downed projectile interceptor.
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.
+
* Display recipe ingredients/products tooltip when hovering over recipe float menu options.
 +
* When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
 +
* Letters are bundled together if they can’t all fit on the screen.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Trade menu always shows player currency, even when it is at 0.
+
 
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.
+
* Carried things can now be added to caravans.
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.
+
* Trade menu always shows player currency, even when it is at 0.
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
+
* Updated SFX for a number of designators in the architect menu.
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.
+
* Predators limit their hunting range to the same as their scavenging range.
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.
+
* Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
+
* Reduced the rate of toxic buildup from game conditions by 20%.
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.
+
* Beggar quest asks for max 700 market value items.
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.
+
* Hide pawn headgear when in bed.
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.
+
* Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
* [[Version/1.4.3523|1.4.3523]] - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
+
* Added stat entries to meals displaying ingredients and dietary type.
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.
+
* Combined hunger rate and food consumption stats.
* [[Version/1.4.3523|1.4.3523]] - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
+
* Prevent trees marked for extraction to be cut for construction.
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.
+
* Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.
+
* Growing zones and stockpiles now have a description for how many cells are in the zone.
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.
+
* Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
+
* Add command to pawns and buildings for selecting their held things.
* [[Version/1.4.3523|1.4.3523]] - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
+
* Locked many dev gizmos behind god mode toggle.
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.
+
* Backstory mod source is shown if it's not from an official expansion.
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.
+
* Colored lights research changed to Advanced Lighting <!--Not in the offical change log but its part of the merging of the diferent lamps and I;m not in a position to check the research def to change it rn - Harakoni -->
 +
* When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
 +
* Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
 +
* Keep selection on things which become despawned in some circumstances.
 +
* Selection is preserved as a blueprint becomes a frame and finally a finished building.
  
 
=== Improvements and adjustments - Royalty ===  
 
=== Improvements and adjustments - Royalty ===  
 +
* [[Version/1.4.3523|1.4.3523]] - Skip and chaos skip have a max body size set.
 
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor.
 
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor.
 
* [[Version/1.4.3523|1.4.3523]] - Ensure persona weapons are unbound if you leave them on a temporary map.
 
* [[Version/1.4.3523|1.4.3523]] - Ensure persona weapons are unbound if you leave them on a temporary map.
  
 
=== Improvements and adjustments - Ideology ===
 
=== Improvements and adjustments - Ideology ===
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Moved ideology buildings to new Ideology architect tab.
 
* [[Version/1.4.3523|1.4.3523]] - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
 
* [[Version/1.4.3523|1.4.3523]] - Allow style selection in bill configuration dialog in classic mode.
 
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
 
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win.
 
* [[Version/1.4.3523|1.4.3523]] - Added complex furniture as a prerequisite for reliquary and styling station.
 
* [[Version/1.4.3523|1.4.3523]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
 
* [[Version/1.4.3523|1.4.3523]] - "No slaves in colony" thought does not apply at "Very low" expectations or below.
 
* [[Version/1.4.3523|1.4.3523]] - Rituals are called off if the target is reserved by another pawn during the ritual.
 
* [[Version/1.4.3523|1.4.3523]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* [[Version/1.4.3523|1.4.3523]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
 
* [[Version/1.4.3523|1.4.3523]] - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
 
* [[Version/1.4.3523|1.4.3523]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
 
  
 +
* “Ideology system inactive” games can set and use all styles of buildings, items and floors.
 +
* Moved ideology buildings to new Ideology architect tab.
 +
* Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
 +
* Allow style selection in bill configuration dialog in classic mode.
 +
* Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
 +
* Ensure ideoligions are recalculated after an archonexus win.
 +
* Added complex furniture as a prerequisite for reliquary and styling station.
 +
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
 +
* "No slaves in colony" thought does not apply at "Very low" expectations or below.
 +
* Rituals are called off if the target is reserved by another pawn during the ritual.
 +
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 +
* Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
 +
* Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
 +
* Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
 +
*
 
=== Dev tools ===
 
=== Dev tools ===
* [[Version/1.4.3523|1.4.3523]] - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Debug actions use a node tree for navigation.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
+
* Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.
+
* Debug actions use a node tree for navigation.
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.
+
* Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.
+
* Implemented dev mode camera controls dialog with saveable presets.
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.
+
* Added a simple debug tool for framerate/ticks per second performance benchmarking.
 +
* Added dev add/remove hediff buttons to a pawn’s health card.
 +
* Added gear-related debug options to gear screen.
  
 
=== Technical ===
 
=== Technical ===
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Carpet defs are generated from blueprints, creating variants for each color.
+
 
* [[Version/1.4.3523|1.4.3523]] - Pawns can now path to a destination if the destination is a Thing that's being held.
+
* Replaced CrownType with headTypeDef
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.
+
* Carpet defs are generated from blueprints, creating variants for each color.
 +
* Pawns can now path to a destination if the destination is a Thing that's being held.
 +
* Check if food need is null in MeditationUtility.CanMeditate.
  
 
=== Bugfixes ===
 
=== Bugfixes ===
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as "acceptable for everyone".
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
+
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
+
* Fix: Meals with meat shown as "acceptable for everyone".
* [[Version/1.4.3523|1.4.3523]] - Fix: Some apparel is smeltable when it would not give anything for smelting.
+
* Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.  
+
* Fix: Stranger in black can have 0 shooting skill.
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.
+
* Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
* [[Version/1.4.3523|1.4.3523]] - Fix: Hidden and temporary factions can own work sites.
+
* Fix: Ritual spectators will stand on beds or in doorways.
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
+
* Fix: Some apparel is smeltable when it would not give anything for smelting.
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
+
* Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.
+
* Fix: Proximity activator is not triggered by skip psycasts happening in its range.  
* [[Version/1.4.3523|1.4.3523]] - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
+
* Fix: Wild people can steal ingredients while they are being cooked.
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
+
* Fix: Drug take to inventory in policy can exceed def-defined limit.
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.
+
* Fix: Hidden and temporary factions can own work sites.
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
+
* Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
+
* Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
+
* Fix: You can shoot through some ancient buildings, but can't pass through them.
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.
+
* Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle crash quest fails if you have VIP boarded.
+
* Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
+
* Fix: Shuttle stays forever if all passengers cannot get on board.
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
+
* Fix: SetBiotuned() method resets the biosculpter timer.
* [[Version/1.4.3523|1.4.3523]] - Fix: Nullified thoughts being counted against food optimality.
+
* Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
+
* Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
+
* Fix: Sleeping pawns wearing burkas don’t have hair rendered, even though you can see their face/head.
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
+
* Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.
+
* Fix: Classic ideoligion pawns cannot extract skulls.
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
+
* Fix: Shuttle crash quest fails if you have VIP boarded.
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
+
* Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle.
+
* Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
* [[Version/1.4.3523|1.4.3523]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
+
* Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.  
+
* Fix: Nullified thoughts being counted against food optimality.
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.
+
* Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
+
* Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top
+
* Fix: Deep drilling job not canceling when forbidden or exhausted the resource.
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.
+
* Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
 +
* Fix: Rebelling slaves could be sold to tribute collectors.
 +
* Fix: Berserker trance makes pawn guilty even though they cannot attack allies.
 +
* Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
 +
* Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
 +
* Fix: Jumping resets "Fire at will" toggle.
 +
* Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
 +
* Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge.
 +
* Fix: Permit shuttle fails when sent to a worksite.
 +
* Fix: Bonsai tree reminds of unharvested resources even though it's a decorative plant.
 +
* Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
 +
* Fix: Relics can stack with other items of the same type.
 +
* Fix: Missing feedback when trying to tame an animal with no acceptable food.
 +
* Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
 +
* Fix: When searching in an information panel, clicking any stat will scroll to the top.
 +
* Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
 +
* Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 +
* Fix: Colonists deconstructing walls even though they are not assigned to construction.
  
 
== Version/1.3.3387 ==
 
== Version/1.3.3387 ==
 
=== Steam Deck Improvements ===
 
=== Steam Deck Improvements ===
* [[Version/1.3.3387|1.3.3387]] -
 
 
 
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
 
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
 
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
 
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
Line 1,394: Line 941:
  
 
=== Ideology Improvements ===
 
=== Ideology Improvements ===
* [[Version/1.3.3387|1.3.3387]] -
 
 
 
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
 
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
 
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
 
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
Line 1,403: Line 948:
 
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* Adjusted inspect pane and stat readout for relics in classic mode.
 
* Adjusted inspect pane and stat readout for relics in classic mode.
 +
 +
=== Fixes ===
 +
* Fix: Not all precepts are added to memes during fluid ideoligion development.
  
 
== Version/1.3.3326 ==
 
== Version/1.3.3326 ==
Line 1,442: Line 990:
  
 
=== UI improvements ===
 
=== UI improvements ===
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
+
* [[Version/1.3.3287|1.3.3287]] -  
* [[Version/1.3.3287|1.3.3287]] - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
+
 
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.
+
* Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
+
* The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
* [[Version/1.3.3287|1.3.3287]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
+
* Meme tooltips now list all prevented precepts instead of just saying how many there are.
* [[Version/1.3.3287|1.3.3287]] - A "Show all" checkbox on ideo dialog shows all hidden precepts.
+
* Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.
+
* We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better.
 +
* Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
 +
* A "Show all" checkbox on ideo dialog shows all hidden precepts.
 +
* Updated meat eating precept and thought labels and descriptions to better match gameplay.
  
 
=== Tuning - General ===
 
=== Tuning - General ===
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
+
* [[Version/1.3.3287|1.3.3287]] -  
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
+
 
 +
* Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
 +
* Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
  
 
=== Tuning - Ideoligions ===
 
=== Tuning - Ideoligions ===
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
+
* [[Version/1.3.3287|1.3.3287]] -  
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
+
 
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
+
* Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while.
 +
* Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
 +
* Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
 +
* Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
  
 
=== Misc ===
 
=== Misc ===
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.
+
* [[Version/1.3.3287|1.3.3287]] -  
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
+
 
 +
* Added a debug tool for spawning meals with specific ingredients.
 +
* Improve some charity quest-related message texts.
 +
* In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3287|1.3.3287]] - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
+
* [[Version/1.3.3287|1.3.3287]] -  
* [[Version/1.3.3287|1.3.3287]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
+
 
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
+
* Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.
+
* Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.
+
* Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.
+
* Fix: Loading classic mode game gives the player non-classic rituals.
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
+
* Fix: Execution requires altar or ideogram in classic mode.
 +
* Fix: Research warning doesn't check for minor ideoligions.
 +
* Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
  
 
== Version/1.3.3200 ==
 
== Version/1.3.3200 ==
Line 1,477: Line 1,038:
  
 
=== Combat - Enemies ===
 
=== Combat - Enemies ===
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.
+
* [[Version/1.3.3200|1.3.3200]] -
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
+
 
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
+
* Added a way to make special per-faction raid strategy probabilities.
 +
* Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
 +
* Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
 +
* Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
 +
* Adjusted human factions' raid strategy selection weights for slightly more variation.
  
 
=== Food handling ===
 
=== Food handling ===
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.
+
* [[Version/1.3.3200|1.3.3200]] -
* [[Version/1.3.3200|1.3.3200]] - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
+
 
* [[Version/1.3.3200|1.3.3200]] - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
+
* We now vary meal textures depending on ingredients.
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
+
* Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
+
* Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.
+
* Meal inspect strings now display information regarding their ingredients and who would accept eating them.
* [[Version/1.3.3200|1.3.3200]] - Added food restrictions for meat or veg only meals.
+
* With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
* [[Version/1.3.3200|1.3.3200]] - Added special thing filters for meat and veg ingredient-filled meals.
+
* Meal-related thoughts now display which meal caused the thought.
* [[Version/1.3.3200|1.3.3200]] - Add insect meat food restriction and special things filter.
+
* Added food restrictions for meat or veg only meals.
* [[Version/1.3.3200|1.3.3200]] - Add cannibal food restriction and special thing filter.
+
* Added special thing filters for meat and veg ingredient-filled meals.
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
+
* Add insect meat food restriction and special things filter.
 +
* Add cannibal food restriction and special thing filter.
 +
* Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
  
 
=== Misc improvements ===
 
=== Misc improvements ===
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
+
* [[Version/1.3.3200|1.3.3200]] -  
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.  
+
 
* [[Version/1.3.3200|1.3.3200]] - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
+
* Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
+
* Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.  
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.
+
* When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
 +
* Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
 +
* Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip.
 +
* Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
 +
* Added a loading tip describing fixed wealth mode.
 +
* Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
+
* [[Version/1.3.3200|1.3.3200]] -  
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.
+
 
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.
+
* Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
+
* Fix: Newborn animals from other factions don't leave with faction.
* [[Version/1.3.3200|1.3.3200]] - Fix: Special characters on named precepts can break UI.
+
* Fix: High life precept description doesn't properly display mood range.
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
+
* Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.
+
* Fix: Special characters on named precepts can break UI.
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
+
* Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
+
* Fix: Work speed penalty reasons formatting issues.
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause "ate non-meat" thought.
+
* Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
* [[Version/1.3.3200|1.3.3200]] - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)
+
* Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
+
* Fix: Meals with no ingredients cause "ate non-meat" thought.
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
+
* Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.
+
* Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.
+
* Fix: Bestowing ceremony target is undraftable even after ceremony ended.
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
+
* Fix: Hackables can be instantly hacked.
 +
* Fix: Raiders attacking non-aggressive roamers.
 +
* Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
  
 
==Version/1.3.3159==
 
==Version/1.3.3159==
 
 
=== Caravan improvements ===
 
=== Caravan improvements ===
* [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
+
* Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
* [[Version/1.3.3159|1.3.3159]] - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
+
* Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
* [[Version/1.3.3159|1.3.3159]] - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
+
* Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
* [[Version/1.3.3159|1.3.3159]] - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
+
* Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
* [[Version/1.3.3159|1.3.3159]] - Joy decreases more slowly when a pawn is preparing a caravan.
+
* Joy decreases more slowly when a pawn is preparing a caravan.
* [[Version/1.3.3159|1.3.3159]] - Colonists will now look for food in pack animal inventory if no better food sources available.
+
* Colonists will now look for food in pack animal inventory if no better food sources available.
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.
+
* Colonists will grab food from pack animal to feed patients if no other food available.
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.
+
* Colonists can grab medicine from pack animals.
* [[Version/1.3.3159|1.3.3159]] - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
+
* Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.
+
* Update pen needed alert to take into account hitching post and handling skill for roping removal.
  
 
=== Archonexus improvements ===
 
=== Archonexus improvements ===
* [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
+
 
* [[Version/1.3.3159|1.3.3159]] - Sort items players take to new archonexus settlement more in line with usefulness.
+
* Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
* [[Version/1.3.3159|1.3.3159]] - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
+
* Sort items players take to new archonexus settlement more in line with usefulness.
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.
+
* Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
+
* Tweak count of items players can bring to new archonexus settlement.
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
+
* Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.
+
* Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.
+
* Reset pawn food and rest levels when starting new archonexus colony.
 +
* Add animation after selecting new archonexus settlement to make moment feel more significant.
  
 
=== Misc improvements ===
 
=== Misc improvements ===
* [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps.
+
* Ideoligious buildings are no longer expected to be placed in non-home maps.
* [[Version/1.3.3159|1.3.3159]] - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
+
* Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...)
* [[Version/1.3.3159|1.3.3159]] - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
+
* Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.
+
* New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
+
* Reduced the amount of ancient junk that spawns on newly-generated maps.
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.
+
* Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.
+
* Update predators hunting across fences tooltip to match current functionality.
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.
+
* Ensure the trigger conditions for scarification/blinding are clear to the player.
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.
+
* Right clicking on ancient junk with drafted pawn shows option to attack.
* [[Version/1.3.3159|1.3.3159]] - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
+
* Unforbid items in pawn inventory if taken by caravan from temporary map.
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.
+
* Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.
+
* Added range values to darkness combat stats.
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.
+
* Added charity events for not helping pilgrims.
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.
+
* Added hacking progress stat to hackable things.
 +
* Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
 +
* Clarify age reversal precept.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists
+
* Fix: Royal ascent shuttle can only take 1000kg of colonists
* [[Version/1.3.3159|1.3.3159]] - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
+
* Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
+
* Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
+
* Fix: Burned tree description states it doesn't drop wood when it does.
 +
* Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
  
 
== Version/1.3.3117 ==
 
== Version/1.3.3117 ==
 +
Yet another update. Slowly falling behind here. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:55, 10 September 2021 (UTC)
 +
 +
* [[Version/1.3.3117|1.3.3117]] -
 +
 
=== Multi-ideo colony viability ===
 
=== Multi-ideo colony viability ===
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
+
* Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
+
* Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
* [[Version/1.3.3117|1.3.3117]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
+
* Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
 +
* Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
 +
* Ritual setup dialog now says what ideoligion the ritual comes from.
  
 
=== New stuff ===
 
=== New stuff ===
 
+
* Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
+
* While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.
+
* You can now randomize fluid ideos before applying changes.
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.
+
* You can now randomize normal memes during fluid ideo reforming.
  
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.
+
* Blind pawns' stats are now unaffected by light and darkness.
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.
+
* Adjust the role tooltip area on the pawn's social tab.
* [[Version/1.3.3117|1.3.3117]] - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
+
* Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
+
* Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
+
* Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.
+
* Increased chance for ancient security crates to spawn in ancient complexes.
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.
+
* Removed min points limit on security crate spawning in ancient complexes.
* [[Version/1.3.3117|1.3.3117]] - We now warn player if important plants like anima trees are marked for cutting or in grow zone.
+
* We now warn player if important plants like anima trees are marked for cutting or in grow zone.
* [[Version/1.3.3117|1.3.3117]] - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
+
* Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
* [[Version/1.3.3117|1.3.3117]] - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
+
* Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
* [[Version/1.3.3117|1.3.3117]] - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
+
* We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.
+
* Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
 +
* Change to randomized memes for fluid ideo based on feedback.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
+
* Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
+
* Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
+
* Fix: Text of funeral ritual states bonus awards are available after randomizing name.
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.
+
* Fix: Totemic sculpture is pixelated.
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.
+
* Fix: Research command ability icon is pixelated on non-uniform ui scales.
* [[Version/1.3.3117|1.3.3117]] - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
+
* Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.
+
* Fix: Sunlamp does not trigger blinding light for Darkness pawns.
* [[Version/1.3.3117|1.3.3117]] - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
+
* Fix: Wild people can be enslaved while arrested.
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
+
* Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
* [[Version/1.3.3117|1.3.3117]] - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
+
* Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
+
* Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
+
* Fix: Regression * Colonists no longer automatically take yayo and a few other drugs.
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
+
* Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished.  
+
* Fix: You can assign a role changer of non-player ideo on the ritual config screen.
* [[Version/1.3.3117|1.3.3117]] - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
+
* Fix: Bestower sometimes arrives malnourished.  
* [[Version/1.3.3117|1.3.3117]] - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
+
* Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
+
* Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
* [[Version/1.3.3117|1.3.3117]] - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
+
* Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.
+
* Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
 +
* Fix: Skip abilities don't update cover grid.
  
 
==Version/1.3.3101==
 
==Version/1.3.3101==
Line 1,625: Line 1,210:
  
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
+
* [[Version/1.3.3101|1.3.3101]] -
* [[Version/1.3.3101|1.3.3101]] - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
+
 
* [[Version/1.3.3101|1.3.3101]] - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
+
* Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
* [[Version/1.3.3101|1.3.3101]] - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
+
* Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.
+
* We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
* [[Version/1.3.3101|1.3.3101]] - We now hide quests that are ended by starting a new archonexus settlement
+
* On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
* [[Version/1.3.3101|1.3.3101]] - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
+
* Extractable trees are no longer auto-minifiable in caravan forming dialog.
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
+
* We now hide quests that are ended by starting a new archonexus settlement
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
+
* Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
* [[Version/1.3.3101|1.3.3101]] - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
+
* Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
* [[Version/1.3.3101|1.3.3101]] - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
+
* Tweaked the archonexus "choose items to take to new colony" dialog formatting.
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
+
* The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
* [[Version/1.3.3101|1.3.3101]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
+
* Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
* [[Version/1.3.3101|1.3.3101]] - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
+
* Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
* [[Version/1.3.3101|1.3.3101]] - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
+
* Change ritual quality check graphics to look less like togglable ones for better UI clarity.
* [[Version/1.3.3101|1.3.3101]] - Update descriptions of individualist and collectivist memes.
+
* Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. <!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni --->
+
* Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.
+
* Update descriptions of individualist and collectivist memes.
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.
+
* We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion
+
* Add note about work to deconstruct to 'work to build' stat description.
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.
+
* Adjust some thought descriptions so that they still make sense for blind people.
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
+
* Removed culture restrictions when choosing ideoligion
 +
* Changed extract tree hotkey to be the same as uninstalling.
 +
* Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
  
 
===Tuning===
 
===Tuning===
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
+
* [[Version/1.3.3101|1.3.3101]] -
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.
+
 
 +
* Dryad spawn days reduced from 8 to 6.
 +
* Reduce intensity of 'ate meat' opinion maluses for vegetarians.
 +
* Reduced dryad transform delay from 6 days to 5 days.
 +
* Adjust mood impact of relic-in-ritual-room thought.
  
 
===Technical===
 
===Technical===
Line 1,658: Line 1,249:
 
* Turn psychic sensitivity checks into a property.  
 
* Turn psychic sensitivity checks into a property.  
 
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.  
 
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.  
 +
* Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job
 
* Add missing gender constants for deity, foeLeader and founder.
 
* Add missing gender constants for deity, foeLeader and founder.
  
Line 1,668: Line 1,260:
 
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
 
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
 
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
 
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
+
* Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
 +
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
 +
* Fix: There are some duplicate ideoligion icons.
 +
* Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
 
* Fix regression: Bestower doesn't care about roof collapsing on top of him.
 
* Fix regression: Bestower doesn't care about roof collapsing on top of him.
 
* Fix: Skeletons don't draw apparel.
 
* Fix: Skeletons don't draw apparel.
Line 1,746: Line 1,341:
 
* Fix: Badly formatted relic name in relic hunt quest description.
 
* Fix: Badly formatted relic name in relic hunt quest description.
  
== Version/1.3.3080 ==
+
==Version/1.3.3080==
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))
+
* Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities
+
* Fix: Pawns who prefer indoors do outdoor joy activities
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.
+
* Fix: Dryads can bond with pawns other than the connected one.
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.
+
* Fix: Deserter quest doesn't count as raiding.
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.
+
* Fix: Rusted car only appears in north orientation.
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
+
* Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.
+
* Fix: Dryad and Gaumaker pods can spawn over graves.
  
 
== Version/1.3.3076 ==
 
== Version/1.3.3076 ==
Line 1,773: Line 1,368:
  
 
== Version/1.3.3074 ==
 
== Version/1.3.3074 ==
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.
+
* [[Version/1.3.3074|1.3.3074]] -  
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.
+
 
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
+
* Allowed saving all ideos and allowed saving ideos in-game.
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.
+
* Allow non-ideo members to participate in leader speech.
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
+
* Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
+
* Beggars can now be given items when they are traveling to their wait destination.
 +
* Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
 +
* Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
  
 
=== Fixes: ===
 
=== Fixes: ===
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
+
* Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
+
* Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
* [[Version/1.3.3074|1.3.3074]] - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
+
* Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
+
* Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
+
* Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
 +
* Fix 5234: Pawns can build turrets when prohibited by precepts.
 +
* Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
  
 
== Version/1.3.3072 ==
 
== Version/1.3.3072 ==
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
+
* [[Version/1.3.3072|1.3.3072]] -  
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.
+
 
* [[Version/1.3.3072|1.3.3072]] - Suspend [[dryads]] currently in cocoons.
+
* Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.
+
* Auto-slaughter config allows you to control bonded animal slaughter specifically.
* [[Version/1.3.3072|1.3.3072]] - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
+
* Suspend [[dryads]] currently in cocoons.
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
+
* Fix: Dryads prioritize rest over drafted follow.
 +
* Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
 +
* Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
  
 
== Version/1.3.3067 ==
 
== Version/1.3.3067 ==
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.
+
* [[Version/1.3.3067|1.3.3067]] -  
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.
+
 
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
+
* Blind people no longet get the darkness mood debuff.
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.
+
* Reduced min colony wealth to 150k for firing archonexus endgame quest.
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
+
* Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.
+
* Allow starting the bestowing ceremony via right click.
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.
+
* Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.
+
* Building damage factors are drawn for projectile weapons in their info card.
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.
+
* Metallic fence and walls now use stuff-specific ui and blueprint graphics.
* [[Version/1.3.3067|1.3.3067]] - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
+
* Mechanoid breach raids spawn with one breacher.
 +
* Breach raids never have 'drop-in' arrival mode.
 +
* Prisoners now produce a mood malus if they escape.
 +
* Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.
+
* [[Version/1.3.3067|1.3.3067]] -  
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
+
 
* [[Version/1.3.3067|1.3.3067]] - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
+
* Fix: Pawns can end up with overlapping apparel requirements.
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.
+
* Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.
+
* Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.
+
* Fix: Pawns walking over structures causes construction to halt.
 +
* Fix: Trees adjacent to no-cut growing zones are cut down.
 +
* Fix: Stacking building damage factors don't display if they have the same value.
 +
* Fixes to anima tree linking feedback for spectator role.
  
 
== 1.3.3066 ==
 
== 1.3.3066 ==
Line 1,875: Line 1,482:
 
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 
* Pawns can take medicine into their inventory.
 
* Pawns can take medicine into their inventory.
 +
* Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
 
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
 
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
  
Line 1,932: Line 1,540:
  
 
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
 
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
 +
* Fix: Food binging pawns try to eat recreational drugs.
 
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
 
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
Line 1,941: Line 1,550:
 
* Fix: Brawler guards can still arrive with ranged weapons.  
 
* Fix: Brawler guards can still arrive with ranged weapons.  
 
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
 
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
 +
* Fix: During food binges, sometimes pawns will use recreational drugs.
 
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
 
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
Line 1,960: Line 1,570:
  
 
== Update 1.2.2753 ==
 
== Update 1.2.2753 ==
* [[Version/1.2.2753|1.2.2753]] - <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)
+
* [[Version/1.2.2753|1.2.2753]] -  
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
+
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
+
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
+
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
+
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.
+
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
+
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.
+
* We now automatically add appropriate bedrolls to caravan.
 +
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
 +
* Allow quick loading via permit shuttle from non-home maps with no hostiles.
  
 
===Adjustments===
 
===Adjustments===
* [[Version/1.2.2753|1.2.2753]] - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
+
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.
+
* Make pawns count as guilty while in aggro mental state.
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies
+
* Food and medicine renamed to travel supplies
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
+
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
+
* Farskip now affects colony animals if not on the home map.
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.
+
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
+
* Added quest look target when bestowing ceremony cannot be accepted due to threat.
* [[Version/1.2.2753|1.2.2753]] - <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)
+
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.
+
* Removed full-map light up effect of all strikes except orbital beam.
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
+
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)
 +
* Member stripped goodwill penalty increased from 10 to 40.
 +
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.
+
* Fix: Colonist with a sick thought won't meditate at all.
* [[Version/1.2.2753|1.2.2753]] - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
+
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
+
* Fix: Auto mortars are always active.
* [[Version/1.2.2753|1.2.2753]] - Fix: Rescuing downed noble ends shuttle rescue [[quest]].
+
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
+
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.
+
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
+
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
+
* Fix: Meditation preventing pawn from attending a gathering or giving speech.
* [[Version/1.2.2753|1.2.2753]] - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
+
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
+
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
+
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.
+
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.
+
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy
+
* Fix: Animals refusing to eat reachable food when restricted to an area.
 +
* Fix: Can't rescue invisible colonists.
 +
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy
 +
 
 +
== 1.2.2719 and 1.1.2654 Update ==
 +
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] Update
 +
 
 +
As always. This time around, no need to strikeout completed items- just delete them right away. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:51, 20 August 2020 (UTC)
 +
 
 +
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
 +
 
 +
There are a few major parts to this update.
  
== Version/1.2.2719 ==
 
 
===New stuff: Base game===
 
===New stuff: Base game===
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
+
* Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
+
 
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
+
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
 +
 
 +
* New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
 +
 
 +
* Direct button to use drugs from inventory: This makes combat drugs more usable.
  
 
=== New stuff: Royalty expansion ===
 
=== New stuff: Royalty expansion ===
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
+
* Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
+
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
+
* Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
+
* Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
  
 
=== Improvements and adjustments ===
 
=== Improvements and adjustments ===
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.
+
* Underground resources readout now shows what resource is in each underground cell and how many there are.
* [[Version/1.2.2719|1.2.2719]] - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
+
* Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
+
* Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
+
* On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.
+
* Quest helpers no longer spawn with the greedy trait.
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
+
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
+
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
  
 
=== Technical ===
 
=== Technical ===
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
+
* Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
  
 
=== Bugfixes ===
 
=== Bugfixes ===
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.
+
* Fix: [[Anima tree]] doesn't heal properly.
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
+
* Fix: Joy meditation can cause pawns to fall out of bed.
* [[Version/1.2.2719|1.2.2719]] - Fix: Many neural heat gizmos shown if many psycasters are selected.
+
* Fix: [[Condition causer]] destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.
+
* Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
* [[Version/1.2.2719|1.2.2719]] - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
+
* Fix: Many neural heat gizmos shown if many psycasters are selected.
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn can get random [[inspiration]] while not capable of being conscious.
+
* Fix: Pawns interrupting their throne meditation for other jobs.
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. <!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text -->
+
* Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
* [[Version/1.2.2719|1.2.2719]] - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
+
* Fix: Pawn can get random [[inspiration]] while not capable of being conscious.
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes "banished" thoughts.
+
* Fix: Peace talks can generate for factions with goodwill rewards disabled.
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.
+
* Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].
+
* Fix: Banishing quest lodgers causes "banished" thoughts.
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.
+
* Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.
+
* Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.
+
* Fix: Pawns not gaining comfort from throne while meditating.
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.
+
* Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
+
* Fix: Pawn in cryptosleep requires bedroom.
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.
+
* Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
+
* Fix: It's possible to use doors as electricity-less coolers.
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.
+
* Fix: Just claimed artificial structures don't affect nature focus objects.
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Shuttle]]s sometimes land on natural roofs.
+
* Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.
+
* Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.
 +
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 +
* Fix: Wild men who are incapable of violence can hunt animals for food.
 +
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.
 +
* Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.
  
== Version/1.1.2654 ==
 
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
+
* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
+
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
  
 
=== Tuning ===
 
=== Tuning ===
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide.
+
* Increase rewards per points for quests game-wide.
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
+
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
* [[Version/1.1.2654|1.1.2654]] - <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)
+
* <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.
+
* Extend the thought for when you buried someone in a sarcophagus.
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.
+
* Reduce monument sizes about 15%.
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.
+
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.
+
* Reduce chance for diseases in caravans by 4x.
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600.  
+
* Min market value for neuroformer quest rewards reduced from 720 to 600.  
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.
+
* Reduced the selection weight of hostile factions as quest askers to 15%.
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.
+
* Disabled paralysis in hospitality quests.
 +
 
 +
=== Fixes ===
 +
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
  
 
== 1.1 Update ==
 
== 1.1 Update ==
Line 2,140: Line 1,774:
 
* Adjusted doctors and patients work priorities a bit so they do urgent work first
 
* Adjusted doctors and patients work priorities a bit so they do urgent work first
 
* Most crafting benches are now uninstallable and reinstallable
 
* Most crafting benches are now uninstallable and reinstallable
 +
* Colonists will now take pemmican to inventory (like meals)
 
* Ores mined by non-colonists (e.g. insects) now spawn forbidden
 
* Ores mined by non-colonists (e.g. insects) now spawn forbidden
 
* Animals' melee damage now scales with life stage
 
* Animals' melee damage now scales with life stage
Line 2,156: Line 1,791:
 
* Table search radius 25 -> 32
 
* Table search radius 25 -> 32
 
* The “expectations” thoughts progress more rapidly.
 
* The “expectations” thoughts progress more rapidly.
 +
* Doubled initial blight size, increase spread rate by 30%.
 
* Wounds are 50% less likely to become permanent scars.
 
* Wounds are 50% less likely to become permanent scars.
 
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
 
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.

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