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{{Version Nav}}
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''This version was released on: January 27th, 2014''
  
 
It’s finally here – Alpha 1!
 
It’s finally here – Alpha 1!
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To install the new version, just delete the old one and unzip the new one somewhere. Old saves will be unusable in the new version.
 
To install the new version, just delete the old one and unzip the new one somewhere. Old saves will be unusable in the new version.
  
== Release Trailer ==
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==Release Trailer==
  
 
<youtube>https://www.youtube.com/watch?v=0LdBGkUbf9A</youtube>
 
<youtube>https://www.youtube.com/watch?v=0LdBGkUbf9A</youtube>
  
== Changes (Summary) ==
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==Changes (Summary)==
  
=== Stockpiling ===
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===Stockpiling===
 
Resources no longer vanish into a magical storage number in the sky. Everything in the game is now present on the map at all times.
 
Resources no longer vanish into a magical storage number in the sky. Everything in the game is now present on the map at all times.
  
 
* Players can now designate stockpile zones. These are areas on the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re just AI directives.
 
* Players can now designate stockpile zones. These are areas on the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re just AI directives.
* Stockpile zones can be configured using a hierarchical interface to accept any combination of items. You could have one that takes all resources, or all guns, or just [[Autopistol|pistols]], or only [[molotov cocktail]]s, [[potatoes]], and dead animals.
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* Stockpile zones can be configured using a hierarchical interface to accept any combination of items. You could have one that takes all resources, or all guns, or just pistols, or only molotov cocktails, potatoes, and dead animals.
 
* Stockpile zones can have priorities. Haulers will fill the highest-priority zones first, and even move items from lower-priority zones to higher-priority ones.
 
* Stockpile zones can have priorities. Haulers will fill the highest-priority zones first, and even move items from lower-priority zones to higher-priority ones.
* The storage and priority interface is also used for storage buildings, like food hoppers, [[grave]]s, and the (currently-pointless) equipment racks.
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* The storage and priority interface is also used for storage buildings, like food hoppers, graves, and the (currently-pointless) equipment racks.
  
 
One nice natural side-effect of this change is that your colonists will no longer starve if they have a huge food reserve but no nutrient paste dispenser. They can eat the raw food right from the stockpile – though it’s not efficient, and they hate eating raw potatoes. Also note that animals will sometimes eat food out of your stockpile.
 
One nice natural side-effect of this change is that your colonists will no longer starve if they have a huge food reserve but no nutrient paste dispenser. They can eat the raw food right from the stockpile – though it’s not efficient, and they hate eating raw potatoes. Also note that animals will sometimes eat food out of your stockpile.
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* There is a new Cooking work type added. Currently, all it does it refill food hoppers. In future it will actually cook stuff. However, we added it now because sometimes you want filling the hoppers to be at a different priority from general hauling.
 
* There is a new Cooking work type added. Currently, all it does it refill food hoppers. In future it will actually cook stuff. However, we added it now because sometimes you want filling the hoppers to be at a different priority from general hauling.
  
=== Adaptive Tutor ===
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===Adaptive Tutor===
 
There was a janky tutor before, but he basically ran on a rail and told you the same things every game, whether you needed to know them or not. The new adaptive tutor is much smarter in providing only the information players need.
 
There was a janky tutor before, but he basically ran on a rail and told you the same things every game, whether you needed to know them or not. The new adaptive tutor is much smarter in providing only the information players need.
  
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Also, the AT’s database of player knowledge is now saved separately from maps, so it will stay between games. To reset it, delete Knowledge.xml in your RimWorld saves folder.
 
Also, the AT’s database of player knowledge is now saved separately from maps, so it will stay between games. To reset it, delete Knowledge.xml in your RimWorld saves folder.
  
=== Modding ===
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===Modding===
  
 
Modding support is started but not finished.
 
Modding support is started but not finished.
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This system will be finished in a future release. Hopefully soon, because I grew up as a modder and can’t wait to see what people will do modding RimWorld.
 
This system will be finished in a future release. Hopefully soon, because I grew up as a modder and can’t wait to see what people will do modding RimWorld.
  
=== Menu Art ===
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===Menu Art===
  
 
You’ll notice some beautiful new art for our menus. Thank Ricardo Tomé, Portuguese digital painting expert, for spicing up the menu backgrounds and giving some life to the AI Storytellers.
 
You’ll notice some beautiful new art for our menus. Thank Ricardo Tomé, Portuguese digital painting expert, for spicing up the menu backgrounds and giving some life to the AI Storytellers.
  
=== Character Art, Apparel, and Hair ===
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===Character Art, Apparel, and Hair===
  
 
The character art in game has been redone by [https://www.deviantart.com/rhopunzel Rhopunzel], combined with some fun color-randomizing code by yours truly. So pawns can come in a variety of body shapes, skin colors, and head shapes.
 
The character art in game has been redone by [https://www.deviantart.com/rhopunzel Rhopunzel], combined with some fun color-randomizing code by yours truly. So pawns can come in a variety of body shapes, skin colors, and head shapes.
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And that’s just when they’re naked. In addition, there is a new apparel system. Characters can wear multiple layers of clothing, and the clothing itself is randomized. So you could have a guy in a green T-shirt. Or a dude in a white T-shirt, with an armor vest and a tan duster. The number of combinations is nearly infinite. Finally, hairdos are now randomized as well.
 
And that’s just when they’re naked. In addition, there is a new apparel system. Characters can wear multiple layers of clothing, and the clothing itself is randomized. So you could have a guy in a green T-shirt. Or a dude in a white T-shirt, with an armor vest and a tan duster. The number of combinations is nearly infinite. Finally, hairdos are now randomized as well.
  
Currently, they’re just randomized for everyone and cannot be changed. In future, [[apparel]] will be fleshed out systemically, and you’ll see different clothing and hairdos for people from different cultures. One pirate band will wear all leather and spiky mohawks. A nearby tribe will send raiding parties in animal skins with tribal hairdos. And you could enforce an all-pink-clothes-with-pink-afro colony uniform if you wanted.
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Currently, they’re just randomized for everyone and cannot be changed. In future, apparel will be fleshed out systemically, and you’ll see different clothing and hairdos for people from different cultures. One pirate band will wear all leather and spiky mohawks. A nearby tribe will send raiding parties in animal skins with tribal hairdos. And you could enforce an all-pink-clothes-with-pink-afro colony uniform if you wanted.
  
 
Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
 
Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
  
=== Fixes and Tunings ===
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===Fixes and Tunings===
  
 
Tons of things have been fixed and tuned, including recruiting chances, storyteller difficulties, and so on.
 
Tons of things have been fixed and tuned, including recruiting chances, storyteller difficulties, and so on.
  
=== Creative Content ===
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===Creative Content===
  
 
If you got the Name in Game or Backstory in Game pack and had your content approved before Friday or so (when I content-locked the Alpha for final stability testing), your content will be in the game. It’s quite refreshing to have a nice deep pool of content to draw from. There aren’t a massive number of backstories – you can become familiar with individuals if you play a lot – but there are enough that the game isn’t under pressure to repeat anything.
 
If you got the Name in Game or Backstory in Game pack and had your content approved before Friday or so (when I content-locked the Alpha for final stability testing), your content will be in the game. It’s quite refreshing to have a nice deep pool of content to draw from. There aren’t a massive number of backstories – you can become familiar with individuals if you play a lot – but there are enough that the game isn’t under pressure to repeat anything.
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Great thanks to all the testers and the two creative rewards moderators who helped make this happen. Have fun and watch out for the raging muffalo!
 
Great thanks to all the testers and the two creative rewards moderators who helped make this happen. Have fun and watch out for the raging muffalo!
  
== Changes (List) ==
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==Changes (List)==
  
 
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the [[modding|mod system]].
 
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the [[modding|mod system]].
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* Integrated storyteller portraits in entry menus.
 
* Integrated storyteller portraits in entry menus.
 
* Unified thing dropping placement code.
 
* Unified thing dropping placement code.
* [[Storyteller|Kassandra]] is now Cleopatra.
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* [[Tough Kassandra Classic|Kassandra]] is now Cleopatra.
 
* Updated credits.
 
* Updated credits.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
 
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
* Colonist will now eat from [[Nutrient paste dispenser|dispensers]] in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
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* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
 
* You can now rename stockpiles.
 
* You can now rename stockpiles.
 
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
 
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
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* Deconstructing is now done by designating a target, which the colonists go deconstruct.
 
* Deconstructing is now done by designating a target, which the colonists go deconstruct.
  
=== New Content ===
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===New Content===
  
 
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
 
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
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* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
 
* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
 
* Lots of new art from Rho.
 
* Lots of new art from Rho.
* Added [[jacket]] from Rho.
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* Added jacket from Rho.
 
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
 
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
 
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
 
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
 
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
 
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
  
=== Bug Fixes ===
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===Bug Fixes===
  
 
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
 
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
 
* Various bugfixes.
 
* Various bugfixes.
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[[Category:Version]]

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