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{{Version Nav|date=2014-02-26}}
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''This version was released on: February 26th, 2014''
  
 
Alpha 2 is out! This time we’ve added tons of modding support, butchery and cooking (including cannibalism with attendant psychological effects), an ambience sound suite from Alistair, and a pile of other goodies including various oft-requested features.
 
Alpha 2 is out! This time we’ve added tons of modding support, butchery and cooking (including cannibalism with attendant psychological effects), an ambience sound suite from Alistair, and a pile of other goodies including various oft-requested features.
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* Restructured how map section meshes are rebuilt to eliminate the in-between step that allocated large amounts of data. Now things print directly onto the mesh’s working data, which is a major optimization. Code is cleaner now too.
 
* Restructured how map section meshes are rebuilt to eliminate the in-between step that allocated large amounts of data. Now things print directly onto the mesh’s working data, which is a major optimization. Code is cleaner now too.
 
* Ridiculously huge performance improvements across the board due to simple rewriting of old perf-blind code. For example, we no longer draw the whole map every frame(!) - and tons of others.
 
* Ridiculously huge performance improvements across the board due to simple rewriting of old perf-blind code. For example, we no longer draw the whole map every frame(!) - and tons of others.
* [[Trader]] kinds (farm vessel, slave trader) etc are now in XML and moddable.
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* Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.
 
* For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
 
* For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
 
* For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
 
* For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
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* Finished basic new AI failure condition framework.
 
* Finished basic new AI failure condition framework.
 
* Thoughts are now moddable definitions.
 
* Thoughts are now moddable definitions.
* [[Human resources|Cannibalism]] causes bad [[mood|thoughts]], differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
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* Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
 
* Integrated first-pass weather and ambient sounds.
 
* Integrated first-pass weather and ambient sounds.
 
* Reactions are now called recipes.
 
* Reactions are now called recipes.
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* Set up apparels to spawn according to who they are, data-driven.
 
* Set up apparels to spawn according to who they are, data-driven.
 
* Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.
 
* Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.
* [[Skills]] now decay over time when at very high levels.
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* Skills now decay over time when at very high levels.
 
* Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
 
* Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
 
* Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
 
* Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
 
* Mods can now override core game data as well as add to it.
 
* Mods can now override core game data as well as add to it.
 
* Storytellers are now defined in XML.
 
* Storytellers are now defined in XML.
* Made [[Mini-turret|turret]] look and sound weak to match its functionality.
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* Made turret look and sound weak to match its functionality.
 
* Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
 
* Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
 
* Started working on getting code loading with mods.
 
* Started working on getting code loading with mods.
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* AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.
 
* AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.
 
* Started creating the “bill” interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.
 
* Started creating the “bill” interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.
* Created '''[[Electric stove|cook stove]]''' and three [[meal]] types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
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* Created '''[[cook stove]]''' and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
* Added varied food types from plants: [[potatoes]], [[agave]], and [[berries]].
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* Added varied food types from plants: potatoes, agave, and berries.
 
* Added release-mode console GUI so modders can properly debug their content without going insane.
 
* Added release-mode console GUI so modders can properly debug their content without going insane.
 
* Added max ingredient search radius for bills.
 
* Added max ingredient search radius for bills.

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