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{{Version Nav}}
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''This version was released on: April 10th, 2014''
  
 
==Release Trailer==
 
==Release Trailer==
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===Changes===
 
===Changes===
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* Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
 
* Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
 
* Started refactoring map generation into encapsulated steps and parameterized them.
 
* Started refactoring map generation into encapsulated steps and parameterized them.
 
* Pawn decision trees are now defined in XML.
 
* Pawn decision trees are now defined in XML.
* Added '''simple [[door]]'''. Cheaper, but cannot be powered.
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* Added '''simple door'''. Cheaper, but cannot be powered.
 
* Filled out storyteller moddability.
 
* Filled out storyteller moddability.
 
* Finished refactoring map generation into encapsulated, parameterized steps.
 
* Finished refactoring map generation into encapsulated, parameterized steps.
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* Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
 
* Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.
 
* Finished automated hunting. Colonists will hunt with guns or melee attacks.
 
* Finished automated hunting. Colonists will hunt with guns or melee attacks.
* Pawns now try to eat nice [[meals]] when they have the choice over [[Nutrient paste meal|nutrient meals]].
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* Pawns now try to eat nice meals when they have the choice over nutrient meals.
* Aptitude has become “average of relevant [[skills]]” out of 20 to reduce confusion.
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* Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
* [[Damage Types|Damage types]] are now defined in xml definitions.
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* Damage types are now defined in xml definitions.
 
* Recipes can now give skills.
 
* Recipes can now give skills.
* [[Hydroponics basin|Hydroponics]] are more fertile and now require power or the plants die. You can also now set what to grow on them.
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* Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
* [[Raiders]] come from specific factions and don’t always drop from orbit.
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* Raiders come from specific factions and don’t always drop from orbit.
 
* Bedding in and debugging generated faction system.
 
* Bedding in and debugging generated faction system.
* Tribal [[raiders]] now spawn and attack. Created [[short bow]], [[great bow]], and handful-of-stones weapons.
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* Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.
 
* Solidified faction relations. They are now reported on the faction overview.
 
* Solidified faction relations. They are now reported on the faction overview.
* Pawns of warring [[factions]] now fight.
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* Pawns of warring factions now fight.
* Let pawns spawn with [[minigun]] and [[LMG|L-15 LMG]].
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* Let pawns spawn with minigun and L-15 LMG.
 
* Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
 
* Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
* Pawns now spawn with [[backstories]] from appropriate spawn category for their faction.
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* Pawns now spawn with backstories from appropriate spawn category for their faction.
 
* Started trying to fix save/load.
 
* Started trying to fix save/load.
 
* Restricted hairdos by faction. No more pirates or tribals in pigtails.
 
* Restricted hairdos by faction. No more pirates or tribals in pigtails.
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* Faction relations change over time.
 
* Faction relations change over time.
 
* For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
 
* For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
* Launch pad replaced with [[orbital trade beacon]]. Trade system clarification commences.
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* Launch pad replaced with orbital trade beacon. Trade system clarification commences.
* [[Mental break]] probability is much lower.
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* Mental break probability is much lower.
 
* Colonists will now sleep on the ground if exhausted.
 
* Colonists will now sleep on the ground if exhausted.
 
* Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
 
* Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
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* Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
 
* Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
 
* Most code-driven text can now be translated. Most text is now linked to the translation system.
 
* Most code-driven text can now be translated. Most text is now linked to the translation system.
* [[Rain]] now slowly washes away [[filth|blood]].
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* Rain now slowly washes away blood.
 
* In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
 
* In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
 
* Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
 
* Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
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===New Content===
 
===New Content===
* Added [[Terrain|rich dirt]] patches.
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* Added rich dirt patches.
 
* Added simple ruins generation.
 
* Added simple ruins generation.
 
* Added basic music system. Added Al’s guitar sting for game start.
 
* Added basic music system. Added Al’s guitar sting for game start.
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* Added a button to select through things in the same square (you could always do this by slowly clicking)
 
* Added a button to select through things in the same square (you could always do this by slowly clicking)
 
* Colonists don’t eat raw food unless urgently hungry or starving.
 
* Colonists don’t eat raw food unless urgently hungry or starving.
* [[Stonecutter's table]] now requires [[research]].
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* Stonecutter’s table now requires research.
 
* Added a simple planning designation that does nothing so people can plan base layouts early.
 
* Added a simple planning designation that does nothing so people can plan base layouts early.
 
* Added a glow to the button that a tutor concept is talking about. Easier to learn.
 
* Added a glow to the button that a tutor concept is talking about. Easier to learn.
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* 636: Minor error message as pawns drop and tried to pick up created items at bill tables.
 
* 636: Minor error message as pawns drop and tried to pick up created items at bill tables.
 
* 637: Warden/doctor loop when feeding incapacitated prisoner set to get no food.
 
* 637: Warden/doctor loop when feeding incapacitated prisoner set to get no food.
* 504: [[Muffalo]]s draw with wrong texture.
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* 504: Muffalos draw with wrong texture.
 
* 644: Pawn spaz loop when eating stackable food off the same square someone else is eating off of (e.g. corner of table).
 
* 644: Pawn spaz loop when eating stackable food off the same square someone else is eating off of (e.g. corner of table).
 
* (Alpha3d) 656: Cooks don’t haul meals to stockpiles
 
* (Alpha3d) 656: Cooks don’t haul meals to stockpiles

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