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{{Version Nav}}
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{{ VersionFrame | Version = 0.7.581 | Description = '''Alpha 7 - 0.7.581''' was released on October 1, 2014 - Alpha 7 Release
 
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| Body = <noinclude>{{Version}}</noinclude>
Alpha 7 is out! This time we’ve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole ‘stuff and stats’ system where certain things can be made of other things.
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| Installation =
 
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| Changes = *Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
If you own the game, you should get an update email from us. You can also get Alpha 7 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.
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*New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
 
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*There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.  
 
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*There are now multiple mineable minerals: metal, silver, gold, plasteel.
==Compatibility==
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*Leather harvesting from animals, and cloth harvesting from cotton crops.
Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 6 colony.
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*Special space-tech cloth types.
 
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*Make clothing from arbitrary fabrics or leathers.
==Release Trailer==
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*Reworked damage deflection chance per-damagetype armor system.
 
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*Some animals and mechanoids have natural armor.
<youtube>https://www.youtube.com/watch?v=XZXY4fxj0Ck</youtube>
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*New biome: tropical rainforest. A choking, disease-infested jungle.
 
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*Disease rates are linked to biomes.
==Core Release==
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*Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
* [[Stuff]] system allows you to build [[walls]], [[furniture]], and other structures out of arbitrary materials.
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*Organ harvesting and transplanting.
* New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
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*Diseases: flu, plague, malaria, sleeping sickness.
* There are now multiple types of stone: [[Sandstone Blocks|sandstone]], [[granite Blocks|granite]], [[marble Blocks|marble]], [[slate Blocks|slate]], and [[limestone Blocks|limestone]].
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*Chronic conditions (age-related): Cataracts, bad back
* There are now multiple mineable minerals: [[steel|metal]], [[silver]], [[gold]], [[plasteel]].
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*A bunch of new traits. Brawler, prosthophile, and more
* [[Leather]] harvesting from [[animals]], and cloth harvesting from cotton crops. Special space-tech cloth types.
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*New trade system and interface.
* Make [[clothing]] from arbitrary [[fabrics]] or [[leathers]].
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*Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
* Reworked damage deflection chance per-damagetype armor system. Some animals and mechanoids have natural armor.
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*Neutrotrainers: Matrix-style instant training devices.
* New [[biome]]: [[tropical rainforest]]. A choking, disease-infested jungle. Disease rates are linked to biomes.
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*Lockable doors
* [[Artificial body part|Prosthetic limbs]], from simple to complex: [[peg leg|peg legs]], wood [[Denture|dentures]], simple [[prosthetics]], enhanced [[bionic]] limbs and [[Bionic eye|eyes]].
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*Melee weapons: Club, knife, spear, shiv, short sword
* Organ harvesting and transplanting.
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*New animals: cobra, monkey, camel, tortoise, boar, rhino.
* [[Diseases]]: flu, plague, malaria, sleeping sickness.
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*Storyteller redesigned and rebalanced.
* [[Ailments|Chronic conditions]] (age-related): Cataracts, bad back
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*Visitors carry their own food and hopefully won’t raid your food supplies.
* A bunch of new [[traits]]. [[Brawler]], prosthophile, and more
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*Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
* New [[trade]] system and interface.
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*Rewritten credits system integrates translator credits from each translation automatically.  
* Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
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*Piles of other additions, fixes, and tunings.
* [[Skilltrainer|Neutrotrainers]]: Matrix-style instant training devices.
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| NewContents =
* Lockable [[door]]s.
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| Bugfixes =  
* Melee weapons: [[Club]], [[knife]], [[spear]], shiv, [[Gladius|short sword]]
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| Hotfixes =  
* New animals: [[cobra]], [[monkey]], [[camel]], [[tortoise]], [[boar]], [[rhino]].
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}}
* Storyteller redesigned and rebalanced.
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<noinclude>[[Category:Alpha_7]]</noinclude>
* Visitors carry their own food and hopefully won’t raid your food supplies.
 
* Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
 
* Rewritten credits system integrates translator credits from each translation automatically.
 
* Piles of other additions, fixes, and tunings.
 
 
 
==Alpha 7B & Alpha 7C==
 
 
 
UPDATE: Alpha7b had a typo that made plague 10x too common in temperate biomes.
 
 
 
You can fix your game by re-downloading and reinstalling it, or by replacing Mods/Core/Defs/BiomeDefs/BiomesBase.xml with this corrected version of the file.
 
 
 
—–
 
 
 
I’m uploading a silent non-essential hotfixed version of Alpha7.
 
 
 
Alpha7b has reduced disease frequency, so diseases will appear less often.
 
 
 
To update, you can re-download from your old link.
 
 
 
Alternatively, you can just go into your game folder and look in Mods/Core/Defs/BiomeDefs/BiomesBase.xml, search for every instance of <chancePerDay>, and cut all the values in half. There are about 12 entries.
 

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