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=== Pens and animals ===
 
=== Pens and animals ===
 
* Pen system: Create pens for your farm animals to keep them organized and safe.
 
* Pen system: Create pens for your farm animals to keep them organized and safe.
** Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
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* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
** Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
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* Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
** Handlers will use ropes to lead animals from one location to another, or out of a pen.
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* Handlers will use ropes to lead animals from one location to another, or out of a pen.
** Some animals will now roam if they are not contained within a pen.
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* Some animals will now roam if they are not contained within a pen.
** Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
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* Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
** Added animal flap. It is a door that allows animals to pass through while insulating the temperature.
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* Added animal flap. It is a door that allows animals to pass through while insulating the temperature.
 
* Added egg box. Tame egg-laying creatures will lay inside the box and the eggs can be used for food. Haulers will automatically empty the box when it is full.
 
* Added egg box. Tame egg-laying creatures will lay inside the box and the eggs can be used for food. Haulers will automatically empty the box when it is full.
 
* Added new floor type: Straw matting. Filth is produced 95% less on this floor which makes it useful for barns with messy animals. Since animal filth has been reworked, animals should be kept in barns to prevent unnecessary filth in colonist buildings.
 
* Added new floor type: Straw matting. Filth is produced 95% less on this floor which makes it useful for barns with messy animals. Since animal filth has been reworked, animals should be kept in barns to prevent unnecessary filth in colonist buildings.
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* Animals are unwilling to eat plants under 10% growth.
 
* Animals are unwilling to eat plants under 10% growth.
 
* Herbivores rebalance:
 
* Herbivores rebalance:
** Hunger rate reduced by 50%.
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* Hunger rate reduced by 50%.
** Adult age is reduced by 33%.
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* Adult age is reduced by 33%.
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
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* Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
** Reduced toxic fallout buildup by 50%.
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* Reduced toxic fallout buildup by 50%.
** Grass nutrition reduced from 0.7 to 0.5.
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* Grass nutrition reduced from 0.7 to 0.5.
 
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
 
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
 
* Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type.
 
* Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type.
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=== Combat, weapons, gear ===
 
=== Combat, weapons, gear ===
 
* Added a challenge mode option for reinforced barrels. These barrels are essential for building and maintaining mortars, but the mortars are more accurate and shells are cheaper to make. Reinforced barrels can be acquired from sieges as quest rewards and purchased from traders.
 
* Added a challenge mode option for reinforced barrels. These barrels are essential for building and maintaining mortars, but the mortars are more accurate and shells are cheaper to make. Reinforced barrels can be acquired from sieges as quest rewards and purchased from traders.
** You can keep the old 1.2 mortars with the challenge mode option “classic mortars”, so players can choose either style as they wish.
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* You can keep the old 1.2 mortars with the challenge mode option “classic mortars”, so players can choose either style as they wish.
** Every 20 shots, mortars must have their barrel changed.
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* Every 20 shots, mortars must have their barrel changed.
** Mortars forced miss chance changed from 13 to 10. This is reversed with classic mortars storyteller option.
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* Mortars forced miss chance changed from 13 to 10. This is reversed with classic mortars storyteller option.
** Reduced steel cost of all mortar ammo by 10. This is reversed with classic mortars storyteller option.
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* Reduced steel cost of all mortar ammo by 10. This is reversed with classic mortars storyteller option.
 
* Grenade throws are rendered in an arc.
 
* Grenade throws are rendered in an arc.
 
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
 
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.

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