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Changes can be seen in the [https://docs.google.com/document/d/e/2PACX-1vSgQmFRFk0FATWTjyZkKRq4oa58sQps4D0kE_uoyKR1y3ZXJT1nIMZSsno7T8cfG-Y6B8lVL3QFnbwQ/pub RimWorld update 1.5 public changelog].
 
Changes can be seen in the [https://docs.google.com/document/d/e/2PACX-1vSgQmFRFk0FATWTjyZkKRq4oa58sQps4D0kE_uoyKR1y3ZXJT1nIMZSsno7T8cfG-Y6B8lVL3QFnbwQ/pub RimWorld update 1.5 public changelog].
  
== New stuff - base game ==
+
Books and bookcases
=== Books and bookcases ===
 
* Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.
 
* Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.
 
* Books are obtained from traders or quest rewards.
 
  
=== Wall lamps, flood lights, hidden conduits, couches, and ornate doors ===
+
    Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.
* Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.
+
    Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.
* Added flood lights. These are powerful and expensive outdoor lights that cover large areas.
+
    Books are obtained from traders or quest rewards.  
* Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.
 
* Added couches. They function like armchairs but have room for two colonists instead of one.
 
* Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.
 
  
=== Mechanoid water emergence and slag chunks ===
+
Wall lamps, flood lights, hidden conduits, couches, and ornate doors
* Mechanoids can now emerge from bodies of water to attack your colony.
 
* Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
 
  
=== Crawling ===
+
    Added wall lamps and wall torches which are placed directly on walls. They provide slightly less light compared to their standing version.
* When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
+
    Added flood lights. These are powerful and expensive outdoor lights that cover large areas.
* Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.
+
    Added hidden conduits. These are invisible unless the building or power UI is active. Hidden conduits are harder to damage from explosions or fire.
 +
    Added couches. They function like armchairs but have room for two colonists instead of one.
 +
    Added ornate doors. These are the first 2x1 doors in RimWorld and they suit prestigious buildings like throne rooms and temples.
  
=== New wanderers after a “game over” ===
+
Mechanoid water emergence and slag chunks
* When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.
 
* This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.
 
* This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.
 
  
=== UI and art ===
+
    Mechanoids can now emerge from bodies of water to attack your colony.
* Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
+
    Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
* Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
 
* Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
 
* Added a 12 / 24 hour clock option.
 
* Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
 
* Redesigned the prisoner tab.
 
* Redesigned the health tab.
 
* New and improved weapon art.
 
* Improved plant art and added immature and leafless variants.
 
  
=== Miscellaneous ===
+
Crawling
* Added “Clean room” command for colonists.
 
* Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
 
* Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
 
* Added a bionic jaw prosthetic.
 
* Added the organ decay disease.
 
* Added auto rebuild option on firefoam poppers.
 
* Added the ability to dismiss traders.
 
* Added new options on the world map to easily send caravans.
 
* Added new SFX for animals eating.
 
* Added new jungle night ambience SFX. This removes the old high-pitched noises.
 
* Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.
 
* Added and updated SFX for melee & ranged hit impacts.
 
* You can now dismiss messages by right clicking them.
 
  
== Improvements and adjustments - base game ==
+
    When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
=== Pawns ===
+
    Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.
* Ensure humanlikes are fed first in caravans.
 
* Allowed capturing carried pawns.
 
* Ascetics ignore "Ate without table" thought.
 
* Improved construction hauling.
 
* Ensure beggars never show up with the requested item in their inventory.
 
* Confused wandering has a max duration of 2 days.
 
* Non-player faction animals with no lord eventually leave the map.
 
* Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
 
* Increase target prone accuracy modifier from 20% to 50%.
 
* Bionic stomachs reduce the chance of getting food poisoning by half.
 
* Added north and south facing artwork for all dessicated animals.
 
* Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
 
* Rebalance brawler trait to offset skill more than mood.
 
* Tending to non-hostile factions improves goodwill.
 
* Killed leavings are deterministic instead of random on death.
 
* Invisible pawns no longer block hostiles from pathing through them.
 
* Added “pyro used fire weapon” thought.
 
* Improved firefighting so colonists prioritize putting out nearby fires.
 
* Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
 
* Starting colonists have a chance to spawn with possessions related to their traits.
 
  
=== UI and art ===
+
New wanderers after a “game over”
* Improved research UI.
 
* Improved policy UI.
 
* Changed visuals for tainted apparel
 
* Added a corpse color modifier and changed rotting corpse colors.
 
* Display progress on research projects in project tooltip.
 
* Research benches display research speed factors on the inspect pane instead of work speed.
 
* Clicking the "Need research" alert opens the research tab.
 
* Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
 
* New pawns will always be placed to the right side of the colonist bar.
 
* Allow targeting via the colonist bar.
 
* Adjust stat names slightly so they fit better in tooltips.
 
* Zones are renamed by the button on the inspect pane instead of by the gizmo.
 
* Add thought title to thought tooltip in case it's too long for the needs card.
 
* Food now shows its ingredients in the tooltip in caravan/trade dialogs.
 
* Ingredients in menus are now sorted from highest quantity to lowest.
 
* Added research project info to research bench inspect panes.
 
* Egg box has a "select contained thing" gizmo.
 
* Replaced X button texture with trash can for all "delete" instances.
 
* List "efficiency" of added parts in point form like other hediff effects.
 
* Relabel misc injury to "wound".
 
* Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
 
* Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
 
* When using a techprof persona core, bring up the research completed window.
 
* “Select contained thing” gizmo now displays the thing as the icon.
 
* Update Ludeon logo on main menu links.
 
* Reorganized some buildables on the furniture architect tab.
 
* Hide meditation focus radius ring from torches and braziers.
 
  
=== Miscellaneous ===
+
    When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.
* Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
+
    This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.
* Show message when various abilities' cooldown ends.
+
    This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.
* Undergrounder trait description mentions pawns will be unhappy outdoors.
 
* Added an option to increase/decrease the number of autosaves the game will keep (1-25)
 
* Lung rot moved from Biotech to Core.
 
* Infestations now refund/minify any buildings they destroy.
 
* Update bridges to be the same color as wood floors.
 
* Moved natural hair ColorDefs to Core from Ideology.
 
* Meteorite strikes will no longer hit monuments.
 
* Fires produce light.
 
* Things to load into transport pods can now be changed at any time.
 
* Numpad enter can now be used in dialogs the same way that return can.
 
* Scale damage to buildings from fire/burn damage by their flammability.
 
* Removed some spot building exploits.
 
* Foam turret activation cooldown is paused while repressurizing and unpowered.
 
* Gas now dissipates slower in roofed areas.
 
* Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
 
* Adjusted some backstories to align with universe canon.
 
* Improve descriptions of hediffs for prosthetics.
 
* Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
 
* Improved lighting for roof eaves.
 
* Updated flame damage to scale with building flammability.
 
* Added "resources to make" stat entry for buildables.
 
* Created an "ingredients" stat entry for craftable ThingDefs.
 
* Added a duplicate area button to the area management window.
 
* Added new Core tips.
 
* Tinctoria now has a lifespan of 12 days.
 
  
== Improvements and adjustments - Royalty ==
+
UI and art
* Bestower and guards exit the map more quickly.
 
* Increased work to build for braziers.
 
  
== Improvements and adjustments - Ideology ==
+
    Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
* Ideoligion pawn column is not drawn in Ideology disabled mode.
+
    Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
* Styling stations now display favorite and ideoligion colors with a small icon.
+
    Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
* Trader inventories try to use the styles available for their primary ideoligion.
+
    Added a 12 / 24 hour clock option.
* Update drug policy records when pawn leaves biosculptor pods.
+
    Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
* Moral guide abilities now wake up sleeping pawns.
+
    Redesigned the prisoner tab.
* "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
+
    Redesigned the health tab.
* Reliquary has a “select contained thing” gizmo.
+
    New and improved weapon art.
* Loudspeakers and lightballs can now be switched on and off.
+
    Improved plant art and added immature and leafless variants.
  
== Improvements and adjustments - Biotech ==
+
Miscellaneous
* Adjusted wastepack incident to consider pollution.
 
* Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
* Slightly reduce the mass of sashes.
 
* Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
 
* Remove reference to damage over time in acid spray gene description.
 
* Added toxalope corpse artwork.
 
* Added more acid filth texture options for acid spray so it never looks tiled.
 
* Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
 
* Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
* Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
 
* Updated fire spew LOS highlighting.
 
* Berserk and similar psycasts no longer work on bosses.
 
* Apocriton is ultraheavy weight class mech.
 
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
* Babies in caravans now ignore drug policies like they do on map.
 
* Added float menu option to take baby to a safe location.
 
  
== Dev tools ==
+
    Added “Clean room” command for colonists.
* Added “Start game with dev palette on” settings option.
+
    Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
* Only show names for official mods in incident chances debug output.
+
    Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
* Added more columns to incident chances debug output.
+
    Added a bionic jaw prosthetic.
* Added tools for unfogging and refogging rects of the map.
+
    Added the organ decay disease.
* Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
+
    Added auto rebuild option on firefoam poppers.
* Added debug tool for spawning pawns of a specific lifestage.
+
    Added the ability to dismiss traders.
* Added tool for tending all bleeding hediffs.
+
    Added new options on the world map to easily send caravans.
* Added "destroy part" option to apply damage dev tool.
+
    Added new SFX for animals eating.
* Added pinnable "add hediff" debug action.
+
    Added new jungle night ambience SFX. This removes the old high-pitched noises.
* Dev palette entries no longer re-cache their labels.
+
    Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.
* Added "None" option for "Set faction" dev tool.
+
    Added and updated SFX for melee & ranged hit impacts.
* Added an editor window for authoring SimpleCurve objects.
+
    You can now dismiss messages by right clicking them.
* Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
 
* Smooth surface applies instantly if in godmode.
 
* Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
 
* Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
 
* Added “Music debugger”
 
  
== Technical ==
+
Improvements and adjustments - base game
* Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
+
Pawns
* Implemented asset hot-reload for developer/modder ease.
 
* Added support for maps which don’t have a corresponding world tile.
 
* Added new virtual relationship record system. Maintains relationship information without bloating save files.
 
* Pawn rendering is now multithreaded.
 
* Added a new super-fast dynamic thing culling system.
 
* Added support for wall attached buildings.
 
* Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
 
* Added a new music system which can change between songs based on current game state.
 
* Optimizations to various alerts.
 
* Small optimizations to beauty calculations.
 
* Optimize food searching for animals in pens.
 
* Minor performance improvements for tending WorkGivers.
 
* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
 
* Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.
 
* Added timestamps and repetition count on log messages.
 
* Replace MapMeshFlags enum with a Def.
 
* Updated Russian language worker.
 
* Add dev gizmo to manually toggle building power.
 
* Added disableImpassableShotOverConfigError flag to ThingDef.
 
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
 
* Damage effect pawn tinting is done in material property block instead of copying a new material.
 
* Tick equipment on pawns.
 
* Removed redundant burning stump spawn check.
 
* Small optimization for gas section layer setup.
 
* Unified import modes for building atlases.
 
* Allow ThingComps to affect Thing stats like CompAffectedByFacilities.
 
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
 
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
 
* Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
 
* Replace BackstoryDef's "baseDesc" with Def's "description" field.
 
* Made xpGainAmount from skilltrainers configurable.
 
* Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
 
* Gas rendering now sends density values to the shader and color and texturing is resolved there.
 
* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
 
* Hediffs can now override the skin shader.
 
* Disabled work types use a cached value instead of recalculating every call.
 
* Changed steamAppId to uint.
 
* More control over flecks/motes via XML.
 
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
 
* Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
 
* Removed Biotech MayRequire from MeleeDamageFactor stat.
 
* If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
 
* Increased float range serialization precision.
 
* Allowed areas are now per map.
 
* Reduce the base maxRemembered value of history events to alleviate some save file bloat.
 
  
== Bugfixes ==
+
    Ensure humanlikes are fed first in caravans.
* Fix: Meteorites leaving stone change terrain after save/load cycle.
+
    Allowed capturing carried pawns.
* Fix: Many pawns in a small space can cause heat to build up forever.
+
    Ascetics ignore "Ate without table" thought.
* Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
+
    Improved construction hauling.
* Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
+
    Ensure beggars never show up with the requested item in their inventory.
* Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
+
    Confused wandering has a max duration of 2 days.
* Fix translation issue: Wrong surgery outcome texts without Biotech.
+
    Non-player faction animals with no lord eventually leave the map.
* Fix: Lodgers can farskip and enter ancient complex shuttles.
+
    Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
* Fix: Several issues with pollution clearing.
+
    Increase target prone accuracy modifier from 20% to 50%.
* Fix: Neurotrainers not including aptitudes in message.
+
    Bionic stomachs reduce the chance of getting food poisoning by half.
* Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
+
    Added north and south facing artwork for all dessicated animals.
* Fix: Out of bounds error when looking for a meditation spot.
+
    Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
* Fix: Mineable steel generation in tutorial.
+
    Rebalance brawler trait to offset skill more than mood.
* Fix: Smeltable thing filter allowing wooden apparel to be smelted.
+
    Tending to non-hostile factions improves goodwill.
* Fix: Unfogging working incorrectly for large buildings.
+
    Killed leavings are deterministic instead of random on death.
* Fix: Ink black hair not rendering the correct color.
+
    Invisible pawns no longer block hostiles from pathing through them.
* Fix: Nudists trigger “need warm clothes” alert.
+
    Added “pyro used fire weapon” thought.
* Fix: Error getting null target for throne/bedroom requirements alert explantation.
+
    Improved firefighting so colonists prioritize putting out nearby fires.
* Fix: Whitespace on claw injury label.
+
    Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
* Fix: Gatherings could select invalid organizers.
+
    Starting colonists have a chance to spawn with possessions related to their traits.
* Fix: Team skills showing disabled skills.
+
 
* Fix: Duelists interacting while in ritual.
+
UI and art
* Fix: uint parsing failure.
+
 
* Fix: Mech bosses can be called one after the other within a 2 second window.
+
    Improved research UI.
* Fix: Consumable items can appear as relics.
+
    Improved policy UI.
* Fix: Installation blueprints render behind things.
+
    Changed visuals for tainted apparel
* Fix: Ancient fences and wire not deconstructible.
+
    Added a corpse color modifier and changed rotting corpse colors.
* Fix: Hediff iteration not correctly accounting for hediff removal.
+
    Display progress on research projects in project tooltip.
* Fix: Targeting circle not displaying above some thing overlays.
+
    Research benches display research speed factors on the inspect pane instead of work speed.
* Fix: Prevent wall raise from being used on indestructible things.
+
    Clicking the "Need research" alert opens the research tab.
* Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
+
    Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
* Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
+
    New pawns will always be placed to the right side of the colonist bar.
* Fix: Precept_Role.apparelRequirements potential NullReferenceException.
+
    Allow targeting via the colonist bar.
* Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
+
    Adjust stat names slightly so they fit better in tooltips.
* Fix: Drugs being considered with the fresh filter.
+
    Zones are renamed by the button on the inspect pane instead of by the gizmo.
* Fix: Don't send fuel node messages if the fuel node was destroyed.
+
    Add thought title to thought tooltip in case it's too long for the needs card.
* Fix: Learning rate being applied on tech print XP bonus.
+
    Food now shows its ingredients in the tooltip in caravan/trade dialogs.
* Fix: Error when looking for a spectate cell.
+
    Ingredients in menus are now sorted from highest quantity to lowest.
* Fix: Error when mining smoothed wall for door blueprint.
+
    Added research project info to research bench inspect panes.
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
+
    Egg box has a "select contained thing" gizmo.
* Fix: Error when creating xenogerm in certain circumstances.
+
    Replaced X button texture with trash can for all "delete" instances.
* Fix: Potential scenario where an unspawned pawn could organize a gathering.
+
    List "efficiency" of added parts in point form like other hediff effects.
* Fix: Incorrect stack count when looking for food to train animals
+
    Relabel misc injury to "wound".
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
+
    Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
* Fix: Remove wake up trigger if lord or pawns don't exist.
+
    Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
* Fix: Exception getting growth points for dead pawn.
+
    When using a techprof persona core, bring up the research completed window.
* Fix: Saved references to destroyed relic/removed ideo/precept.
+
    “Select contained thing” gizmo now displays the thing as the icon.
* Fix: Spectators can reserve altar interaction spots during rituals.
+
    Update Ludeon logo on main menu links.
* Fix: Pawns no longer analyze items at unpowered research benches.
+
    Reorganized some buildables on the furniture architect tab.
* Fix: Duel not ending if a fighter starts a mental break.
+
    Hide meditation focus radius ring from torches and braziers.
* Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
+
 
* Fix: Notifications are sent about guests that are leaving the map.
+
Miscellaneous
* Fix: Trying to save discarded pawn reference in BattleLogEntry.
+
 
* Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.
+
    Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
* Fix: Slaves are unable to attack in duels without having an aggressive reaction set.
+
    Show message when various abilities' cooldown ends.
* Fix: Gender specific apparel does not show gender in their info tab.
+
    Undergrounder trait description mentions pawns will be unhappy outdoors.
* Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
+
    Added an option to increase/decrease the number of autosaves the game will keep (1-25)
* Fix: Empty caskets aren’t claimable.
+
    Lung rot moved from Biotech to Core.
* Fix: Research bench & techprints don't respect allowed area.
+
    Infestations now refund/minify any buildings they destroy.
* Fix: Ability cooldown text cutoff in windowed mode.
+
    Update bridges to be the same color as wood floors.
* Fix: Deathresting pawns don't display life threatening hediff alerts.
+
    Moved natural hair ColorDefs to Core from Ideology.
* Fix: Firefoam pop pack: Wrong stat name and description.
+
    Meteorite strikes will no longer hit monuments.
* Fix: Mech rechargers don't count as artificial.
+
    Fires produce light.
* Fix: Colonist backstories getting generated on any pawns.
+
    Things to load into transport pods can now be changed at any time.
* Fix: Pen marker nutrition calculation not working in some circumstances.
+
    Numpad enter can now be used in dialogs the same way that return can.
* Fix: KillThirst persona weapon thought not translatable.
+
    Scale damage to buildings from fire/burn damage by their flammability.
* Fix: Column style variants are visually squished.
+
    Removed some spot building exploits.
* Fix: Pawns can hack even with hacking stat disabled.
+
    Foam turret activation cooldown is paused while repressurizing and unpowered.
* Fix: Dates on history tab can be cut off if too long.
+
    Gas now dissipates slower in roofed areas.
* Fix: Multicell things beauty counted once per cell.
+
    Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
* Fix: Float menu error if construction is blocked by trees marked for extraction.
+
    Adjusted some backstories to align with universe canon.
* Fix: Desired color not saved if apparel has not been colored before.
+
    Improve descriptions of hediffs for prosthetics.
* Fix: Goodwill from guest average mood not being applied.
+
    Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
* Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.
+
    Improved lighting for roof eaves.
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
+
    Updated flame damage to scale with building flammability.
* Fix: Targeting gizmos now deselect any active designators.
+
    Added "resources to make" stat entry for buildables.
* Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
+
    Created an "ingredients" stat entry for craftable ThingDefs.
* Fix: Prisoners can start social fights with non-prisoners.
+
    Added a duplicate area button to the area management window.
* Fix: Unable to strip prisoners that were quest lodgers.
+
    Added new Core tips.
* Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.
+
    Tinctoria now has a lifespan of 12 days.
* Fix: Simple meal gizmo doesn't display correct texture.
+
 
* Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
+
Improvements and adjustments - Royalty
* Fix: Inconsistencies with random graphics when installing minified buildings
+
 
* Fix: Empire hostile to beggar temp factions.
+
    Bestower and guards exit the map more quickly.
* Fix: Exception feeding a baby which died during feeding.
+
    Increased work to build for braziers.
* Fix: Randomized graphics not maintained across blueprint -> frame -> building
+
 
* Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
+
Improvements and adjustments - Ideology
* Fix: Art bench: The word "make" is missing for ideoligion sculptures.
+
 
* Fix: Error trying to breastfeed a baby inside a gene extractor.
+
    Ideoligion pawn column is not drawn in Ideology disabled mode.
* Fix: Mech cluster mortars can be roofed over without any penalty.
+
    Styling stations now display favorite and ideoligion colors with a small icon.
* Fix: Sanguophage meetings sometimes skip implantation.
+
    Trader inventories try to use the styles available for their primary ideoligion.
* Fix: Red error attempting to plant held Gauranlen pod.
+
    Update drug policy records when pawn leaves biosculptor pods.
* Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
+
    Moral guide abilities now wake up sleeping pawns.
* Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
+
    "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
* Fix: Sanguophages don't know how to react to hunters being captured.
+
    Reliquary has a “select contained thing” gizmo.
* Fix: Line connecting pawn under combat command goes off map.
+
    Loudspeakers and lightballs can now be switched on and off.
* Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
+
 
* Fix: Fixed pawns praying during labor interrupting the ritual.
+
Improvements and adjustments - Biotech
* Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.
+
 
* Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
+
    Adjusted wastepack incident to consider pollution.
* Fix: Errors when social fight interrupts dyeing clothing.
+
    Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
* Fix: Prevent colonists from eating at a fogged table.
+
    Slightly reduce the mass of sashes.
* Fix: Colony mechs ignore mortar shell settings.
+
    Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
* Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
+
    Remove reference to damage over time in acid spray gene description.
* Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
+
    Added toxalope corpse artwork.
* Fix: Lesson giving reservation bug.
+
    Added more acid filth texture options for acid spray so it never looks tiled.
* Fix: Prisoner interaction mode is reset upon being released.
+
    Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
* Fix: Traders spawn with incorrect food need value.
+
    Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
* Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
+
    Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
* Fix: Berserk warcalled animals will not attack hostile turrets.
+
    Updated fire spew LOS highlighting.
* Fix: Fire spew can shoot through walls.
+
    Berserk and similar psycasts no longer work on bosses.
* Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
+
    Apocriton is ultraheavy weight class mech.
* Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
+
    Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
* Fix: Invalid spectate cells can be picked when the ritual room is too small.
+
    Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
* Fix: Recalculate product counts more reliably.
+
    Babies in caravans now ignore drug policies like they do on map.
* Fix: Fence gates now prefer to connect to fences.
+
    Added float menu option to take baby to a safe location.
* Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.
+
 
* Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
+
Dev tools
* Fix: Perfect immunity doesn't block gut worms or muscle parasites.
+
 
* Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
+
    Added “Start game with dev palette on” settings option.
* Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
+
    Only show names for official mods in incident chances debug output.
* Fix: Off loudspeakers are now counted correctly when determining ritual quality.
+
    Added more columns to incident chances debug output.
* Fix: Blueprints now maintain the correct random graphic when being installed.
+
    Added tools for unfogging and refogging rects of the map.
* Fix: Error during archonexus quest.
+
    Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
+
    Added debug tool for spawning pawns of a specific lifestage.
* Fix: Beckon ability doesn’t wake up dormant mechs.
+
    Added tool for tending all bleeding hediffs.
* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
+
    Added "destroy part" option to apply damage dev tool.
* Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().
+
    Added pinnable "add hediff" debug action.
* Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().
+
    Dev palette entries no longer re-cache their labels.
* Fix: Error trying to execute colonists after banishing them.
+
    Added "None" option for "Set faction" dev tool.
* Fix: Unstuffed gas mask doesn't have armor set up correctly.
+
    Added an editor window for authoring SimpleCurve objects.
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
+
    Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
* Fix: Power conduit frames appear below walls.
+
    Smooth surface applies instantly if in godmode.
* Fix: Gene loss shock is healed before scars and injuries when using healing serum.
+
    Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
* Fix: Cannot release wild man after arrest.
+
    Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
* Fix: Various high tech research projects missing research bench requirements.
+
    Added “Music debugger”
* Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
+
 
* Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
+
Technical
* Fix: Auto selected caravan food not clamping to mass limit.
+
 
* Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
+
    Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
* Fix: Error on pawn hatching from egg on caravan.
+
    Implemented asset hot-reload for developer/modder ease.
* Fix: Breastfeeding not clearing idle tag.
+
    Added support for maps which don’t have a corresponding world tile.
* Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
+
    Added new virtual relationship record system. Maintains relationship information without bloating save files.
* Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
+
    Pawn rendering is now multithreaded.
* Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
+
    Added a new super-fast dynamic thing culling system.
* Fix: Spray attacks can't target open door cells.
+
    Added support for wall attached buildings.
* Fix: Acid and foam spray affected cells don't take into account leaning past cover.
+
    Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
* Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
+
    Added a new music system which can change between songs based on current game state.
* Fix: Making baby food at campfires ignores work restrictions.
+
    Optimizations to various alerts.
* Fix: Dessicated squirrel corpses have north/south graphics flipped.
+
    Small optimizations to beauty calculations.
* Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
+
    Optimize food searching for animals in pens.
* Fix: Draw quest info minimized in character card if it would stack to 3 lines.
+
    Minor performance improvements for tending WorkGivers.
* Fix: Temporary factions not in map attack target cache.
+
    Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
* Fix: Unrecruitable pawns from slave purchases can join as colonists.
+
    Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.
* Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
+
    Added timestamps and repetition count on log messages.
* Fix: Fix error when projectile tries to hit a pawn that has just changed map.
+
    Replace MapMeshFlags enum with a Def.
* Fix: Wrong save mode for inSignalsRemovePawn.
+
    Updated Russian language worker.
* Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
+
    Add dev gizmo to manually toggle building power.
* Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
+
    Added disableImpassableShotOverConfigError flag to ThingDef.
* Fix: Priority work not clearing for hauling
+
    Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
* Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
+
    Damage effect pawn tinting is done in material property block instead of copying a new material.
* Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
+
    Tick equipment on pawns.
* Fix: Exception while recalculating various thoughts for passing ship pawns.
+
    Removed redundant burning stump spawn check.
* Fix: Hemogen farm does not take into account brain damage consciousness reduction.
+
    Small optimization for gas section layer setup.
* Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
+
    Unified import modes for building atlases.
* Fix: Handle scenarios where items set to load are null
+
    Allow ThingComps to affect Thing stats like CompAffectedByFacilities.
* Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
+
    Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
* Fix: Rot stink gas doesn't cause lung rot without Biotech.
+
    Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
* Fix: Uncaptured pawns now have the “No meds” medical care setting.
+
    Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
* Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
+
    Replace BackstoryDef's "baseDesc" with Def's "description" field.
* Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
+
    Made xpGainAmount from skilltrainers configurable.
* Fix: Waster pawn kinds default to normal pirate faction.
+
    Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
* Fix: Frame version of shelves missing copy and paste settings.
+
    Gas rendering now sends density values to the shader and color and texturing is resolved there.
* Fix: Error when changing a sanguophage to a baby on scenario setup.
+
    Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
* Fix: Pawns can be rescued in rituals.
+
    Hediffs can now override the skin shader.
* Fix: Required roles can leave rituals.
+
    Disabled work types use a cached value instead of recalculating every call.
* Fix: Mech slag not maintaining graphic index over saves.
+
    Changed steamAppId to uint.
* Fix: Public Execution Ritual error.
+
    More control over flecks/motes via XML.
* Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
+
    Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
* Fix: Abilities are used during duels.
+
    Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
* Fix: Error when trying to generate a quest with no colony.
+
    Removed Biotech MayRequire from MeleeDamageFactor stat.
* Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
+
    If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
* Fix: Can tend to temporarily hostile refugees.
+
    Increased float range serialization precision.
* Fix: Caravan errors if pawn can path but animal cannot.
+
    Allowed areas are now per map.
* Fix: "Herder" childhood backstory doesn't have any animal skill.
+
    Reduce the base maxRemembered value of history events to alleviate some save file bloat.
* Fix: Animal pen auto cut not working in some circumstances.
+
 
* Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
+
Bugfixes
* Fix: Dev palette error with mental breaks on the bar and no colony.
+
 
* Fix: Non optional materials selectable in bill details. Eg. components.
+
    Fix: Meteorites leaving stone change terrain after save/load cycle.
* Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
+
    Fix: Many pawns in a small space can cause heat to build up forever.
* Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
+
    Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
* Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
+
    Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
* Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).
+
    Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
* Fix: Charged abilities can be cast via queuing into negative charges.
+
    Fix translation issue: Wrong surgery outcome texts without Biotech.
* Fix: Error with mechanitor corpses causing gizmos to be hidden.
+
    Fix: Lodgers can farskip and enter ancient complex shuttles.
* Fix: Secondary use item targets are reserved when first ordering usage.
+
    Fix: Several issues with pollution clearing.
* Fix: Herd migration ignoring pollution.
+
    Fix: Neurotrainers not including aptitudes in message.
* Fix: Wardens with nil suppress rate get stuck suppressing.
+
    Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
* Fix: Can't force target mortar without shell.
+
    Fix: Out of bounds error when looking for a meditation spot.
* Fix: Pawn duty being cleared during childbirth.
+
    Fix: Mineable steel generation in tutorial.
* Fix: Add appropriate work to make tox packs.
+
    Fix: Smeltable thing filter allowing wooden apparel to be smelted.
* Fix: Fire spew ability not leaning like other ranged attacks.
+
    Fix: Unfogging working incorrectly for large buildings.
* Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
+
    Fix: Ink black hair not rendering the correct color.
* Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
+
    Fix: Nudists trigger “need warm clothes” alert.
* Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
+
    Fix: Error getting null target for throne/bedroom requirements alert explantation.
* Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.
+
    Fix: Whitespace on claw injury label.
* Fix: Drafted pawns now respect forbidden doors.
+
    Fix: Gatherings could select invalid organizers.
* Fix: Disallowed filters are now checked before allowed filters.
+
    Fix: Team skills showing disabled skills.
* Fix: Hostile pawns can no longer be placed in beds.
+
    Fix: Duelists interacting while in ritual.
* Fix: Speakers now show connection lines to lightballs.
+
    Fix: uint parsing failure.
* Fix: Faction goodwill not giving full reward.
+
    Fix: Mech bosses can be called one after the other within a 2 second window.
* Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
+
    Fix: Consumable items can appear as relics.
* Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
+
    Fix: Installation blueprints render behind things.
* Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
+
    Fix: Ancient fences and wire not deconstructible.
* Fix: Cast ability job fails if ability goes on cooldown.
+
    Fix: Hediff iteration not correctly accounting for hediff removal.
* Fix: Potential error during throne speech.
+
    Fix: Targeting circle not displaying above some thing overlays.
* Fix: Stone bill menu text cutoff.
+
    Fix: Prevent wall raise from being used on indestructible things.
* Fix: Resurrected stillbirth thought remaining.
+
    Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
* Fix: Error placing hostile baby in bed.
+
    Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
* Fix: Extract skull job isn’t ended if designation is removed.
+
    Fix: Precept_Role.apparelRequirements potential NullReferenceException.
* Fix: Show disabled option if pawn is incapable of hauling to shuttle.
+
    Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
* Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
+
    Fix: Drugs being considered with the fresh filter.
* Fix: Duplication of "sold slave" opinion offset if Ideology is active.
+
    Fix: Don't send fuel node messages if the fuel node was destroyed.
* Fix: Warcall animals not hostile to all threats.
+
    Fix: Learning rate being applied on tech print XP bonus.
* Fix: Error when placing a blueprint near the edge of the map.
+
    Fix: Error when looking for a spectate cell.
* Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
+
    Fix: Error when mining smoothed wall for door blueprint.
* Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
+
    Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
* Fix: Error when apocritons jump.
+
    Fix: Error when creating xenogerm in certain circumstances.
* Fix: Issues reserving spots for gatherings.
+
    Fix: Potential scenario where an unspawned pawn could organize a gathering.
* Fix: Vitals monitor blueprint rotates backwards.
+
    Fix: Incorrect stack count when looking for food to train animals
* Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
+
    Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
* Fix: Warning when reserving stack of food.
+
    Fix: Remove wake up trigger if lord or pawns don't exist.
* Fix: Duels and misc ritual saving/loading.
+
    Fix: Exception getting growth points for dead pawn.
* Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
+
    Fix: Saved references to destroyed relic/removed ideo/precept.
* Fix: Deliver food causing reservation errors rarely.
+
    Fix: Spectators can reserve altar interaction spots during rituals.
* Fix: Designations on minified things are maintained once they have been installed.
+
    Fix: Pawns no longer analyze items at unpowered research benches.
* Fix: Need meditation spot notification typo.
+
    Fix: Duel not ending if a fighter starts a mental break.
* Fix: Temporary factions can be selected for some quests.
+
    Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
* Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
+
    Fix: Notifications are sent about guests that are leaving the map.
* Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
+
    Fix: Trying to save discarded pawn reference in BattleLogEntry.
* Fix: Missing Ideology check for Beggars PawnKindDef.
+
    Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.
* Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
+
    Fix: Slaves are unable to attack in duels without having an aggressive reaction set.
* Fix: Empire hussar cataphracts for quests come with no go juice.
+
    Fix: Gender specific apparel does not show gender in their info tab.
* Fix: Trader Kind things debug output appears incorrect.
+
    Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
* Fix: Springer of trap counts as instigator of explosion.
+
    Fix: Empty caskets aren’t claimable.
* Fix: Hide stack count warning when creating a caravan.
+
    Fix: Research bench & techprints don't respect allowed area.
* Fix: Allow players to order colonists to take medical drugs from their inventory.
+
    Fix: Ability cooldown text cutoff in windowed mode.
* Fix: Needs power overlay now respects draw offset.
+
    Fix: Deathresting pawns don't display life threatening hediff alerts.
* Fix: Assigned pawn is maintained on throne reinstall.
+
    Fix: Firefoam pop pack: Wrong stat name and description.
* Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
+
    Fix: Mech rechargers don't count as artificial.
* Fix: Quest lodgers don't have their apparel locked properly.
+
    Fix: Colonist backstories getting generated on any pawns.
* Fix: Disable work and add On Duty thought to helpers for raid reward quest.
+
    Fix: Pen marker nutrition calculation not working in some circumstances.
* Fix: Pawns aren't dropped when TakeToBed job is interrupted.
+
    Fix: KillThirst persona weapon thought not translatable.
* Fix: Error when an animal gives birth on a caravan.
+
    Fix: Column style variants are visually squished.
* Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.
+
    Fix: Pawns can hack even with hacking stat disabled.
* Fix: Pawn can't reserve bench next to another.
+
    Fix: Dates on history tab can be cut off if too long.
* Fix: NRE uninstalling loudspeaker.
+
    Fix: Multicell things beauty counted once per cell.
* Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
+
    Fix: Float menu error if construction is blocked by trees marked for extraction.
* Fix: Pawns sharing seats on interaction cells.
+
    Fix: Desired color not saved if apparel has not been colored before.
* Fix: Clear designator selected area when changing map.
+
    Fix: Goodwill from guest average mood not being applied.
* Fix: Caravans set to rest are considered idle.
+
    Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.
* Fix: Prisoner is forbidden after ritual finished and captured again.
+
    Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
* Fix: NullReferenceException when trying to print replant blueprint.
+
    Fix: Targeting gizmos now deselect any active designators.
* Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
+
    Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
* Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
+
    Fix: Prisoners can start social fights with non-prisoners.
* Fix: Teaching not giving passion thought.
+
    Fix: Unable to strip prisoners that were quest lodgers.
* Fix: Hide allow fresh on butcher config.
+
    Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.
* Fix: Stacking red error on bugged birth that won't end.
+
    Fix: Simple meal gizmo doesn't display correct texture.
* Fix: Huge lag spikes due to skygazing.
+
    Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
* Fix: Transport pod crash refugees sometimes aren't downed.
+
    Fix: Inconsistencies with random graphics when installing minified buildings
* Fix: Prevent colony faction prisoners from participating in childbirth.
+
    Fix: Empire hostile to beggar temp factions.
* Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
+
    Fix: Exception feeding a baby which died during feeding.
* Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
+
    Fix: Randomized graphics not maintained across blueprint -> frame -> building
* Fix: GenDrop trying to place things on filled cells.
+
    Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
* Fix: Shadows not affecting trees.
+
    Fix: Art bench: The word "make" is missing for ideoligion sculptures.
* Fix: 'Conversion resentment' gives separate instances instead of stacking.
+
    Fix: Error trying to breastfeed a baby inside a gene extractor.
* Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
+
    Fix: Mech cluster mortars can be roofed over without any penalty.
* Fix: Potential error while using comms console.
+
    Fix: Sanguophage meetings sometimes skip implantation.
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
+
    Fix: Red error attempting to plant held Gauranlen pod.
* Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
+
    Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
* Fix: lastSleepDisturbedTick not saved.
+
    Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
* Fix: Generic work giver labels.
+
    Fix: Sanguophages don't know how to react to hunters being captured.
* Fix: Missing Steam app id for Biotech.
+
    Fix: Line connecting pawn under combat command goes off map.
* Fix: Cancel jobs upon load if item forbidden.
+
    Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
* Fix: Rare music error when choosing a new song.
+
    Fix: Fixed pawns praying during labor interrupting the ritual.
* Fix: Prisoners getting unsafe hemogen bill.
+
    Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.
* Fix: End wick if explosive thing is despawned.
+
    Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
* Fix: Quest lodgers no longer count towards idle colonist count.
+
    Fix: Errors when social fight interrupts dyeing clothing.
* Fix: Dev toggles on pawn log ITab display in large font.
+
    Fix: Prevent colonists from eating at a fogged table.
* Fix: Beggar tense incorrect for "have accepted" gift.
+
    Fix: Colony mechs ignore mortar shell settings.
* Fix: “Reduce will” not using the correct interaction.
+
    Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
* Fix: Mech gestators spawning mechs early.
+
    Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
* Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
+
    Fix: Lesson giving reservation bug.
* Fix: Marking carried animals for slaughter throws an error.
+
    Fix: Prisoner interaction mode is reset upon being released.
* Fix: Float rounding pawn generation error.
+
    Fix: Traders spawn with incorrect food need value.
* Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
+
    Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
* Fix: Boomalope struck by lightning causes several errors as a corpse.
+
    Fix: Berserk warcalled animals will not attack hostile turrets.
* Fix: Pawn doesn't get interrupted to join the marriage ceremony.
+
    Fix: Fire spew can shoot through walls.
* Fix: Cleansweeper pathing to destroyed things on load.
+
    Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
* Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
+
    Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
* Fix: Fix death acidifier applying chemical burn to missing part.
+
    Fix: Invalid spectate cells can be picked when the ritual room is too small.
* Fix: Torch blueprint fire size incorrect.
+
    Fix: Recalculate product counts more reliably.
* Fix: Error on tox gas death.
+
    Fix: Fence gates now prefer to connect to fences.
* Fix: Can order pawns to consume food that's outside their allowed area.
+
    Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.
* Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
+
    Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
* Fix: Arrested refugee joins faction upon release.
+
    Fix: Perfect immunity doesn't block gut worms or muscle parasites.
* Fix: NRE related to pyromaniacs wielding fire weapons.
+
    Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
* Fix: Pawns with royal permits can't trade/complete trade requests.
+
    Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
* Fix: Complexes not spawning terminals.
+
    Fix: Off loudspeakers are now counted correctly when determining ritual quality.
* Fix: Ideoligion persona weapon relics misnamed on thought label/description.
+
    Fix: Blueprints now maintain the correct random graphic when being installed.
* Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
+
    Fix: Error during archonexus quest.
* Fix: Errors on beginning conversion ritual.
+
    Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
* Fix: Animal flaps have a faint line in the center when open.
+
    Fix: Beckon ability doesn’t wake up dormant mechs.
* Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
+
    Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
* Fix: Beards don't layer properly on thin head shapes.
+
    Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().
* Fix: Ideoligion relic installation quest generated with errors.
+
    Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().
* Fix: Monument building quest spawned with several red errors and broken details.
+
    Fix: Error trying to execute colonists after banishing them.
* Fix: NREs from colonists who don't need to eat.
+
    Fix: Unstuffed gas mask doesn't have armor set up correctly.
* Fix: PawnFlyers disappear on load.
+
    Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
* Fix: Sandbags have a small pixelated border around them.
+
    Fix: Power conduit frames appear below walls.
* Fix: Sunlamps do not have perfect area of effect leading to rotting crops.
+
    Fix: Gene loss shock is healed before scars and injuries when using healing serum.
* Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
+
    Fix: Cannot release wild man after arrest.
* Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
+
    Fix: Various high tech research projects missing research bench requirements.
* Fix: Missing "create fluid" translation key.
+
    Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
* Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
+
    Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
* Fix: Error when trying to reserve the same bed for resting.
+
    Fix: Auto selected caravan food not clamping to mass limit.
* Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
+
    Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
* Fix: Paramedic mechs cannot tend to colonists in caravans.
+
    Fix: Error on pawn hatching from egg on caravan.
* Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
+
    Fix: Breastfeeding not clearing idle tag.
* Fix: Hidden faction information visible on inspect pane.
+
    Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
* Fix: Loading a save during public execution causes an error, ritual never completes.
+
    Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
* Fix: Pawns incapable of firefighting can be prioritized to fight fires.
+
    Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
* Fix: Reference collection not scribing nulls.
+
    Fix: Spray attacks can't target open door cells.
* Fix: Psycast meditation ending abruptly.
+
    Fix: Acid and foam spray affected cells don't take into account leaning past cover.
* Fix: Chemical dependency hediff severity cannot be edited via dev tools.
+
    Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
* Fix: Hair is partially layered beneath stockpiles.
+
    Fix: Making baby food at campfires ignores work restrictions.
* Fix: Gene extraction can be exploited via save/load.
+
    Fix: Dessicated squirrel corpses have north/south graphics flipped.
* Fix: No PawnKinds example for raid quests.
+
    Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
* Fix: Bestowing quest broken if pawn unspawned.
+
    Fix: Draw quest info minimized in character card if it would stack to 3 lines.
* Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
+
    Fix: Temporary factions not in map attack target cache.
* Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
+
    Fix: Unrecruitable pawns from slave purchases can join as colonists.
* Fix: Error when a pawn is playing with a baby in some circumstances.
+
    Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
* Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
+
    Fix: Fix error when projectile tries to hit a pawn that has just changed map.
* Fix: Cannot search for creative reward names with spaces in them.
+
    Fix: Wrong save mode for inSignalsRemovePawn.
* Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
+
    Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
* Fix: Pawns digging out of map when they should not during kidnap duty.
+
    Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
* Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
+
    Fix: Priority work not clearing for hauling
* Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
+
    Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
* Fix: Hoopstone and horseshoe differ in sight capacity requirement.
+
    Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
* Fix: Sudden light level change at midnight at north pole colonies.
+
    Fix: Exception while recalculating various thoughts for passing ship pawns.
* Fix: Pawns may meditate with max joy and no psylink.
+
    Fix: Hemogen farm does not take into account brain damage consciousness reduction.
* Fix: Installing an archotech eye is seen as a surgical violation.
+
    Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
* Fix: Group loading horses into drop pods will assign more weight to one drop pod.
+
    Fix: Handle scenarios where items set to load are null
* Fix: “Take to stockpile” bill option resetting in certain circumstances.
+
    Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
* Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
+
    Fix: Rot stink gas doesn't cause lung rot without Biotech.
* Fix: Constructing buildings sometimes has pawns facing the wrong direction.
+
    Fix: Uncaptured pawns now have the “No meds” medical care setting.
* Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.
+
    Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
* Fix: Downed mech can cause a mech raid site to stay active.
+
    Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
* Fix: BabyTalk not generated correctly for text with non-ASCII characters.
+
    Fix: Waster pawn kinds default to normal pirate faction.
* Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
+
    Fix: Frame version of shelves missing copy and paste settings.
* Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
+
    Fix: Error when changing a sanguophage to a baby on scenario setup.
* Fix: Increment time debug action causes errors for ended sustainer.
+
    Fix: Pawns can be rescued in rituals.
* Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
+
    Fix: Required roles can leave rituals.
* Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
+
    Fix: Mech slag not maintaining graphic index over saves.
* Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
+
    Fix: Public Execution Ritual error.
* Fix: Error on corpse destruction when completedObligations is null.
+
    Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
* Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
+
    Fix: Abilities are used during duels.
* Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
+
    Fix: Error when trying to generate a quest with no colony.
* Fix: Missing graphic in “begin ritual” window without ideology active.
+
    Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
* Fix: Firespew ability can't target walls.
+
    Fix: Can tend to temporarily hostile refugees.
* Fix: Pawns still carry a weapon after getting incapable of violence gene.
+
    Fix: Caravan errors if pawn can path but animal cannot.
* Fix: Pawns incapable of violence still can use combat gene abilities
+
    Fix: "Herder" childhood backstory doesn't have any animal skill.
* Fix: Refugee pod quests don't affect charity-loving ideoligion members.
+
    Fix: Animal pen auto cut not working in some circumstances.
* Fix: Removed wastepack incident from occurring randomly.
+
    Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
* Fix: Prevent duplicate entries in precept tooltip.
+
    Fix: Dev palette error with mental breaks on the bar and no colony.
* Fix: Hide "max satisfied title" on drugs without nutrition.
+
    Fix: Non optional materials selectable in bill details. Eg. components.
 +
    Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
 +
    Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
 +
    Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
 +
    Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).
 +
    Fix: Charged abilities can be cast via queuing into negative charges.
 +
    Fix: Error with mechanitor corpses causing gizmos to be hidden.
 +
    Fix: Secondary use item targets are reserved when first ordering usage.
 +
    Fix: Herd migration ignoring pollution.
 +
    Fix: Wardens with nil suppress rate get stuck suppressing.
 +
    Fix: Can't force target mortar without shell.
 +
    Fix: Pawn duty being cleared during childbirth.
 +
    Fix: Add appropriate work to make tox packs.
 +
    Fix: Fire spew ability not leaning like other ranged attacks.
 +
    Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
 +
    Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
 +
    Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 +
    Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.
 +
    Fix: Drafted pawns now respect forbidden doors.
 +
    Fix: Disallowed filters are now checked before allowed filters.
 +
    Fix: Hostile pawns can no longer be placed in beds.
 +
    Fix: Speakers now show connection lines to lightballs.
 +
    Fix: Faction goodwill not giving full reward.
 +
    Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
 +
    Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
 +
    Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
 +
    Fix: Cast ability job fails if ability goes on cooldown.
 +
    Fix: Potential error during throne speech.
 +
    Fix: Stone bill menu text cutoff.
 +
    Fix: Resurrected stillbirth thought remaining.
 +
    Fix: Error placing hostile baby in bed.
 +
    Fix: Extract skull job isn’t ended if designation is removed.
 +
    Fix: Show disabled option if pawn is incapable of hauling to shuttle.
 +
    Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
 +
    Fix: Duplication of "sold slave" opinion offset if Ideology is active.
 +
    Fix: Warcall animals not hostile to all threats.
 +
    Fix: Error when placing a blueprint near the edge of the map.
 +
    Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
 +
    Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
 +
    Fix: Error when apocritons jump.
 +
    Fix: Issues reserving spots for gatherings.
 +
    Fix: Vitals monitor blueprint rotates backwards.
 +
    Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
 +
    Fix: Warning when reserving stack of food.
 +
    Fix: Duels and misc ritual saving/loading.
 +
    Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
 +
    Fix: Deliver food causing reservation errors rarely.
 +
    Fix: Designations on minified things are maintained once they have been installed.
 +
    Fix: Need meditation spot notification typo.
 +
    Fix: Temporary factions can be selected for some quests.
 +
    Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
 +
    Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 +
    Fix: Missing Ideology check for Beggars PawnKindDef.
 +
    Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
 +
    Fix: Empire hussar cataphracts for quests come with no go juice.
 +
    Fix: Trader Kind things debug output appears incorrect.
 +
    Fix: Springer of trap counts as instigator of explosion.
 +
    Fix: Hide stack count warning when creating a caravan.
 +
    Fix: Allow players to order colonists to take medical drugs from their inventory.
 +
    Fix: Needs power overlay now respects draw offset.
 +
    Fix: Assigned pawn is maintained on throne reinstall.
 +
    Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
 +
    Fix: Quest lodgers don't have their apparel locked properly.
 +
    Fix: Disable work and add On Duty thought to helpers for raid reward quest.
 +
    Fix: Pawns aren't dropped when TakeToBed job is interrupted.
 +
    Fix: Error when an animal gives birth on a caravan.
 +
    Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.
 +
    Fix: Pawn can't reserve bench next to another.
 +
    Fix: NRE uninstalling loudspeaker.
 +
    Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
 +
    Fix: Pawns sharing seats on interaction cells.
 +
    Fix: Clear designator selected area when changing map.
 +
    Fix: Caravans set to rest are considered idle.
 +
    Fix: Prisoner is forbidden after ritual finished and captured again.
 +
    Fix: NullReferenceException when trying to print replant blueprint.
 +
    Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
 +
    Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
 +
    Fix: Teaching not giving passion thought.
 +
    Fix: Hide allow fresh on butcher config.
 +
    Fix: Stacking red error on bugged birth that won't end.
 +
    Fix: Huge lag spikes due to skygazing.
 +
    Fix: Transport pod crash refugees sometimes aren't downed.
 +
    Fix: Prevent colony faction prisoners from participating in childbirth.
 +
    Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
 +
    Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
 +
    Fix: GenDrop trying to place things on filled cells.
 +
    Fix: Shadows not affecting trees.
 +
    Fix: 'Conversion resentment' gives separate instances instead of stacking.
 +
    Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
 +
    Fix: Potential error while using comms console.
 +
    Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
 +
    Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
 +
    Fix: lastSleepDisturbedTick not saved.
 +
    Fix: Generic work giver labels.
 +
    Fix: Missing Steam app id for Biotech.
 +
    Fix: Cancel jobs upon load if item forbidden.
 +
    Fix: Rare music error when choosing a new song.
 +
    Fix: Prisoners getting unsafe hemogen bill.
 +
    Fix: End wick if explosive thing is despawned.
 +
    Fix: Quest lodgers no longer count towards idle colonist count.
 +
    Fix: Dev toggles on pawn log ITab display in large font.
 +
    Fix: Beggar tense incorrect for "have accepted" gift.
 +
    Fix: “Reduce will” not using the correct interaction.
 +
    Fix: Mech gestators spawning mechs early.
 +
    Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
 +
    Fix: Marking carried animals for slaughter throws an error.
 +
    Fix: Float rounding pawn generation error.
 +
    Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
 +
    Fix: Boomalope struck by lightning causes several errors as a corpse.
 +
    Fix: Pawn doesn't get interrupted to join the marriage ceremony.
 +
    Fix: Cleansweeper pathing to destroyed things on load.
 +
    Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
 +
    Fix: Fix death acidifier applying chemical burn to missing part.
 +
    Fix: Torch blueprint fire size incorrect.
 +
    Fix: Error on tox gas death.
 +
    Fix: Can order pawns to consume food that's outside their allowed area.
 +
    Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
 +
    Fix: Arrested refugee joins faction upon release.
 +
    Fix: NRE related to pyromaniacs wielding fire weapons.
 +
    Fix: Pawns with royal permits can't trade/complete trade requests.
 +
    Fix: Complexes not spawning terminals.
 +
    Fix: Ideoligion persona weapon relics misnamed on thought label/description.
 +
    Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
 +
    Fix: Errors on beginning conversion ritual.
 +
    Fix: Animal flaps have a faint line in the center when open.
 +
    Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
 +
    Fix: Beards don't layer properly on thin head shapes.
 +
    Fix: Ideoligion relic installation quest generated with errors.
 +
    Fix: Monument building quest spawned with several red errors and broken details.
 +
    Fix: NREs from colonists who don't need to eat.
 +
    Fix: PawnFlyers disappear on load.
 +
    Fix: Sandbags have a small pixelated border around them.
 +
    Fix: Sunlamps do not have perfect area of effect leading to rotting crops.
 +
    Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
 +
    Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
 +
    Fix: Missing "create fluid" translation key.
 +
    Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
 +
    Fix: Error when trying to reserve the same bed for resting.
 +
    Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
 +
    Fix: Paramedic mechs cannot tend to colonists in caravans.
 +
    Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
 +
    Fix: Hidden faction information visible on inspect pane.
 +
    Fix: Loading a save during public execution causes an error, ritual never completes.
 +
    Fix: Pawns incapable of firefighting can be prioritized to fight fires.
 +
    Fix: Reference collection not scribing nulls.
 +
    Fix: Psycast meditation ending abruptly.
 +
    Fix: Chemical dependency hediff severity cannot be edited via dev tools.
 +
    Fix: Hair is partially layered beneath stockpiles.
 +
    Fix: Gene extraction can be exploited via save/load.
 +
    Fix: No PawnKinds example for raid quests.
 +
    Fix: Bestowing quest broken if pawn unspawned.
 +
    Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
 +
    Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
 +
    Fix: Error when a pawn is playing with a baby in some circumstances.
 +
    Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
 +
    Fix: Cannot search for creative reward names with spaces in them.
 +
    Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
 +
    Fix: Pawns digging out of map when they should not during kidnap duty.
 +
    Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
 +
    Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
 +
    Fix: Hoopstone and horseshoe differ in sight capacity requirement.
 +
    Fix: Sudden light level change at midnight at north pole colonies.
 +
    Fix: Pawns may meditate with max joy and no psylink.
 +
    Fix: Installing an archotech eye is seen as a surgical violation.
 +
    Fix: Group loading horses into drop pods will assign more weight to one drop pod.
 +
    Fix: “Take to stockpile” bill option resetting in certain circumstances.
 +
    Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
 +
    Fix: Constructing buildings sometimes has pawns facing the wrong direction.
 +
    Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.
 +
    Fix: Downed mech can cause a mech raid site to stay active.
 +
    Fix: BabyTalk not generated correctly for text with non-ASCII characters.
 +
    Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
 +
    Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
 +
    Fix: Increment time debug action causes errors for ended sustainer.
 +
    Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
 +
    Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
 +
    Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
 +
    Fix: Error on corpse destruction when completedObligations is null.
 +
    Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
 +
    Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
 +
    Fix: Missing graphic in “begin ritual” window without ideology active.
 +
    Fix: Firespew ability can't target walls.
 +
    Fix: Pawns still carry a weapon after getting incapable of violence gene.
 +
    Fix: Pawns incapable of violence still can use combat gene abilities
 +
    Fix: Refugee pod quests don't affect charity-loving ideoligion members.
 +
    Fix: Removed wastepack incident from occurring randomly.
 +
    Fix: Prevent duplicate entries in precept tooltip.
 +
    Fix: Hide "max satisfied title" on drugs without nutrition.

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