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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DJRedNightGaming</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T04:17:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Articles_verified_for_Alpha_14C&amp;diff=72015</id>
		<title>Category:Articles verified for Alpha 14C</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Articles_verified_for_Alpha_14C&amp;diff=72015"/>
		<updated>2020-06-04T07:34:36Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Wiki_maintenance&amp;diff=72006</id>
		<title>Category:Wiki maintenance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Wiki_maintenance&amp;diff=72006"/>
		<updated>2020-06-04T07:23:40Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Added Content from Old Site maintenance page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
This category is reserved for RimWorld Wiki Maintenance teams to categorize and sort pages that need looking into. There are a number of templates that are used within this category for ease of sorting, and to remain organized and collected.&lt;br /&gt;
&lt;br /&gt;
Whenever there is nothing more to attend to in the subcategories and pages below, such contributors are urged to look at:&lt;br /&gt;
&amp;lt;!-- *'''[[Forum:Help desk]]''' --&amp;gt;&lt;br /&gt;
*[[Project:Community Portal|The community portal]]&lt;br /&gt;
*[[Special:Log/protect]]&lt;br /&gt;
*[[Special:BrokenRedirects]]&lt;br /&gt;
*[[Special:DoubleRedirects]]&lt;br /&gt;
*[[Special:Uncategorizedcategories]]&lt;br /&gt;
*[[Special:Uncategorizedimages]]&lt;br /&gt;
*[[Special:Uncategorizedpages]]&lt;br /&gt;
*[[Special:Wantedcategories]]&lt;br /&gt;
&lt;br /&gt;
==Sub-Categories==&lt;br /&gt;
&lt;br /&gt;
This category should '''NOT''' be used in and of itself. You should always use the following sub categories for ease of indexing, and quick lookup. If there are pages that link to this category directly, they will be listed at the bottom of the page. The only pages that should link here directly are the templates that are listed under the [[#Templates|templates]] section.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Marked for deletion]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Safe to delete]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Needs documentation]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Needs recoded]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Needs rewritten]]&lt;br /&gt;
&lt;br /&gt;
===Sub Category Creation===&lt;br /&gt;
&lt;br /&gt;
If you feel as though a sub-category should be added to this list, please feel free to make it yourself, or visit the [https://discord.gg/PFbB9vN RimWorld Wiki Discord] for help in creating the appropriate sub-category.&lt;br /&gt;
&lt;br /&gt;
===Calling This Category Via Transclusion===&lt;br /&gt;
&lt;br /&gt;
If you call this category using transclusion, the page will be listed under the [[:Category:Wiki maintenance called via transclusion]] category and display a warning. Ideally there should be no pages under this category.&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
&lt;br /&gt;
The following templates that use this category are listed below. To find out more about the template, go ahead and read it's documentation.&lt;br /&gt;
&lt;br /&gt;
[[Template:Modal mark for deletion]]&lt;br /&gt;
&lt;br /&gt;
[[Template:Modal safe to delete]]&lt;br /&gt;
&lt;br /&gt;
[[Template:Modal needs documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Template:Modal needs recoded]]&lt;br /&gt;
&lt;br /&gt;
[[Template:Modal needs rewritten]]&lt;br /&gt;
&lt;br /&gt;
===Template Naming Convention===&lt;br /&gt;
&lt;br /&gt;
All templates should follow the [https://en.wikipedia.org/wiki/Naming_convention_(programming) Programming Naming Convention Standard] using [https://en.wikipedia.org/wiki/Naming_convention_(programming)#Multiple-word_identifiers Multiple Word Identifiers]. The name should reflect [https://www.k-state.edu/grad/etdr/create/sentencecase.html Sentence Case], and '''not''' [https://www.computerhope.com/jargon/t/title-case.htm Title Case].&lt;br /&gt;
&lt;br /&gt;
Naming conventions will help both in Readability, Meta Data Scraping, Promote Consistancy, and achieve clairity when it comes to potential ambiguity. More can be read up on this [https://en.wikipedia.org/wiki/Naming_convention_(programming)#Potential_benefits here] and [https://en.wikipedia.org/wiki/Naming_convention_(programming)#Readability here].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = You have added the [[:Category:Wiki maintenance|Wiki Maintenance]] category to this page via transclusion. Please visit [[:Category:Wiki maintenance#Sub-Categories|this link]] to learn more about the Wiki Maintenance Sub-Categories, and it's appropriate use.&lt;br /&gt;
}}&lt;br /&gt;
{{Category:Wiki maintenance called via transclusion}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Articles_verified_for_Alpha_14D&amp;diff=71988</id>
		<title>Category:Articles verified for Alpha 14D</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Articles_verified_for_Alpha_14D&amp;diff=71988"/>
		<updated>2020-06-04T07:15:12Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains articles which have been verified for accuracy as of game version Alpha 14D.&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Move/doc&amp;diff=71987</id>
		<title>Template:Move/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Move/doc&amp;diff=71987"/>
		<updated>2020-06-04T07:10:45Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Marked For Deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Modal mark for deletion|reason=See [[:Template:Move]]}}&lt;br /&gt;
{{Modal safe to delete}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Move&amp;diff=71986</id>
		<title>Template:Move</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Move&amp;diff=71986"/>
		<updated>2020-06-04T07:10:05Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Marked For Deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Modal mark for deletion|reason=Going to be replaced by [[:Template:Modal needs moved]] once I get around to creating it. Safe to delete for now. Made a note in the discord.}}&lt;br /&gt;
{{Modal safe to delete}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:RimWorld_Logo_Old.png&amp;diff=71985</id>
		<title>File:RimWorld Logo Old.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:RimWorld_Logo_Old.png&amp;diff=71985"/>
		<updated>2020-06-04T07:07:32Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Marked For Deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Modal mark for deletion}}&lt;br /&gt;
{{Modal safe to delete}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Mechanoids&amp;diff=71978</id>
		<title>Category:Mechanoids</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Mechanoids&amp;diff=71978"/>
		<updated>2020-06-04T07:01:16Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Marked For Deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Modal mark for deletion}}&lt;br /&gt;
{{Modal safe to delete}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Delete&amp;diff=71972</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Delete&amp;diff=71972"/>
		<updated>2020-06-04T06:53:26Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Formatting Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=delete&lt;br /&gt;
|text=This page is has been marked for deletion. {{#if:{{{reason|}}}|&amp;lt;br/&amp;gt;'''Reason:''' {{{reason|}}}|}}&amp;lt;br/&amp;gt;If you disagree with its deletion, please explain why in the [[{{TALKPAGENAME}}|Discussion]] page. &amp;lt;br/&amp;gt;Remember to check '''[[Special:Whatlinkshere/{{FULLPAGENAME}}|What Links Here]]''' and the '''[{{fullurl:{{FULLPAGENAME}}|action=history}} Page History]''' before deleting.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Marked for deletion]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Delete/doc&amp;diff=71971</id>
		<title>Template:Delete/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Delete/doc&amp;diff=71971"/>
		<updated>2020-06-04T06:52:56Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
You can use the Mark For Deletion template to mark a page for future deletion. This will help admins to have a high level overview of what templates, pages, and the like are to be deleted.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Place the following code snippet at the top of the page that you wish to mark for deletion, before any other text on the page. Be sure to add the &amp;quot;noinclude&amp;quot; tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 &amp;lt;noinclude&amp;gt;&lt;br /&gt;
   {{Modal mark for deletion|reason = }}&lt;br /&gt;
 &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Output==&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=delete&lt;br /&gt;
|text=This page is has been marked for deletion. {{#if:{{{reason|}}}|Reason: {{{reason|}}}|}}&amp;lt;br/&amp;gt;If you disagree with its deletion, please explain why in the [[{{TALKPAGENAME}}|Discussion]] page. &amp;lt;br/&amp;gt;Remember to check '''[[Special:Whatlinkshere/{{FULLPAGENAME}}|What Links Here]]''' and the '''[{{fullurl:{{FULLPAGENAME}}|action=history}} Page History]''' before deleting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Notice templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.334&amp;diff=71939</id>
		<title>Internal version/0.1.334</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.1.334&amp;diff=71939"/>
		<updated>2020-06-04T06:20:03Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 26, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added adaptive tutor messages for opening comms, setting storage priorities, and growing food.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.333&amp;diff=71938</id>
		<title>Internal version/0.1.333</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.1.333&amp;diff=71938"/>
		<updated>2020-06-04T06:19:57Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 25, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various pre-release fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.332&amp;diff=71937</id>
		<title>Internal version/0.1.332</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.1.332&amp;diff=71937"/>
		<updated>2020-06-04T06:19:46Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 24, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Created a consistent PathMode system to explicitly handle the difference between pathing to a square and pathing to adjacent to a square or thing, in all methods and interfaces that handle finding paths or checking reachability. Ambiguity between these was causing subtle bugs.&lt;br /&gt;
* Integrated Ricardo’s new menu background screen. Not animated yet, but you get the idea.&lt;br /&gt;
* You now start with three guns, to alleviate problems with early-battle balance. The battles are supposed to get harder as you go along, not easier.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Performance optimizations and a worryingly large number of bugfixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.331&amp;diff=71936</id>
		<title>Internal version/0.1.331</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.1.331&amp;diff=71936"/>
		<updated>2020-06-04T06:19:39Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 23, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.330B&amp;diff=71935</id>
		<title>Internal version/0.0.330B</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.330B&amp;diff=71935"/>
		<updated>2020-06-04T06:19:31Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 22, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Fixed animal death bug&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.330&amp;diff=71934</id>
		<title>Internal version/0.0.330</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.330&amp;diff=71934"/>
		<updated>2020-06-04T06:19:23Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 22, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Adaptive tutor now saves its estimates of the player’s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames’ parent folder) to reset it.&lt;br /&gt;
* Returned adaptive tutor and reworked the internal numbers to all be percentages.&lt;br /&gt;
* Major optimizations on the algorithm for regenerating rooms. Will help during mining.&lt;br /&gt;
* Deconstructing is now done by designating a target, which the colonists go deconstruct.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Fixed some deep bugs in hard-case stockpiling (e.g. dropping food in a sealed room packed with food).&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.329&amp;diff=71933</id>
		<title>Internal version/0.0.329</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.329&amp;diff=71933"/>
		<updated>2020-06-04T06:19:14Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 21, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Rho did nicer thicker outlines for characters.&lt;br /&gt;
* Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various bugs fixed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.328&amp;diff=71932</id>
		<title>Internal version/0.0.328</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.328&amp;diff=71932"/>
		<updated>2020-06-04T06:19:05Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 20, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.&lt;br /&gt;
* Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Refined and tuned the adaptive tutor, added about six new concepts to teach.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Small usability changes and bug fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.327&amp;diff=71931</id>
		<title>Internal version/0.0.327</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.327&amp;diff=71931"/>
		<updated>2020-06-04T06:18:56Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 19, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Continuing to tune the adaptive tutor and put in more lessons and cues.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* A pile of bugfixes, especially for stockpiling AI.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.325&amp;diff=71930</id>
		<title>Internal version/0.0.325</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.325&amp;diff=71930"/>
		<updated>2020-06-04T06:18:49Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 17, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.&lt;br /&gt;
* Imported the latest player creative content.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Stockpiling AI bug fixes.&lt;br /&gt;
* Various bug fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.324&amp;diff=71929</id>
		<title>Internal version/0.0.324</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.324&amp;diff=71929"/>
		<updated>2020-06-04T06:18:41Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 16, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!&lt;br /&gt;
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.&lt;br /&gt;
* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.&lt;br /&gt;
* You can now rename stockpiles.&lt;br /&gt;
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various bug fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.323&amp;diff=71928</id>
		<title>Internal version/0.0.323</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.323&amp;diff=71928"/>
		<updated>2020-06-04T06:18:30Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 15, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various bug fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.322&amp;diff=71927</id>
		<title>Internal version/0.0.322</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.322&amp;diff=71927"/>
		<updated>2020-06-04T06:18:16Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 14, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Updated credits.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* A pile of bugfixes for stockpiling AI.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.321&amp;diff=71926</id>
		<title>Internal version/0.0.321</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.321&amp;diff=71926"/>
		<updated>2020-06-04T06:18:06Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 13, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Unified thing dropping placement code.&lt;br /&gt;
* Kassandra is now Cleopatra.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.320&amp;diff=71925</id>
		<title>Internal version/0.0.320</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.320&amp;diff=71925"/>
		<updated>2020-06-04T06:17:58Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 12, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Integrated storyteller portraits in entry menus&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various further bugfixes, some stockpile related, some old bugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.318&amp;diff=71924</id>
		<title>Internal version/0.0.318</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.318&amp;diff=71924"/>
		<updated>2020-06-04T06:17:49Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 10, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Had to scrap and try a new approach to having fixed default categories on the storage buildings.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.317B&amp;diff=71923</id>
		<title>Internal version/0.0.317B</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.317B&amp;diff=71923"/>
		<updated>2020-06-04T06:17:41Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 9, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Many, many bug fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.317&amp;diff=71922</id>
		<title>Internal version/0.0.317</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.317&amp;diff=71922"/>
		<updated>2020-06-04T06:17:32Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 8, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added jacket from Rho.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Many, many bug fixes for stockpiling-related stuff.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.314&amp;diff=71921</id>
		<title>Internal version/0.0.314</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.314&amp;diff=71921"/>
		<updated>2020-06-04T06:16:49Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: January 6, 2014''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* First attempt at basic stockpiling system. Many bugs are still in.&lt;br /&gt;
* Lots of other little changes, most related to stockpiling. I’ve had to redo trading, money, how dispensers use food, how things are sold and resources reclaimed, and how things are built.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Lots of new art from Rho.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.294&amp;diff=71920</id>
		<title>Internal version/0.0.294</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.294&amp;diff=71920"/>
		<updated>2020-06-04T06:16:40Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: December 17, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.&lt;br /&gt;
* Various other changes.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.&lt;br /&gt;
* Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.&lt;br /&gt;
* Created apparel system and introduced the first batch of apparel from Rho’s art.&lt;br /&gt;
* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.254&amp;diff=71919</id>
		<title>Internal version/0.0.254</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.254&amp;diff=71919"/>
		<updated>2020-06-04T06:16:32Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 7, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Bugfixes&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253c&amp;diff=71918</id>
		<title>Internal version/0.0.253c</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.253c&amp;diff=71918"/>
		<updated>2020-06-04T06:16:22Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 6, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Abolished cycles - dates are measured in days only.&lt;br /&gt;
* Walls now short circuit as well as power conduits.&lt;br /&gt;
* Blasting charges cost more.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added a toggle to run the game even when the window isn’t focused.&lt;br /&gt;
* Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Bugfixes and code cleanup.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253b&amp;diff=71917</id>
		<title>Internal version/0.0.253b</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.253b&amp;diff=71917"/>
		<updated>2020-06-04T06:16:14Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 6, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Fixed a serious bug in Cassandra which was blocking events at high populations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253&amp;diff=71916</id>
		<title>Internal version/0.0.253</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.253&amp;diff=71916"/>
		<updated>2020-06-04T06:16:06Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 6, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Attempted to fix the black screen bug.&lt;br /&gt;
* Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.250&amp;diff=71915</id>
		<title>Internal version/0.0.250</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.250&amp;diff=71915"/>
		<updated>2020-06-04T06:15:58Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 3, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reorganized enemy attack AI to acquire turret targets even without line of sight.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Many bugfixes in prep for public alpha.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.249a&amp;diff=71914</id>
		<title>Internal version/0.0.249a</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.249a&amp;diff=71914"/>
		<updated>2020-06-04T06:15:49Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 2, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* T and G are now zoom keys.&lt;br /&gt;
* Traders now stay around for two days, not a half day.&lt;br /&gt;
* Reorganized options menu.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added video quality levels. Mostly it just turns off AA.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Fixed various bugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.248&amp;diff=71913</id>
		<title>Internal version/0.0.248</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.248&amp;diff=71913"/>
		<updated>2020-06-04T06:15:24Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: November 1, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Split repair from construction&lt;br /&gt;
* Beating the fire on a burning pawn stuns them.&lt;br /&gt;
* Firefighters will extinguish nearby friendly pawns even outside home zones.&lt;br /&gt;
* Melee attacks incap more than guns and explosives.&lt;br /&gt;
* Cannot speed up time while a colonist is on fire&lt;br /&gt;
* Short throws will no longer have large inaccuracies&lt;br /&gt;
* Redid how the game uncovers fog at map start.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Bugfixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.247&amp;diff=71912</id>
		<title>Internal version/0.0.247</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.247&amp;diff=71912"/>
		<updated>2020-06-04T06:15:08Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: October 31, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Totally refactored how equipment and verbs are managed under the hood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.245&amp;diff=71911</id>
		<title>Internal version/0.0.245</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.245&amp;diff=71911"/>
		<updated>2020-06-04T06:14:59Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: October 29, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Plants and such no longer cover bullets as well as sandbags.&lt;br /&gt;
* Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.&lt;br /&gt;
* R-4 charge rifle now has a unique sound.&lt;br /&gt;
* Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.243&amp;diff=71910</id>
		<title>Internal version/0.0.243</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.243&amp;diff=71910"/>
		<updated>2020-06-04T06:14:48Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: October 27, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Levels now cap at 20 (as designed).&lt;br /&gt;
* Power connectors report power net status.&lt;br /&gt;
* You can now dump meals in dumping areas.&lt;br /&gt;
* You can now click on names in the overview to center on the colonist.&lt;br /&gt;
* Overview now displays health of wounded colonists.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* You can now prioritize colonists’ tasks individually.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Optimizations and bugfixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.241&amp;diff=71909</id>
		<title>Internal version/0.0.241</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.241&amp;diff=71909"/>
		<updated>2020-06-04T06:14:36Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: October 25, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Hid the trait system to avoid confusion (since traits do nothing).&lt;br /&gt;
* All weapons now have unique graphics.&lt;br /&gt;
* Rewrote storage square management system to use the generalized work reservation manager.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Lots of bugfixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.240&amp;diff=71908</id>
		<title>Internal version/0.0.240</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Internal_version/0.0.240&amp;diff=71908"/>
		<updated>2020-06-04T06:14:23Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category - Added Internal Version Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This version was released on: October 24, 2013''&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Balanced down hydroponics growth rate.&lt;br /&gt;
* Charged batteries now explode while burning.&lt;br /&gt;
* Some electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* Split shooting accuracy breakdown into misses due to equipment and misses due to skill.&lt;br /&gt;
* Rebalanced shooting and melee to make skill more important.&lt;br /&gt;
* Drafted colonists no longer interrupt when melee attacked.&lt;br /&gt;
* Traders are now rarer but carry more goods.&lt;br /&gt;
* Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.&lt;br /&gt;
* Smoothed out and softened how AI Storytellers handle colony population.&lt;br /&gt;
* Colonists now gain bad thoughts from sleeping outside.&lt;br /&gt;
* Replaced all noncommercial free sounds and attributed those under attribution licenses.&lt;br /&gt;
&lt;br /&gt;
===New Content===&lt;br /&gt;
&lt;br /&gt;
* Added map size adjustment in an advanced menu at game start.&lt;br /&gt;
* Fast-forwarding is disabled during combat where you are under attack.&lt;br /&gt;
* Added max selection size and max drag designate size.&lt;br /&gt;
* Added raiders: sniper squad and mercenary squad.&lt;br /&gt;
* Added skills (which do nothing yet): cooking, medicine, artistic, crafting&lt;br /&gt;
* Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking&lt;br /&gt;
* Added credits screen.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
&lt;br /&gt;
* Various bugfixes and balance adjustments.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Category_handler&amp;diff=71906</id>
		<title>Template:Category handler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Category_handler&amp;diff=71906"/>
		<updated>2020-06-04T06:01:40Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Needs Documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Modal needs documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#if:&lt;br /&gt;
  {{#ifeq: {{lc: {{{nocat|}}} }} | true&lt;br /&gt;
  | dontcat    &amp;lt;!--&amp;quot;nocat=true&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  }}{{#ifeq: {{lc: {{{categories|}}} }} | no&lt;br /&gt;
  | dontcat&lt;br /&gt;
  }}{{#switch: {{lc: {{{category2|¬}}} }}&lt;br /&gt;
  | yes&lt;br /&gt;
  | ¬   =   &amp;lt;!--Not defined--&amp;gt;&lt;br /&gt;
  | #default = dontcat   &amp;lt;!--&amp;quot;category2 = no/'defined but empty'/'anything'&amp;quot;--&amp;gt;&lt;br /&gt;
  }}{{#switch: {{lc: {{{subpage|}}} }}&lt;br /&gt;
  | no = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | &lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=no&amp;quot; and on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  | only = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=only&amp;quot; and not on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
|   &amp;lt;!--Don't categorise (result was &amp;quot;dontcat&amp;quot; or &amp;quot;dontcatdontcat&amp;quot; and so on)--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
  {{#switch:&lt;br /&gt;
    {{#ifeq: {{lc: {{{nocat|}}} }} | false&lt;br /&gt;
    |   &amp;lt;!--&amp;quot;nocat=false&amp;quot;, skip blacklist check--&amp;gt;&lt;br /&gt;
    | {{#ifeq: {{lc: {{{categories|}}} }} | yes&lt;br /&gt;
      |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
      | {{#ifeq: {{lc: {{{category2|}}} }} | yes&lt;br /&gt;
        |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
        | {{category handler/blacklist| page = {{{page|}}} }}   &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
  | hide = &amp;lt;!--Blacklist returned &amp;quot;hide&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  | #default  = &lt;br /&gt;
    &amp;lt;!--Check if any namespace parameter is defined--&amp;gt;&lt;br /&gt;
    {{#ifeq: h0#384!5nea+w9 | {{{all| {{{main| {{{talk| {{{user| {{{project| {{{file| {{{mediawiki| {{{template| {{{help| {{{category| {{{portal| {{{book| {{{other| h0#384!5nea+w9 }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}}&lt;br /&gt;
    | &amp;lt;!--No namespace parameters fed, basic usage--&amp;gt;&lt;br /&gt;
      {{namespace detect&lt;br /&gt;
      | main = {{{1|}}}&lt;br /&gt;
      | file = {{{1|}}}&lt;br /&gt;
      | help = {{{1|}}}&lt;br /&gt;
      | category = {{{1|}}}&lt;br /&gt;
      | portal = {{{1|}}}&lt;br /&gt;
      | book = {{{1|}}}&lt;br /&gt;
      | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
      }}&lt;br /&gt;
    | &amp;lt;!--Namespace parameters fed, advanced usage.&lt;br /&gt;
          If &amp;quot;data&amp;quot; is a number, return the corresponding &lt;br /&gt;
          numbered parameter, else return &amp;quot;data&amp;quot;.  --&amp;gt;&lt;br /&gt;
      {{{all|}}}{{category handler/numbered&lt;br /&gt;
      | 1 = {{{1|}}}&lt;br /&gt;
      | 2 = {{{2|}}}&lt;br /&gt;
      | 3 = {{{3|}}}&lt;br /&gt;
      | 4 = {{{4|}}}&lt;br /&gt;
      | 5 = {{{5|}}}&lt;br /&gt;
      | 6 = {{{6|}}}&lt;br /&gt;
      | 7 = {{{7|}}}&lt;br /&gt;
      | 8 = {{{8|}}}&lt;br /&gt;
      | 9 = {{{9|}}}&lt;br /&gt;
      | 10 = {{{10|}}}&lt;br /&gt;
      | data = &lt;br /&gt;
        &amp;lt;!--Check what namespace, and return the data for it.&lt;br /&gt;
            Respecting empty parameters on purpose.  --&amp;gt;&lt;br /&gt;
        {{namespace detect&lt;br /&gt;
        | main = {{{main| {{{other|}}} }}}&lt;br /&gt;
        | talk = {{{talk| {{{other|}}} }}}&lt;br /&gt;
        | user = {{{user| {{{other|}}} }}}&lt;br /&gt;
        | project = {{{project| {{{other|}}} }}}&lt;br /&gt;
        | file = {{{file| {{{image| {{{other|}}} }}} }}}&lt;br /&gt;
        | mediawiki = {{{mediawiki| {{{other|}}} }}}&lt;br /&gt;
        | template = {{{template| {{{other|}}} }}}&lt;br /&gt;
        | help = {{{help| {{{other|}}} }}}&lt;br /&gt;
        | category = {{{category| {{{other|}}} }}}&lt;br /&gt;
        | portal = {{{portal| {{{other|}}} }}}&lt;br /&gt;
        | book = {{{book| {{{other|}}} }}}&lt;br /&gt;
        | other = {{{other|}}}  &amp;lt;!--Namespace special or a new namespace--&amp;gt;&lt;br /&gt;
        | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Category_handler&amp;diff=71905</id>
		<title>Template:Category handler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Category_handler&amp;diff=71905"/>
		<updated>2020-06-04T06:00:57Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:&lt;br /&gt;
  {{#ifeq: {{lc: {{{nocat|}}} }} | true&lt;br /&gt;
  | dontcat    &amp;lt;!--&amp;quot;nocat=true&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  }}{{#ifeq: {{lc: {{{categories|}}} }} | no&lt;br /&gt;
  | dontcat&lt;br /&gt;
  }}{{#switch: {{lc: {{{category2|¬}}} }}&lt;br /&gt;
  | yes&lt;br /&gt;
  | ¬   =   &amp;lt;!--Not defined--&amp;gt;&lt;br /&gt;
  | #default = dontcat   &amp;lt;!--&amp;quot;category2 = no/'defined but empty'/'anything'&amp;quot;--&amp;gt;&lt;br /&gt;
  }}{{#switch: {{lc: {{{subpage|}}} }}&lt;br /&gt;
  | no = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | &lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=no&amp;quot; and on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  | only = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=only&amp;quot; and not on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
|   &amp;lt;!--Don't categorise (result was &amp;quot;dontcat&amp;quot; or &amp;quot;dontcatdontcat&amp;quot; and so on)--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
  {{#switch:&lt;br /&gt;
    {{#ifeq: {{lc: {{{nocat|}}} }} | false&lt;br /&gt;
    |   &amp;lt;!--&amp;quot;nocat=false&amp;quot;, skip blacklist check--&amp;gt;&lt;br /&gt;
    | {{#ifeq: {{lc: {{{categories|}}} }} | yes&lt;br /&gt;
      |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
      | {{#ifeq: {{lc: {{{category2|}}} }} | yes&lt;br /&gt;
        |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
        | {{category handler/blacklist| page = {{{page|}}} }}   &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
  | hide = &amp;lt;!--Blacklist returned &amp;quot;hide&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  | #default  = &lt;br /&gt;
    &amp;lt;!--Check if any namespace parameter is defined--&amp;gt;&lt;br /&gt;
    {{#ifeq: h0#384!5nea+w9 | {{{all| {{{main| {{{talk| {{{user| {{{project| {{{file| {{{mediawiki| {{{template| {{{help| {{{category| {{{portal| {{{book| {{{other| h0#384!5nea+w9 }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}}&lt;br /&gt;
    | &amp;lt;!--No namespace parameters fed, basic usage--&amp;gt;&lt;br /&gt;
      {{namespace detect&lt;br /&gt;
      | main = {{{1|}}}&lt;br /&gt;
      | file = {{{1|}}}&lt;br /&gt;
      | help = {{{1|}}}&lt;br /&gt;
      | category = {{{1|}}}&lt;br /&gt;
      | portal = {{{1|}}}&lt;br /&gt;
      | book = {{{1|}}}&lt;br /&gt;
      | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
      }}&lt;br /&gt;
    | &amp;lt;!--Namespace parameters fed, advanced usage.&lt;br /&gt;
          If &amp;quot;data&amp;quot; is a number, return the corresponding &lt;br /&gt;
          numbered parameter, else return &amp;quot;data&amp;quot;.  --&amp;gt;&lt;br /&gt;
      {{{all|}}}{{category handler/numbered&lt;br /&gt;
      | 1 = {{{1|}}}&lt;br /&gt;
      | 2 = {{{2|}}}&lt;br /&gt;
      | 3 = {{{3|}}}&lt;br /&gt;
      | 4 = {{{4|}}}&lt;br /&gt;
      | 5 = {{{5|}}}&lt;br /&gt;
      | 6 = {{{6|}}}&lt;br /&gt;
      | 7 = {{{7|}}}&lt;br /&gt;
      | 8 = {{{8|}}}&lt;br /&gt;
      | 9 = {{{9|}}}&lt;br /&gt;
      | 10 = {{{10|}}}&lt;br /&gt;
      | data = &lt;br /&gt;
        &amp;lt;!--Check what namespace, and return the data for it.&lt;br /&gt;
            Respecting empty parameters on purpose.  --&amp;gt;&lt;br /&gt;
        {{namespace detect&lt;br /&gt;
        | main = {{{main| {{{other|}}} }}}&lt;br /&gt;
        | talk = {{{talk| {{{other|}}} }}}&lt;br /&gt;
        | user = {{{user| {{{other|}}} }}}&lt;br /&gt;
        | project = {{{project| {{{other|}}} }}}&lt;br /&gt;
        | file = {{{file| {{{image| {{{other|}}} }}} }}}&lt;br /&gt;
        | mediawiki = {{{mediawiki| {{{other|}}} }}}&lt;br /&gt;
        | template = {{{template| {{{other|}}} }}}&lt;br /&gt;
        | help = {{{help| {{{other|}}} }}}&lt;br /&gt;
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        | other = {{{other|}}}  &amp;lt;!--Namespace special or a new namespace--&amp;gt;&lt;br /&gt;
        | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2647&amp;diff=71904</id>
		<title>Version/1.1.2647</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2647&amp;diff=71904"/>
		<updated>2020-06-04T05:57:28Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Formatting Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it’s what got major focus on the content side. This update is the add-on we promised back on March 2.&lt;br /&gt;
&lt;br /&gt;
The big theme of this update was opening up new play paths so you can take on the game’s world in whatever way you like, and the game will respond in a way that’s sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there’s more stuff in progress, and I’m looking forward to letting you all know about it when the time is right.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone that helped test and give feedback! Please keep it coming.&lt;br /&gt;
&lt;br /&gt;
-Ty&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
This update is still on version 1.1, because it should be compatible with savegames and mods. For Steam users, if for any reason you have trouble, you can set your Steam beta branch to ‘version-1.1.2624’ to keep playing on the previous version.&lt;br /&gt;
&lt;br /&gt;
== Release Trailer ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=POK0YU47pPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psyfocus and Meditation ==&lt;br /&gt;
&lt;br /&gt;
Psyfocus is a new long-term resource on psycasters. Fictionally, it’s a sort of mental structuring that a psycaster can build up. Each psycast consumes a bit of it. It also very slowly ticks down over time. Higher levels of psyfocus allow you to use higher level psycasts, but the psyfocus also ticks down a bit faster at higher levels. This means that you can easily maintain your lower-level psycasters at low levels, but high-level psycasts will need a bit more investment to maintain their power.&lt;br /&gt;
&lt;br /&gt;
There’s no downside to letting psyfocus exhaust, aside from losing the ability to use psycasts. So if you have a psycaster whose powers you don’t want to invest in any more, you can just stop any time and reactivate them later.&lt;br /&gt;
&lt;br /&gt;
Psyfocus is primarily built up by meditation. You can place meditation spots on the ground and assign them to colonists, though if you don’t they’ll try to find an optimal spot themselves anyway. There’s a new entry in the scheduling tab which allows assigning them to meditation time.&lt;br /&gt;
&lt;br /&gt;
The most basic kind of meditation is simply to meditate without any kind of aid at all. Pawns will do this in caravans, in prison, or in hospital, but in normal situations they’ll meditate using meditation focus objects to gain psyfocus faster. With a focus object, the psycaster meditates near the object and focuses on it to gain extra psyfocus during meditation.&lt;br /&gt;
&lt;br /&gt;
Where it gets interesting is that not anyone can use any focus object. They can only use an object if it matches one of their focus types. A person’s focus types are specific to them, based on their childhood backstory, traits, and titles. Psychic meditation is a personal/cultural activity which is done differently in different traditions, and people do it according to their own tradition and preferences. It means that different people will act differently, which centers their characterization – it’s always a goal with RimWorld’s design to make characterization matter.&lt;br /&gt;
&lt;br /&gt;
There are currently five focus types, listed below. The information below all means that the Empire no longer needs to have laws against psychic powers – so they don’t. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn’t worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
&lt;br /&gt;
This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they’ve always had. You’ll note that this kind of meditation is a direct replacement for the old ‘authority’ need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture.&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by those with tribal childhood backstories – whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature – they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world.&lt;br /&gt;
&lt;br /&gt;
The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it’s at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose – they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes – possibly even the whole tribe – to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it’s destroyed, a new one will spawn some time later.&lt;br /&gt;
&lt;br /&gt;
Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won’t give new psylink levels like the tree, but it can be useful if you’re on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won’t see or attack the hidden nature shrines and animus stone.&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by those with certain traits like psychopath, cannibal, or blood lust. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator.&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It’s a powerful type of meditation, but only ascetics can use it, and they can’t use some other types.&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
&lt;br /&gt;
This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods.&lt;br /&gt;
&lt;br /&gt;
== Gaining psylink ==&lt;br /&gt;
&lt;br /&gt;
The way psycasts become usable has changed slightly. Previously it was from the psychic amplifier. You would collect these little items and stick them on your head. Having more of them unlocked higher levels of psycasts. This was somewhat limiting since it locked the progression of psychic powers to this one specific object.&lt;br /&gt;
&lt;br /&gt;
Now the psychic amplifier is changed to an object called a psylink neuroformer. It upgrades a property on the brain called psylink. Psylink is an organic property of the brain which can be built in other ways too, like the anima tree linking described above.&lt;br /&gt;
&lt;br /&gt;
Psylink neuroformers are still given for new royal titles, but we also did some work tightening how often they’ll be seen as quest rewards to ensure that it’s possible to develop psycasters consistently even if you’re not doing royal title progression. This is connected to the new reward choices (described below).&lt;br /&gt;
&lt;br /&gt;
With different meditation types and different ways of gaining psylink, the overall goal is that players should have distinct but co-equal pathways to develop psycasters depending on which play path they want to go down – whether they want to climb the royal title progression, play as neutral tribals, or fight as outlanders against the empire.&lt;br /&gt;
&lt;br /&gt;
== Other Changes ==&lt;br /&gt;
&lt;br /&gt;
The rest of the changes can be expressed more concisely in the below change log.&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
* Quests now offer three reward options for the player to choose between. These three reward options are always distinct from each other. They are displayed in a condensed pictorial layout instead of text, making for easy reading and selection. Player can still set reward preferences to prevent rewards like goodwill or royal favor from being offered, if desired.&lt;br /&gt;
* We condensed and focused a ton of quest texts for better readability.&lt;br /&gt;
* Texts for Empire quests have been adjusted to de-emphasize the pampered aspect somewhat. The nobles should be a lot more straightforward to match the new dignified meditation. They’re more honor-bound than pampered.&lt;br /&gt;
* All quests have been deeply reviewed and tuned to give good reward and challenge balances at all stages of the game in all situations.&lt;br /&gt;
&lt;br /&gt;
===Psychic mechanics===&lt;br /&gt;
* Psychic entropy was renamed to neural heat. This distinguishes it from psyfocus better, and expresses the context of a short-term measure that quickly dissipates, but can ‘burn’ you if pushed too high. It doesn’t represent physical heat of the brain; it’s an expression reflecting the same psychic phenomenon as before.&lt;br /&gt;
* Psychic hangover removed. Since we now have psyfocus as a long-term cost for psycasts, there’s no need for psychic hangover. (Its original purpose was to remove from the player the micromanagement burden of casting psycasts like Focus over and over on workers, which would have been a good strategy without it).&lt;br /&gt;
* Neural heat overload is no longer dangerous and can often be a good strategy. It won’t burn anyone’s brain, though it may still knock your psycaster into a coma for a few days and in some cases can burn out a psylink level. It’s a good strategy in difficult situations. I’d like to see more players pushing the boundaries of neural heat limits. Overall this powers up psycasters by making it much more viable to push out a lot of psycasts at once.&lt;br /&gt;
&lt;br /&gt;
===New psycasts===&lt;br /&gt;
* New psycast – Neural heat dump: Reduces caster neural heat to zero instantly, but puts the allied target into a psychic shock coma for a day. This replaces entropy link.&lt;br /&gt;
* New psycast – Waterskip: Drops some water at the target point, extinguishing nearby fires.&lt;br /&gt;
* New psycast – Flashstorm: Generates a small flashstorm at the target point, which will drop lighting bolts from time to time.&lt;br /&gt;
* New psycast – Bullet shield: Creates a circular skipgate field which will absorb shots in or out around a targeted point, for a short time. Great for retreats or advances.&lt;br /&gt;
&lt;br /&gt;
===Hosting quest improvements===&lt;br /&gt;
* You can now sometimes gain goodwill sometimes by keeping the guests’ mood extra high.&lt;br /&gt;
* Threats configuration totally redesigned. There are new fewer individual threats, with more variation in their pacing and scale. For example, rather than four normal mech clusters in a row, which gets monotonous, you might get two double cluster or one triple-size cluster, providing challenges outside what normal play offers.&lt;br /&gt;
* Lodgers now generally have lodger conditions like being unwilling to work, or requiring mood to be kept up, or a disease. This reduces the cases where the lodger is rewarding you for the chance to work for you. More difficult conditions offer bigger rewards.&lt;br /&gt;
* Helpers brought to fight for you now start with an ‘on duty’ mood bonus thought.&lt;br /&gt;
* Added blood rot disease to support hosting quests.&lt;br /&gt;
* Added paralytic abasia disease to support hosting quests.&lt;br /&gt;
&lt;br /&gt;
===Drugs===&lt;br /&gt;
* Drugs output a lot more stats on their info card, including high gain per dose, high fall per day, high duration per dose, psyfocus gain per dose, tolerance gain per dose, tolerance fall per day, random overdose chance, minimum tolerance for addiction, addiction chance per dose, addiction recovery time, addict need fill per dose, addict need fall rate, addict need cost per day, addict need dose interval, safe dose interval. This should help make drugs my viable by giving players information to reason about costs and benefits.&lt;br /&gt;
* You can now make pawns keep drugs in inventory even if they’re not scheduled to take it. Good for combat drugs.&lt;br /&gt;
* Drug taking is faster and the pawn won’t move when they do it. Good for combat drugs.&lt;br /&gt;
* Wake-up and go-juice rebalanced. Now instead of being safe for some interval but then absolutely suicidal to take, the risk and consequences of addiction are lower but the safe dose interval is removed.&lt;br /&gt;
* Go-juice instantly gives psyfocus when taken by psycasters.&lt;br /&gt;
* Wake-up speeds psyfocus gain from meditation when taken by psycasters.&lt;br /&gt;
* Addiction is now rolled before tolerance build-up, making more drugs like yayo more viable and making the drug stats output easier to understand.&lt;br /&gt;
* Addicts now take their drug automatically at 10% need instead of 30% (which is too early and wasteful). Chemicals restore 90% to their need instead of 100% for more consistent math.&lt;br /&gt;
* Drug tolerances are visible at all severity levels instead of being hidden at low tolerance.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous content===&lt;br /&gt;
* Added new sound effects for: Mech serums, neurotrainers, psytrainers, condition causers, quest accepted, succeded, failed, concluded, techprint applied, shuttle idle, shuttle board and disembark.&lt;br /&gt;
* Added prestige recon armor, prestige marine armor, and prestige cataphract armor. These gold-enhanced power armors enhance psychic abilities and are needed to satisfy noble apparel requirements.&lt;br /&gt;
* Psyfocus gear renamed to eltex.&lt;br /&gt;
* Cleanly slaughtering your tame animals now gives 50% bonus meat. This powers up the previously-underused ranching.&lt;br /&gt;
* When manhunters attack the colony en masse, they now come with the rabies-like scaria disease. Fictionally, this gives a reason why manhunters are attacking, but its design purpose is to flatten out the reward level for manhunter attacks between different difficulty levels. At each difficulty level, a percentage of animals killed with scaria will become unbutcherable on death; this percentage is tuned inversely from the animal count at each difficulty such that higher difficulties now get the same resource reward as lower difficulties. Scaria can also be cured quite easily if you down an animal with it, which makes it possible to make them into pets or meat for slaughter if you are ready to trade medicine for food.&lt;br /&gt;
* Smelting slag is much faster to reduce clutter.&lt;br /&gt;
* Random decrees for nobles are removed.&lt;br /&gt;
* Mech clusters drop less slag and more steel to compensate.&lt;br /&gt;
* Mech cluster central problem causer buildings drop some special reward resources when destroyed.&lt;br /&gt;
* Filth like blood, dirt, rubble, etc now expires after a long time. This should reduce clutter buildup in long games.&lt;br /&gt;
* Added new smoke shells and smoke IED.&lt;br /&gt;
* Royal aid can now be targeted on a position instead of just dropping on the caller. So you can tell them to drop on top of a mech cluster, into enemies, etc – anywhere in line of sight of the caller, within a certain radius.&lt;br /&gt;
* Monuments can now be rotated while placing.&lt;br /&gt;
* Monument generation was reworked to prevent monuments from having big empty spaces inside and increase the value density. This should make monuments more compact and easier to place.&lt;br /&gt;
* UI: Follow the master while drafted/hunting now appears on the animal’s training tab as well as the main animals tab.&lt;br /&gt;
* Renamed bladelink to persona weapons.&lt;br /&gt;
* Added colorblind-friendly point labels for history charts, visible on mouseover.&lt;br /&gt;
* Difficulty settings were renamed with more flavor and to better indicate what they really mean. Descriptions were condensed and clarified, and coded to appear instantly on mouseover so they can’t be missed.&lt;br /&gt;
* Updated player-created names.&lt;br /&gt;
&lt;br /&gt;
===Small miscellaneous===&lt;br /&gt;
* Increased eltex staff market value from 1000 to 2000.&lt;br /&gt;
* Quest rewards now give more goodwill if the faction is hostile.&lt;br /&gt;
* Tuned various trees’ harvest work and yield towards a standard of about 30 harvest work per yield.&lt;br /&gt;
* Renamed and rewrote difficulty settings (tuning was not changed).&lt;br /&gt;
* Mortars now have a visible progress bar while cooling down.&lt;br /&gt;
* Removed psychic silencer implant since it no longer has any purpose. The deserter quest now gives an additional psylink neuroformer.&lt;br /&gt;
* Cleaned up how pawn hunger rate is fed back through stats. Gourmand trait now directly affects hunger rate. Hunger rate multiplier stat is not used anywhere anymore (but was not removed for compatibility).&lt;br /&gt;
* Increase range of manhunter pulse psycast by 10.&lt;br /&gt;
* Stripping neutral or allied pawns now causes goodwill loss.&lt;br /&gt;
* Now only quest asker lodger can issue decrees.&lt;br /&gt;
* Improved melee DPS and armor penetration stat texts.&lt;br /&gt;
* Shuttles now avoid landing near mechanoid cluster proximity activators.&lt;br /&gt;
* Added various loading tips.&lt;br /&gt;
* Reduce call cataphracts royal favor cost if used before cooldown from 12 to 8 favor.&lt;br /&gt;
* Psycasts tuning: Painblock entropy cost reduced from 10 to 8. Stun range increased from 20 to 25. Blinding pulse range increased from 20 to 25. Entropy dump range increased from 15 to 25. Vertigo pulse range increased from 20 to 25. Skip range and radius increased from 25 to 28. Wallraise range increased from 20 to 25. Smokepop range increased from 20 to 25. Focus range increased from 25 to 28. Berserk range increased from 15 to 20. Invisibility range increased from 15 to 20. Waterskip range increased from 20 to 25. Bullet shield range increased from 20 to 25.&lt;br /&gt;
* Reduce work for cremating a corpse from 5 seconds to 3 seconds.&lt;br /&gt;
* Relabel the ‘restrict’ main tab to ‘schedule’ since that’s its main function.&lt;br /&gt;
* Only allow stone floor (tiles and flagstone) in monuments.&lt;br /&gt;
* Made sure empire never gives royal favor reward if hostile.&lt;br /&gt;
* Change psychic entropy fall rate to be measured per second instead of per 30 seconds.&lt;br /&gt;
* Rebalance bandit camp quest to have better rewards and less challenge, and add more name content to it.&lt;br /&gt;
* Removed the self-destruct outcome from the journey ship endgame. Quest now only ends if reactor is destroyed or tile is deliberately abandoned.&lt;br /&gt;
* High tooltip displays severity percentage in tooltip.&lt;br /&gt;
* High label displays hours remaining. Addiction label displays severity percent. Addiction tooltip displays the need it creates.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
* Implemented quest rewards debug output table which helps analyze maximum, minimum, and average quest rewards for quests at different points levels.&lt;br /&gt;
* Implemented TKey system. This is a system which will allow us to tag XML text with TKeys, which translators can then use to address the text. This saves translators from having to work with long, overly-complex paths to modify text, and allows us to restructure our XML without breaking translations. We have added TKeys to QuestScriptDefs and TipSetDefs so far.&lt;br /&gt;
* Create full debug output for tuning drugs.&lt;br /&gt;
* Swapped XML-like format for colored text tags to use different symbols.&lt;br /&gt;
* Hospitality quests now fail if asker faction becomes hostile.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fix: Manhunter animals don’t leave properly after 1-2 days.&lt;br /&gt;
* Fix: Can’t use gender symbols in “FinalStraw” translation.&lt;br /&gt;
* Fix: Persona core request text incorrect grammar.&lt;br /&gt;
* Fix: Pawn lend quest always uses plural form of ‘have’, regardless of pawn count.&lt;br /&gt;
* Fix: Reduce resistance job report string shows ‘attempting to recruit xy’ instead of reducing resistance.&lt;br /&gt;
* Fix: Ingredient radius slider handle becoming invisible at unlimited radius.&lt;br /&gt;
* Fix: Penoxycyline blocks diseases longer than it should.&lt;br /&gt;
* Fix: DeepDrill optimization breaks map seeds (regression).&lt;br /&gt;
* Fix: When deep resources are exhausted, the message notifying the player states incorrect next base resource.&lt;br /&gt;
* Fix: Sometimes when deep resource is exhausted the drill is not properly forbidden.&lt;br /&gt;
* Fix: Colonist who is away on a quest formed bond with animal.&lt;br /&gt;
* Fix: Mechanoids assembled by a mech assembler have high ages. Pawns created by Spawners now have their age set to minimum age for last life stage, so it works correctly for insects as well.&lt;br /&gt;
* Fix: You can teleport pawns onto unwalkable terrain.&lt;br /&gt;
* Fix: Wedding guests sometimes don’t stay for ceremony after party and don’t get “Attended wedding” bonus.&lt;br /&gt;
* Fix: Able to remove implants on pawns without repercussions.&lt;br /&gt;
* Fix: Monument construction quests from permanent enemies sometimes talk about goodwill change on destruction, even though goodwill can’t change.&lt;br /&gt;
* Fix: Potential null ref for pawns with no Rest need.&lt;br /&gt;
* Fix: Bad grammar on hospitality letter with single lodger.&lt;br /&gt;
* Fix: Gray UI color from ‘none’ label when there are no traits affects first skill items in CharacterCard.&lt;br /&gt;
* Fix: Improperly colored time strings in some cases.&lt;br /&gt;
* Fix: Translation key CannotGiveToPackAnimal missing ‘cannot’.&lt;br /&gt;
* Fix: Can build stone doors on bridges.&lt;br /&gt;
* Fix: CataphractArmor research project in the base game; should be in Royalty.&lt;br /&gt;
* Fix: GetStatValue overload causing patching issues in some mods.&lt;br /&gt;
* Fix: Lag when sapping raiders are being hit by bullets.&lt;br /&gt;
* Fix: Hosted quest prisoners can be placed in cryptosleep caskets.&lt;br /&gt;
* Fix: Error if PatchOperationConditional didn’t match and doesn’t have nomatch path.&lt;br /&gt;
* Fix: Translation files cleaner stripped away (*Name)(/Name) tags on keyed translations.&lt;br /&gt;
* Fix: Dormant mech assemblers not reporting next mech they’re gonna assemble.&lt;br /&gt;
* Fix: PsychicHarmonizer description typo.&lt;br /&gt;
* Fix: If the pawn goes from safe to brain roasting entropy in 1 psycast, I think he will skip over the overloaded Message.&lt;br /&gt;
* Fix: Wallraise can be cast to invalid positions by queuing cast commands.&lt;br /&gt;
* Fix: berserk/berserk pulse abilities can be cast on pawn in mental state to interrupt it.&lt;br /&gt;
* Fix: Quests that end before they are accepted because of faction hostility display “This quest was completed”&lt;br /&gt;
* Fix: Spelling error in psychic insanity lance sound folder name.&lt;br /&gt;
* Fix: Psychic effects on dead bodies don’t disappear.&lt;br /&gt;
* Fix: Pawns with chemical interest/fascination adhere to drug policy allowForJoy when they should not.&lt;br /&gt;
* Fix: Shooting skill disabled by hunting work type.&lt;br /&gt;
* Fix: Incapable of violent shows shooting skill.&lt;br /&gt;
* Many other smaller fixes and typo fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2647&amp;diff=71903</id>
		<title>Version/1.1.2647</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2647&amp;diff=71903"/>
		<updated>2020-06-04T05:57:05Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Initial Commit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This update has improvements affecting the base game and the Royalty expansion, though since Royalty is much less mature (3 months vs 6 years), it’s what got major focus on the content side. This update is the add-on we promised back on March 2.&lt;br /&gt;
&lt;br /&gt;
The big theme of this update was opening up new play paths so you can take on the game’s world in whatever way you like, and the game will respond in a way that’s sensible. This means you can be tribal, outlander, pro-Empire, anti-Empire, neutral Empire, use psycasters or not, use drugs or not, use ranching or not, and so on. See below for the writeup on major changes, and the change log.&lt;br /&gt;
&lt;br /&gt;
Beyond this, there’s more stuff in progress, and I’m looking forward to letting you all know about it when the time is right.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone that helped test and give feedback! Please keep it coming.&lt;br /&gt;
&lt;br /&gt;
-Ty&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
This update is still on version 1.1, because it should be compatible with savegames and mods. For Steam users, if for any reason you have trouble, you can set your Steam beta branch to ‘version-1.1.2624’ to keep playing on the previous version.&lt;br /&gt;
&lt;br /&gt;
== Release Trailer ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=POK0YU47pPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psyfocus and Meditation ==&lt;br /&gt;
&lt;br /&gt;
Psyfocus is a new long-term resource on psycasters. Fictionally, it’s a sort of mental structuring that a psycaster can build up. Each psycast consumes a bit of it. It also very slowly ticks down over time. Higher levels of psyfocus allow you to use higher level psycasts, but the psyfocus also ticks down a bit faster at higher levels. This means that you can easily maintain your lower-level psycasters at low levels, but high-level psycasts will need a bit more investment to maintain their power.&lt;br /&gt;
&lt;br /&gt;
There’s no downside to letting psyfocus exhaust, aside from losing the ability to use psycasts. So if you have a psycaster whose powers you don’t want to invest in any more, you can just stop any time and reactivate them later.&lt;br /&gt;
&lt;br /&gt;
Psyfocus is primarily built up by meditation. You can place meditation spots on the ground and assign them to colonists, though if you don’t they’ll try to find an optimal spot themselves anyway. There’s a new entry in the scheduling tab which allows assigning them to meditation time.&lt;br /&gt;
&lt;br /&gt;
The most basic kind of meditation is simply to meditate without any kind of aid at all. Pawns will do this in caravans, in prison, or in hospital, but in normal situations they’ll meditate using meditation focus objects to gain psyfocus faster. With a focus object, the psycaster meditates near the object and focuses on it to gain extra psyfocus during meditation.&lt;br /&gt;
&lt;br /&gt;
Where it gets interesting is that not anyone can use any focus object. They can only use an object if it matches one of their focus types. A person’s focus types are specific to them, based on their childhood backstory, traits, and titles. Psychic meditation is a personal/cultural activity which is done differently in different traditions, and people do it according to their own tradition and preferences. It means that different people will act differently, which centers their characterization – it’s always a goal with RimWorld’s design to make characterization matter.&lt;br /&gt;
&lt;br /&gt;
There are currently five focus types, listed below. The information below all means that the Empire no longer needs to have laws against psychic powers – so they don’t. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn’t worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
&lt;br /&gt;
This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they’ve always had. You’ll note that this kind of meditation is a direct replacement for the old ‘authority’ need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture.&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by those with tribal childhood backstories – whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature – they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world.&lt;br /&gt;
&lt;br /&gt;
The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it’s at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose – they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes – possibly even the whole tribe – to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it’s destroyed, a new one will spawn some time later.&lt;br /&gt;
&lt;br /&gt;
Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won’t give new psylink levels like the tree, but it can be useful if you’re on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won’t see or attack the hidden nature shrines and animus stone.&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by those with certain traits like psychopath, cannibal, or blood lust. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator.&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
&lt;br /&gt;
This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It’s a powerful type of meditation, but only ascetics can use it, and they can’t use some other types.&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
&lt;br /&gt;
This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods.&lt;br /&gt;
&lt;br /&gt;
== Gaining psylink ==&lt;br /&gt;
&lt;br /&gt;
The way psycasts become usable has changed slightly. Previously it was from the psychic amplifier. You would collect these little items and stick them on your head. Having more of them unlocked higher levels of psycasts. This was somewhat limiting since it locked the progression of psychic powers to this one specific object.&lt;br /&gt;
&lt;br /&gt;
Now the psychic amplifier is changed to an object called a psylink neuroformer. It upgrades a property on the brain called psylink. Psylink is an organic property of the brain which can be built in other ways too, like the anima tree linking described above.&lt;br /&gt;
&lt;br /&gt;
Psylink neuroformers are still given for new royal titles, but we also did some work tightening how often they’ll be seen as quest rewards to ensure that it’s possible to develop psycasters consistently even if you’re not doing royal title progression. This is connected to the new reward choices (described below).&lt;br /&gt;
&lt;br /&gt;
With different meditation types and different ways of gaining psylink, the overall goal is that players should have distinct but co-equal pathways to develop psycasters depending on which play path they want to go down – whether they want to climb the royal title progression, play as neutral tribals, or fight as outlanders against the empire.&lt;br /&gt;
&lt;br /&gt;
== Other Changes ==&lt;br /&gt;
&lt;br /&gt;
The rest of the changes can be expressed more concisely in the below change log.&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
* Quests now offer three reward options for the player to choose between. These three reward options are always distinct from each other. They are displayed in a condensed pictorial layout instead of text, making for easy reading and selection. Player can still set reward preferences to prevent rewards like goodwill or royal favor from being offered, if desired.&lt;br /&gt;
* We condensed and focused a ton of quest texts for better readability.&lt;br /&gt;
* Texts for Empire quests have been adjusted to de-emphasize the pampered aspect somewhat. The nobles should be a lot more straightforward to match the new dignified meditation. They’re more honor-bound than pampered.&lt;br /&gt;
* All quests have been deeply reviewed and tuned to give good reward and challenge balances at all stages of the game in all situations.&lt;br /&gt;
&lt;br /&gt;
===Psychic mechanics===&lt;br /&gt;
* Psychic entropy was renamed to neural heat. This distinguishes it from psyfocus better, and expresses the context of a short-term measure that quickly dissipates, but can ‘burn’ you if pushed too high. It doesn’t represent physical heat of the brain; it’s an expression reflecting the same psychic phenomenon as before.&lt;br /&gt;
* Psychic hangover removed. Since we now have psyfocus as a long-term cost for psycasts, there’s no need for psychic hangover. (Its original purpose was to remove from the player the micromanagement burden of casting psycasts like Focus over and over on workers, which would have been a good strategy without it).&lt;br /&gt;
* Neural heat overload is no longer dangerous and can often be a good strategy. It won’t burn anyone’s brain, though it may still knock your psycaster into a coma for a few days and in some cases can burn out a psylink level. It’s a good strategy in difficult situations. I’d like to see more players pushing the boundaries of neural heat limits. Overall this powers up psycasters by making it much more viable to push out a lot of psycasts at once.&lt;br /&gt;
&lt;br /&gt;
===New psycasts===&lt;br /&gt;
* New psycast – Neural heat dump: Reduces caster neural heat to zero instantly, but puts the allied target into a psychic shock coma for a day. This replaces entropy link.&lt;br /&gt;
* New psycast – Waterskip: Drops some water at the target point, extinguishing nearby fires.&lt;br /&gt;
* New psycast – Flashstorm: Generates a small flashstorm at the target point, which will drop lighting bolts from time to time.&lt;br /&gt;
* New psycast – Bullet shield: Creates a circular skipgate field which will absorb shots in or out around a targeted point, for a short time. Great for retreats or advances.&lt;br /&gt;
&lt;br /&gt;
===Hosting quest improvements===&lt;br /&gt;
* You can now sometimes gain goodwill sometimes by keeping the guests’ mood extra high.&lt;br /&gt;
* Threats configuration totally redesigned. There are new fewer individual threats, with more variation in their pacing and scale. For example, rather than four normal mech clusters in a row, which gets monotonous, you might get two double cluster or one triple-size cluster, providing challenges outside what normal play offers.&lt;br /&gt;
* Lodgers now generally have lodger conditions like being unwilling to work, or requiring mood to be kept up, or a disease. This reduces the cases where the lodger is rewarding you for the chance to work for you. More difficult conditions offer bigger rewards.&lt;br /&gt;
* Helpers brought to fight for you now start with an ‘on duty’ mood bonus thought.&lt;br /&gt;
* Added blood rot disease to support hosting quests.&lt;br /&gt;
* Added paralytic abasia disease to support hosting quests.&lt;br /&gt;
&lt;br /&gt;
===Drugs===&lt;br /&gt;
* Drugs output a lot more stats on their info card, including high gain per dose, high fall per day, high duration per dose, psyfocus gain per dose, tolerance gain per dose, tolerance fall per day, random overdose chance, minimum tolerance for addiction, addiction chance per dose, addiction recovery time, addict need fill per dose, addict need fall rate, addict need cost per day, addict need dose interval, safe dose interval. This should help make drugs my viable by giving players information to reason about costs and benefits.&lt;br /&gt;
* You can now make pawns keep drugs in inventory even if they’re not scheduled to take it. Good for combat drugs.&lt;br /&gt;
* Drug taking is faster and the pawn won’t move when they do it. Good for combat drugs.&lt;br /&gt;
* Wake-up and go-juice rebalanced. Now instead of being safe for some interval but then absolutely suicidal to take, the risk and consequences of addiction are lower but the safe dose interval is removed.&lt;br /&gt;
* Go-juice instantly gives psyfocus when taken by psycasters.&lt;br /&gt;
* Wake-up speeds psyfocus gain from meditation when taken by psycasters.&lt;br /&gt;
* Addiction is now rolled before tolerance build-up, making more drugs like yayo more viable and making the drug stats output easier to understand.&lt;br /&gt;
* Addicts now take their drug automatically at 10% need instead of 30% (which is too early and wasteful). Chemicals restore 90% to their need instead of 100% for more consistent math.&lt;br /&gt;
* Drug tolerances are visible at all severity levels instead of being hidden at low tolerance.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous content===&lt;br /&gt;
* Added new sound effects for: Mech serums, neurotrainers, psytrainers, condition causers, quest accepted, succeded, failed, concluded, techprint applied, shuttle idle, shuttle board and disembark.&lt;br /&gt;
* Added prestige recon armor, prestige marine armor, and prestige cataphract armor. These gold-enhanced power armors enhance psychic abilities and are needed to satisfy noble apparel requirements.&lt;br /&gt;
* Psyfocus gear renamed to eltex.&lt;br /&gt;
* Cleanly slaughtering your tame animals now gives 50% bonus meat. This powers up the previously-underused ranching.&lt;br /&gt;
* When manhunters attack the colony en masse, they now come with the rabies-like scaria disease. Fictionally, this gives a reason why manhunters are attacking, but its design purpose is to flatten out the reward level for manhunter attacks between different difficulty levels. At each difficulty level, a percentage of animals killed with scaria will become unbutcherable on death; this percentage is tuned inversely from the animal count at each difficulty such that higher difficulties now get the same resource reward as lower difficulties. Scaria can also be cured quite easily if you down an animal with it, which makes it possible to make them into pets or meat for slaughter if you are ready to trade medicine for food.&lt;br /&gt;
* Smelting slag is much faster to reduce clutter.&lt;br /&gt;
* Random decrees for nobles are removed.&lt;br /&gt;
* Mech clusters drop less slag and more steel to compensate.&lt;br /&gt;
* Mech cluster central problem causer buildings drop some special reward resources when destroyed.&lt;br /&gt;
* Filth like blood, dirt, rubble, etc now expires after a long time. This should reduce clutter buildup in long games.&lt;br /&gt;
* Added new smoke shells and smoke IED.&lt;br /&gt;
* Royal aid can now be targeted on a position instead of just dropping on the caller. So you can tell them to drop on top of a mech cluster, into enemies, etc – anywhere in line of sight of the caller, within a certain radius.&lt;br /&gt;
* Monuments can now be rotated while placing.&lt;br /&gt;
* Monument generation was reworked to prevent monuments from having big empty spaces inside and increase the value density. This should make monuments more compact and easier to place.&lt;br /&gt;
* UI: Follow the master while drafted/hunting now appears on the animal’s training tab as well as the main animals tab.&lt;br /&gt;
* Renamed bladelink to persona weapons.&lt;br /&gt;
* Added colorblind-friendly point labels for history charts, visible on mouseover.&lt;br /&gt;
* Difficulty settings were renamed with more flavor and to better indicate what they really mean. Descriptions were condensed and clarified, and coded to appear instantly on mouseover so they can’t be missed.&lt;br /&gt;
* Updated player-created names.&lt;br /&gt;
&lt;br /&gt;
===Small miscellaneous===&lt;br /&gt;
* Increased eltex staff market value from 1000 to 2000.&lt;br /&gt;
* Quest rewards now give more goodwill if the faction is hostile.&lt;br /&gt;
* Tuned various trees’ harvest work and yield towards a standard of about 30 harvest work per yield.&lt;br /&gt;
* Renamed and rewrote difficulty settings (tuning was not changed).&lt;br /&gt;
* Mortars now have a visible progress bar while cooling down.&lt;br /&gt;
* Removed psychic silencer implant since it no longer has any purpose. The deserter quest now gives an additional psylink neuroformer.&lt;br /&gt;
* Cleaned up how pawn hunger rate is fed back through stats. Gourmand trait now directly affects hunger rate. Hunger rate multiplier stat is not used anywhere anymore (but was not removed for compatibility).&lt;br /&gt;
* Increase range of manhunter pulse psycast by 10.&lt;br /&gt;
* Stripping neutral or allied pawns now causes goodwill loss.&lt;br /&gt;
* Now only quest asker lodger can issue decrees.&lt;br /&gt;
* Improved melee DPS and armor penetration stat texts.&lt;br /&gt;
* Shuttles now avoid landing near mechanoid cluster proximity activators.&lt;br /&gt;
* Added various loading tips.&lt;br /&gt;
* Reduce call cataphracts royal favor cost if used before cooldown from 12 to 8 favor.&lt;br /&gt;
* Psycasts tuning: Painblock entropy cost reduced from 10 to 8. Stun range increased from 20 to 25. Blinding pulse range increased from 20 to 25. Entropy dump range increased from 15 to 25. Vertigo pulse range increased from 20 to 25. Skip range and radius increased from 25 to 28. Wallraise range increased from 20 to 25. Smokepop range increased from 20 to 25. Focus range increased from 25 to 28. Berserk range increased from 15 to 20. Invisibility range increased from 15 to 20. Waterskip range increased from 20 to 25. Bullet shield range increased from 20 to 25.&lt;br /&gt;
* Reduce work for cremating a corpse from 5 seconds to 3 seconds.&lt;br /&gt;
* Relabel the ‘restrict’ main tab to ‘schedule’ since that’s its main function.&lt;br /&gt;
* Only allow stone floor (tiles and flagstone) in monuments.&lt;br /&gt;
* Made sure empire never gives royal favor reward if hostile.&lt;br /&gt;
* Change psychic entropy fall rate to be measured per second instead of per 30 seconds.&lt;br /&gt;
* Rebalance bandit camp quest to have better rewards and less challenge, and add more name content to it.&lt;br /&gt;
* Removed the self-destruct outcome from the journey ship endgame. Quest now only ends if reactor is destroyed or tile is deliberately abandoned.&lt;br /&gt;
* High tooltip displays severity percentage in tooltip.&lt;br /&gt;
* High label displays hours remaining. Addiction label displays severity percent. Addiction tooltip displays the need it creates.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
* Implemented quest rewards debug output table which helps analyze maximum, minimum, and average quest rewards for quests at different points levels.&lt;br /&gt;
* Implemented TKey system. This is a system which will allow us to tag XML text with TKeys, which translators can then use to address the text. This saves translators from having to work with long, overly-complex paths to modify text, and allows us to restructure our XML without breaking translations. We have added TKeys to QuestScriptDefs and TipSetDefs so far.&lt;br /&gt;
* Create full debug output for tuning drugs.&lt;br /&gt;
* Swapped XML-like format for colored text tags to use different symbols.&lt;br /&gt;
* Hospitality quests now fail if asker faction becomes hostile.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* Fix: Manhunter animals don’t leave properly after 1-2 days.&lt;br /&gt;
* Fix: Can’t use gender symbols in “FinalStraw” translation.&lt;br /&gt;
* Fix: Persona core request text incorrect grammar.&lt;br /&gt;
* Fix: Pawn lend quest always uses plural form of ‘have’, regardless of pawn count.&lt;br /&gt;
* Fix: Reduce resistance job report string shows ‘attempting to recruit xy’ instead of reducing resistance.&lt;br /&gt;
* Fix: Ingredient radius slider handle becoming invisible at unlimited radius.&lt;br /&gt;
* Fix: Penoxycyline blocks diseases longer than it should.&lt;br /&gt;
* Fix: DeepDrill optimization breaks map seeds (regression).&lt;br /&gt;
* Fix: When deep resources are exhausted, the message notifying the player states incorrect next base resource.&lt;br /&gt;
* Fix: Sometimes when deep resource is exhausted the drill is not properly forbidden.&lt;br /&gt;
* Fix: Colonist who is away on a quest formed bond with animal.&lt;br /&gt;
* Fix: Mechanoids assembled by a mech assembler have high ages. Pawns created by Spawners now have their age set to minimum age for last life stage, so it works correctly for insects as well.&lt;br /&gt;
* Fix: You can teleport pawns onto unwalkable terrain.&lt;br /&gt;
* Fix: Wedding guests sometimes don’t stay for ceremony after party and don’t get “Attended wedding” bonus.&lt;br /&gt;
* Fix: Able to remove implants on pawns without repercussions.&lt;br /&gt;
* Fix: Monument construction quests from permanent enemies sometimes talk about goodwill change on destruction, even though goodwill can’t change.&lt;br /&gt;
* Fix: Potential null ref for pawns with no Rest need.&lt;br /&gt;
* Fix: Bad grammar on hospitality letter with single lodger.&lt;br /&gt;
* Fix: Gray UI color from ‘none’ label when there are no traits affects first skill items in CharacterCard.&lt;br /&gt;
* Fix: Improperly colored time strings in some cases.&lt;br /&gt;
* Fix: Translation key CannotGiveToPackAnimal missing ‘cannot’.&lt;br /&gt;
* Fix: Can build stone doors on bridges.&lt;br /&gt;
* Fix: CataphractArmor research project in the base game; should be in Royalty.&lt;br /&gt;
* Fix: GetStatValue overload causing patching issues in some mods.&lt;br /&gt;
* Fix: Lag when sapping raiders are being hit by bullets.&lt;br /&gt;
* Fix: Hosted quest prisoners can be placed in cryptosleep caskets.&lt;br /&gt;
* Fix: Error if PatchOperationConditional didn’t match and doesn’t have nomatch path.&lt;br /&gt;
* Fix: Translation files cleaner stripped away (*Name)(/Name) tags on keyed translations.&lt;br /&gt;
* Fix: Dormant mech assemblers not reporting next mech they’re gonna assemble.&lt;br /&gt;
* Fix: PsychicHarmonizer description typo.&lt;br /&gt;
* Fix: If the pawn goes from safe to brain roasting entropy in 1 psycast, I think he will skip over the overloaded Message.&lt;br /&gt;
* Fix: Wallraise can be cast to invalid positions by queuing cast commands.&lt;br /&gt;
* Fix: berserk/berserk pulse abilities can be cast on pawn in mental state to interrupt it.&lt;br /&gt;
* Fix: Quests that end before they are accepted because of faction hostility display “This quest was completed”&lt;br /&gt;
* Fix: Spelling error in psychic insanity lance sound folder name.&lt;br /&gt;
* Fix: Psychic effects on dead bodies don’t disappear.&lt;br /&gt;
* Fix: Pawns with chemical interest/fascination adhere to drug policy allowForJoy when they should not.&lt;br /&gt;
* Fix: Shooting skill disabled by hunting work type.&lt;br /&gt;
* Fix: Incapable of violent shows shooting skill.&lt;br /&gt;
* Many other smaller fixes and typo fixes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71902</id>
		<title>Version/1.1.2654</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71902"/>
		<updated>2020-06-04T05:49:46Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Grammatical Errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a follow-on update to last week’s major content additions with some refinements and fixes.&lt;br /&gt;
&lt;br /&gt;
This update should be fully compatible with all savegames and mods.&lt;br /&gt;
&lt;br /&gt;
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone who helped test!&lt;br /&gt;
&lt;br /&gt;
''This version was released on: June 3rd, 2020''&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
* You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.&lt;br /&gt;
* Reworked how destroyed buildings generate slag so small buildings don’t generate giant slag blooms; they’ll leave steel behind instead.&lt;br /&gt;
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
* All Empire pawns have at least the title of Freeholder.&lt;br /&gt;
* Player-created names update.&lt;br /&gt;
&lt;br /&gt;
== Training and feedback ==&lt;br /&gt;
* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.&lt;br /&gt;
* Rename difficulty: “The price of survival is blood” to “Blood and dust”.&lt;br /&gt;
* Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* Added warning message when designating an anima tree for cutting.&lt;br /&gt;
* Clarify undignified thronerooms reason text.&lt;br /&gt;
* Anima tree now sends a letter when enough anima grass is available for linking.&lt;br /&gt;
* We now prompt the user to confirm using a psytrainer if the pawn’s psylink level is too low to use the psycast.&lt;br /&gt;
* Add “Meditation desired psyfocus” learning helper lesson.&lt;br /&gt;
* Add “Meditation schedule” learning helper lesson.&lt;br /&gt;
* Show base and max value for MeditationFocusStrength stats with offsets.&lt;br /&gt;
* Improved organization of drug stats listing.&lt;br /&gt;
* Various text adjustments.&lt;br /&gt;
&lt;br /&gt;
== Tuning ==&lt;br /&gt;
* Increase rewards per points for quests game-wide.&lt;br /&gt;
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* Double the rate of nuzzling by animals to buff mood-oriented pets.&lt;br /&gt;
* Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* Reduce monument sizes about 15%.&lt;br /&gt;
* Reduce psyfocus decay rates 0.5% at each level.&lt;br /&gt;
* Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.&lt;br /&gt;
* Increase psyfocus gain of animus stone from 25 to 34.&lt;br /&gt;
* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.&lt;br /&gt;
* Increase psyfocus gain of small nature shrine from 15 to 22.&lt;br /&gt;
* Increase psyfocus gain of large nature shrine from 22 to 30.&lt;br /&gt;
* Remove psylink neuroformer from traders (but most still buy it).&lt;br /&gt;
* Reduce nature shrine build times by 40%.&lt;br /&gt;
* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).&lt;br /&gt;
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* Reduce anima tree regrowth check cycle from 40 days to 30 days.&lt;br /&gt;
* Ship chunks now leave a component if killed, even if not deconstructed.&lt;br /&gt;
* Reduce blood rot severity per day gain from 60% to 40%.&lt;br /&gt;
* Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.&lt;br /&gt;
* Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* Disabled paralysis in hospitality quests.&lt;br /&gt;
* Anima grass glows less brightly.&lt;br /&gt;
* Various internal tunings in quests.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
* Moved Abasia and BloodRot to Royalty XML files.&lt;br /&gt;
* Rename CompWarnInBuildingRadius -&amp;gt; ToggleDrawAffectedMeditationFoci.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fix: Psyfocus meditation effect shown for psychically deaf pawns.&lt;br /&gt;
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.&lt;br /&gt;
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* Fix: Tree sowing research project lists anima tree as hyperlink.&lt;br /&gt;
* Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.&lt;br /&gt;
* Fix: Item stash quest uses asker’s short name instead of full name.&lt;br /&gt;
* Fix: Typo in deserter quest description.&lt;br /&gt;
* Fix: Unstable power cell can be rotated.&lt;br /&gt;
* Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current version]]&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71901</id>
		<title>Version/1.1.2654</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71901"/>
		<updated>2020-06-04T05:49:17Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Added Release Date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Thie version was released on: June 3rd, 2020''&lt;br /&gt;
&lt;br /&gt;
This is a follow-on update to last week’s major content additions with some refinements and fixes.&lt;br /&gt;
&lt;br /&gt;
This update should be fully compatible with all savegames and mods.&lt;br /&gt;
&lt;br /&gt;
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone who helped test!&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
* You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.&lt;br /&gt;
* Reworked how destroyed buildings generate slag so small buildings don’t generate giant slag blooms; they’ll leave steel behind instead.&lt;br /&gt;
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
* All Empire pawns have at least the title of Freeholder.&lt;br /&gt;
* Player-created names update.&lt;br /&gt;
&lt;br /&gt;
== Training and feedback ==&lt;br /&gt;
* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.&lt;br /&gt;
* Rename difficulty: “The price of survival is blood” to “Blood and dust”.&lt;br /&gt;
* Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* Added warning message when designating an anima tree for cutting.&lt;br /&gt;
* Clarify undignified thronerooms reason text.&lt;br /&gt;
* Anima tree now sends a letter when enough anima grass is available for linking.&lt;br /&gt;
* We now prompt the user to confirm using a psytrainer if the pawn’s psylink level is too low to use the psycast.&lt;br /&gt;
* Add “Meditation desired psyfocus” learning helper lesson.&lt;br /&gt;
* Add “Meditation schedule” learning helper lesson.&lt;br /&gt;
* Show base and max value for MeditationFocusStrength stats with offsets.&lt;br /&gt;
* Improved organization of drug stats listing.&lt;br /&gt;
* Various text adjustments.&lt;br /&gt;
&lt;br /&gt;
== Tuning ==&lt;br /&gt;
* Increase rewards per points for quests game-wide.&lt;br /&gt;
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* Double the rate of nuzzling by animals to buff mood-oriented pets.&lt;br /&gt;
* Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* Reduce monument sizes about 15%.&lt;br /&gt;
* Reduce psyfocus decay rates 0.5% at each level.&lt;br /&gt;
* Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.&lt;br /&gt;
* Increase psyfocus gain of animus stone from 25 to 34.&lt;br /&gt;
* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.&lt;br /&gt;
* Increase psyfocus gain of small nature shrine from 15 to 22.&lt;br /&gt;
* Increase psyfocus gain of large nature shrine from 22 to 30.&lt;br /&gt;
* Remove psylink neuroformer from traders (but most still buy it).&lt;br /&gt;
* Reduce nature shrine build times by 40%.&lt;br /&gt;
* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).&lt;br /&gt;
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* Reduce anima tree regrowth check cycle from 40 days to 30 days.&lt;br /&gt;
* Ship chunks now leave a component if killed, even if not deconstructed.&lt;br /&gt;
* Reduce blood rot severity per day gain from 60% to 40%.&lt;br /&gt;
* Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.&lt;br /&gt;
* Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* Disabled paralysis in hospitality quests.&lt;br /&gt;
* Anima grass glows less brightly.&lt;br /&gt;
* Various internal tunings in quests.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
* Moved Abasia and BloodRot to Royalty XML files.&lt;br /&gt;
* Rename CompWarnInBuildingRadius -&amp;gt; ToggleDrawAffectedMeditationFoci.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fix: Psyfocus meditation effect shown for psychically deaf pawns.&lt;br /&gt;
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.&lt;br /&gt;
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* Fix: Tree sowing research project lists anima tree as hyperlink.&lt;br /&gt;
* Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.&lt;br /&gt;
* Fix: Item stash quest uses asker’s short name instead of full name.&lt;br /&gt;
* Fix: Typo in deserter quest description.&lt;br /&gt;
* Fix: Unstable power cell can be rotated.&lt;br /&gt;
* Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current version]]&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71900</id>
		<title>Version/1.1.2654</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71900"/>
		<updated>2020-06-04T05:48:13Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Formatting Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a follow-on update to last week’s major content additions with some refinements and fixes.&lt;br /&gt;
&lt;br /&gt;
This update should be fully compatible with all savegames and mods.&lt;br /&gt;
&lt;br /&gt;
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone who helped test!&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
* You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.&lt;br /&gt;
* Reworked how destroyed buildings generate slag so small buildings don’t generate giant slag blooms; they’ll leave steel behind instead.&lt;br /&gt;
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
* All Empire pawns have at least the title of Freeholder.&lt;br /&gt;
* Player-created names update.&lt;br /&gt;
&lt;br /&gt;
== Training and feedback ==&lt;br /&gt;
* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.&lt;br /&gt;
* Rename difficulty: “The price of survival is blood” to “Blood and dust”.&lt;br /&gt;
* Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* Added warning message when designating an anima tree for cutting.&lt;br /&gt;
* Clarify undignified thronerooms reason text.&lt;br /&gt;
* Anima tree now sends a letter when enough anima grass is available for linking.&lt;br /&gt;
* We now prompt the user to confirm using a psytrainer if the pawn’s psylink level is too low to use the psycast.&lt;br /&gt;
* Add “Meditation desired psyfocus” learning helper lesson.&lt;br /&gt;
* Add “Meditation schedule” learning helper lesson.&lt;br /&gt;
* Show base and max value for MeditationFocusStrength stats with offsets.&lt;br /&gt;
* Improved organization of drug stats listing.&lt;br /&gt;
* Various text adjustments.&lt;br /&gt;
&lt;br /&gt;
== Tuning ==&lt;br /&gt;
* Increase rewards per points for quests game-wide.&lt;br /&gt;
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* Double the rate of nuzzling by animals to buff mood-oriented pets.&lt;br /&gt;
* Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* Reduce monument sizes about 15%.&lt;br /&gt;
* Reduce psyfocus decay rates 0.5% at each level.&lt;br /&gt;
* Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.&lt;br /&gt;
* Increase psyfocus gain of animus stone from 25 to 34.&lt;br /&gt;
* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.&lt;br /&gt;
* Increase psyfocus gain of small nature shrine from 15 to 22.&lt;br /&gt;
* Increase psyfocus gain of large nature shrine from 22 to 30.&lt;br /&gt;
* Remove psylink neuroformer from traders (but most still buy it).&lt;br /&gt;
* Reduce nature shrine build times by 40%.&lt;br /&gt;
* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).&lt;br /&gt;
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* Reduce anima tree regrowth check cycle from 40 days to 30 days.&lt;br /&gt;
* Ship chunks now leave a component if killed, even if not deconstructed.&lt;br /&gt;
* Reduce blood rot severity per day gain from 60% to 40%.&lt;br /&gt;
* Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.&lt;br /&gt;
* Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* Disabled paralysis in hospitality quests.&lt;br /&gt;
* Anima grass glows less brightly.&lt;br /&gt;
* Various internal tunings in quests.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
* Moved Abasia and BloodRot to Royalty XML files.&lt;br /&gt;
* Rename CompWarnInBuildingRadius -&amp;gt; ToggleDrawAffectedMeditationFoci.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fix: Psyfocus meditation effect shown for psychically deaf pawns.&lt;br /&gt;
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.&lt;br /&gt;
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* Fix: Tree sowing research project lists anima tree as hyperlink.&lt;br /&gt;
* Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.&lt;br /&gt;
* Fix: Item stash quest uses asker’s short name instead of full name.&lt;br /&gt;
* Fix: Typo in deserter quest description.&lt;br /&gt;
* Fix: Unstable power cell can be rotated.&lt;br /&gt;
* Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current version]]&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71899</id>
		<title>Version/1.1.2654</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.1.2654&amp;diff=71899"/>
		<updated>2020-06-04T05:46:33Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Changed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a follow-on update to last week’s major content additions with some refinements and fixes.&lt;br /&gt;
&lt;br /&gt;
This update should be fully compatible with all savegames and mods.&lt;br /&gt;
&lt;br /&gt;
Since Royalty content is less mature (3 months vs 6 years), most of these refinements are focused on it, but there are things for the base game as well.&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone who helped test!&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
# You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.&lt;br /&gt;
# Reworked how destroyed buildings generate slag so small buildings don’t generate giant slag blooms; they’ll leave steel behind instead.&lt;br /&gt;
# Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
# All Empire pawns have at least the title of Freeholder.&lt;br /&gt;
# Player-created names update.&lt;br /&gt;
&lt;br /&gt;
== Training and feedback ==&lt;br /&gt;
# Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.&lt;br /&gt;
# Rename difficulty: “The price of survival is blood” to “Blood and dust”.&lt;br /&gt;
# Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
# Added warning message when designating an anima tree for cutting.&lt;br /&gt;
# Clarify undignified thronerooms reason text.&lt;br /&gt;
# Anima tree now sends a letter when enough anima grass is available for linking.&lt;br /&gt;
# We now prompt the user to confirm using a psytrainer if the pawn’s psylink level is too low to use the psycast.&lt;br /&gt;
# Add “Meditation desired psyfocus” learning helper lesson.&lt;br /&gt;
# Add “Meditation schedule” learning helper lesson.&lt;br /&gt;
# Show base and max value for MeditationFocusStrength stats with offsets.&lt;br /&gt;
# Improved organization of drug stats listing.&lt;br /&gt;
# Various text adjustments.&lt;br /&gt;
&lt;br /&gt;
== Tuning ==&lt;br /&gt;
# Increase rewards per points for quests game-wide.&lt;br /&gt;
# Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
# Double the rate of nuzzling by animals to buff mood-oriented pets.&lt;br /&gt;
# Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
# Reduce monument sizes about 15%.&lt;br /&gt;
# Reduce psyfocus decay rates 0.5% at each level.&lt;br /&gt;
# Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
# Increase psyfocus gain range of grave from 4~20 to 6~26.&lt;br /&gt;
# Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.&lt;br /&gt;
# Increase psyfocus gain of animus stone from 25 to 34.&lt;br /&gt;
# Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.&lt;br /&gt;
# Increase psyfocus gain of small nature shrine from 15 to 22.&lt;br /&gt;
# Increase psyfocus gain of large nature shrine from 22 to 30.&lt;br /&gt;
# Remove psylink neuroformer from traders (but most still buy it).&lt;br /&gt;
# Reduce nature shrine build times by 40%.&lt;br /&gt;
# Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
# Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).&lt;br /&gt;
# Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
# Reduce anima tree regrowth check cycle from 40 days to 30 days.&lt;br /&gt;
# Ship chunks now leave a component if killed, even if not deconstructed.&lt;br /&gt;
# Reduce blood rot severity per day gain from 60% to 40%.&lt;br /&gt;
# Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
# Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.&lt;br /&gt;
# Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
# Disabled paralysis in hospitality quests.&lt;br /&gt;
# Anima grass glows less brightly.&lt;br /&gt;
# Various internal tunings in quests.&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
# Moved Abasia and BloodRot to Royalty XML files.&lt;br /&gt;
# Rename CompWarnInBuildingRadius -&amp;gt; ToggleDrawAffectedMeditationFoci.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
# Fix: Psyfocus meditation effect shown for psychically deaf pawns.&lt;br /&gt;
# Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.&lt;br /&gt;
# Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
# Fix: Tree sowing research project lists anima tree as hyperlink.&lt;br /&gt;
# Fix: Incorrect pluralisation in goodwill letter text and removed reference to asker in success/failure letter to match quest text.&lt;br /&gt;
# Fix: Item stash quest uses asker’s short name instead of full name.&lt;br /&gt;
# Fix: Typo in deserter quest description.&lt;br /&gt;
# Fix: Unstable power cell can be rotated.&lt;br /&gt;
# Fix: Accidentally referencing MeditationFocusStrength directly in StatWorker_PossibleCompOffsets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current version]]&lt;br /&gt;
[[Category:Version]]&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=71897</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=71897"/>
		<updated>2020-06-04T05:44:34Z</updated>

		<summary type="html">&lt;p&gt;DJRedNightGaming: Updated Version Section - Removed the Major Version as this is redundant information and adds work. Major versions are v1.0.0 and v1.1.0 according to semantic versioning syntax. All other versions are hotfixes, or minor version changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &amp;lt;!-- border=&amp;quot;1px&amp;quot; &amp;lt;!--for Testing --&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; colspan=&amp;quot;3&amp;quot;  align=&amp;quot;center&amp;quot; | &amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; rowspan=&amp;quot;2&amp;quot; | &amp;lt;!--buffer, do not remove --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:46%;&amp;quot; |&lt;br /&gt;
'''[http://rimworldgame.com RimWorld]''' is an indie space colony management game developed by [http://ludeon.com/blog/studio/ '''Ludeon&amp;amp;nbsp;Studios'''], a Montreal-based game studio founded by [http://tynansylvester.com/ '''Tynan&amp;amp;nbsp;Sylvester''']. Read more at [[About RimWorld]].&lt;br /&gt;
&lt;br /&gt;
The current stable version is {{:Version/Current version}}, and a complete version history can be found on the [[:Category:Version]] page. For info on all releases, see the [http://ludeon.com Ludeon development blog].&lt;br /&gt;
&lt;br /&gt;
Please visit the [[RimWorld Wiki:Community portal|Community Portal]], the wiki's central base of operations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can help update the wiki by making edit contributions:&lt;br /&gt;
* See [[Help:Wiki markup cheatsheet|Help:Wiki basics]] for a quick simple guide;&lt;br /&gt;
* The [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]]&lt;br /&gt;
&lt;br /&gt;
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:22%;&amp;quot; |&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Fiction&amp;amp;nbsp;Primer]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://webchat.quakenet.org/?channels=rimworld RimWorld Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://steamcommunity.com/sharedfiles/filedetails/?id=183032873 Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://twitter.com/tynansylvester Tynan&amp;amp;nbsp;Sylvester on Twitter]&lt;br /&gt;
|style=&amp;quot;width:22%;&amp;quot;|&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://www.indiedb.com/games/rimworld RimWorld on IndieDB]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[http://www.facebook.com/rimworldgame RimWorld on Facebook]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[https://discord.gg/PFbB9vN Rimworld Wiki Discord]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &amp;lt;!-- border=&amp;quot;1px&amp;quot; &amp;lt;--for Testing --&amp;gt;&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; colspan=&amp;quot;2&amp;quot; width=&amp;quot;45%&amp;quot; | &lt;br /&gt;
== Basics and Concepts ==&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; colspan=&amp;quot;2&amp;quot; width=&amp;quot;45%&amp;quot; |&lt;br /&gt;
== Game Objects ==&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | &amp;lt;!--buffer, do not remove --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;23%&amp;quot;| &lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Basics]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Controls]]&lt;br /&gt;
:&amp;amp;#9642; [[Modding]]&lt;br /&gt;
:&amp;amp;#9642; [[Save file]]&lt;br /&gt;
:&amp;amp;#9642; [[User interface]]&lt;br /&gt;
:&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&lt;br /&gt;
:&amp;amp;#9642; [[Learning helper]]&lt;br /&gt;
:&amp;amp;#9642; [[Guides]]&lt;br /&gt;
::&amp;amp;#9642; [[Colony Building Guide]]&lt;br /&gt;
::&amp;amp;#9642; [[Quickstart Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Game Creation|'''Game&amp;amp;nbsp;Creation''']]&lt;br /&gt;
:&amp;amp;#9642; [[Scenario system]]	&lt;br /&gt;
:&amp;amp;#9642; [[AI Storytellers]]&lt;br /&gt;
::&amp;amp;#9642; [[Cassandra Classic]]&lt;br /&gt;
::&amp;amp;#9642; [[Phoebe Chillax]]&lt;br /&gt;
::&amp;amp;#9642; [[Randy Random]]&lt;br /&gt;
:&amp;amp;#9642; [[World generation]]	&lt;br /&gt;
:&amp;amp;#9642; [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
[[Characters|'''Character&amp;amp;nbsp;Properties''']]&lt;br /&gt;
:&amp;amp;#9642; [[Backstories]]&lt;br /&gt;
:&amp;amp;#9642; [[Health]]&lt;br /&gt;
:&amp;amp;#9642; [[Mood]]&lt;br /&gt;
:&amp;amp;#9642; [[Needs]]&lt;br /&gt;
:&amp;amp;#9642; [[Skills]]&lt;br /&gt;
:&amp;amp;#9642; [[Social]]&lt;br /&gt;
:&amp;amp;#9642; [[Thoughts]]&lt;br /&gt;
:&amp;amp;#9642; [[Traits]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;text-top mpbr&amp;quot; width=&amp;quot;22%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Menus]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Architect|Architect]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Work|Work]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Restrict|Restrict]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Assign|Assign]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Animals|Animals]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Research|Research]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#World|World]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#History|History]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Factions|Factions]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Menu|Menu]]&lt;br /&gt;
:&amp;amp;#9642; [[Development mode]]&lt;br /&gt;
&lt;br /&gt;
'''[[Gameplay]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Caravan]]&lt;br /&gt;
:&amp;amp;#9642; [[Combat]]&lt;br /&gt;
:&amp;amp;#9642; [[Cover]]&lt;br /&gt;
:&amp;amp;#9642; [[Defense]]&lt;br /&gt;
:&amp;amp;#9642; [[Drafting]]&lt;br /&gt;
:&amp;amp;#9642; [[Environment]]&lt;br /&gt;
:&amp;amp;#9642; [[Events]]&lt;br /&gt;
:&amp;amp;#9642; [[Factions]]&lt;br /&gt;
:&amp;amp;#9642; [[Firefighting]]&lt;br /&gt;
:&amp;amp;#9642; [[Research]]&lt;br /&gt;
:&amp;amp;#9642; [[Time]]&lt;br /&gt;
:&amp;amp;#9642; [[Trade]]&lt;br /&gt;
&lt;br /&gt;
'''[[Downloadable content|DLC]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Royalty (DLC)|Royalty]]&lt;br /&gt;
&lt;br /&gt;
'''[[Mods]]'''&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[List of mods]] &amp;lt;span style=&amp;quot;color: #aa0000; font-style: italic;&amp;quot;&amp;gt;(Deprecated)&amp;lt;/span&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Modding&amp;amp;nbsp;Tutorials]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;23%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Architect]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Orders]]&lt;br /&gt;
:&amp;amp;#9642; [[Zone]]&lt;br /&gt;
:&amp;amp;#9642; [[Structure]]&lt;br /&gt;
:&amp;amp;#9642; [[Production]]&lt;br /&gt;
:&amp;amp;#9642; [[Furniture]]&lt;br /&gt;
:&amp;amp;#9642; [[Power]]&lt;br /&gt;
:&amp;amp;#9642; [[Security]]&lt;br /&gt;
:&amp;amp;#9642; [[Misc]]&lt;br /&gt;
:&amp;amp;#9642; [[Floors]]&lt;br /&gt;
:&amp;amp;#9642; [[Recreation]]&lt;br /&gt;
:&amp;amp;#9642; [[Ship]]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Temperature]]&lt;br /&gt;
&lt;br /&gt;
'''[[Plants]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Decorative plants|Decorative]]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&lt;br /&gt;
:&amp;amp;#9642; [[Trees]]&lt;br /&gt;
:&amp;amp;#9642; [[Wild plants|Wild]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;22%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Character Types|Character&amp;amp;nbsp;Types]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Animals]]&lt;br /&gt;
:&amp;amp;#9642; [[Colonist]]s&lt;br /&gt;
:&amp;amp;#9642; [[Mechanoid]]s&lt;br /&gt;
:&amp;amp;#9642; [[Prisoners]]&lt;br /&gt;
:&amp;amp;#9642; [[Raider]]s&lt;br /&gt;
:&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&lt;br /&gt;
&lt;br /&gt;
'''[[Resources]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Drugs]]&lt;br /&gt;
:&amp;amp;#9642; [[Food]]&lt;br /&gt;
:&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&lt;br /&gt;
:&amp;amp;#9642; [[Materials]]&lt;br /&gt;
:&amp;amp;#9642; [[Textiles]]&lt;br /&gt;
&lt;br /&gt;
'''[[Gear]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Apparel]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&lt;br /&gt;
:&amp;amp;#9642; [[Weapons]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Neolithic Weapons|Neolithic]] &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Modern Weapons|Modern]]  &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Advanced Weapons|Advanced]] &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Mechanoid Weapons|Mechanoid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DJRedNightGaming</name></author>
	</entry>
</feed>