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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Longbyte1</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Longbyte1"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Longbyte1"/>
	<updated>2026-04-06T16:31:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:ThingDef/Standardized_styling,_default_values,_child_tags/reply&amp;diff=34824</id>
		<title>Talk:ThingDef/Standardized styling, default values, child tags/reply</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:ThingDef/Standardized_styling,_default_values,_child_tags/reply&amp;diff=34824"/>
		<updated>2015-04-11T04:28:18Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Reply to Standardized styling, default values, child tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If it's not too excessive, I'm fine with it.&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Main_Page/What_happened%3F/reply_(4)&amp;diff=33857</id>
		<title>Talk:Main Page/What happened?/reply (4)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Main_Page/What_happened%3F/reply_(4)&amp;diff=33857"/>
		<updated>2015-03-07T01:15:51Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Reply to What happened?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separator lines are a bit misaligned on my screen. Connect them? &amp;lt;br&amp;gt;&lt;br /&gt;
http://i.imgur.com/2pdcFPN.png&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.0.254B&amp;diff=32467</id>
		<title>Version/0.0.254B</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.0.254B&amp;diff=32467"/>
		<updated>2015-02-18T23:23:00Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.0.254B&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.0.254B''' was released on November 7, 2013 - Pre-alpha backer release 2&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Fixed a number of serious issues, including roofs not building over large indoor constructions, crashes on building at the edge of the map, wardens convincing prisoners endlessly, and landing pods destroying designated areas.&lt;br /&gt;
* Fixed a serious bug in Cassandra which was blocking events at high populations.&lt;br /&gt;
* Attempted to fix the black screen bug&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;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;
* Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Added warning popup for loading old saves with new versions. This is not supported.&lt;br /&gt;
* Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.&lt;br /&gt;
* Added a toggle to run the game even when the window isn't focused.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Pre-alpha]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.0.232&amp;diff=32466</id>
		<title>Version/0.0.232</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.0.232&amp;diff=32466"/>
		<updated>2015-02-18T23:21:57Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.0.232&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.0.232''' was released on October 16, 2013 - Pre-alpha press release 1&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Pre-alpha]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.1.334&amp;diff=32458</id>
		<title>Version/0.1.334</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.1.334&amp;diff=32458"/>
		<updated>2015-02-18T23:13:45Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.1.334&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.1.334''' was released on January 27, 2014 - Alpha 1&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.&lt;br /&gt;
* Various bugfixes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;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 [[modding|mod system]].&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;
* AI's now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.&lt;br /&gt;
* Had to scrap and try a new approach to having fixed default categories on the storage buildings.&lt;br /&gt;
* Integrated storyteller portraits in entry menus.&lt;br /&gt;
* Unified thing dropping placement code.&lt;br /&gt;
* [[Tough Kassandra Classic|Kassandra]] is now Cleopatra.&lt;br /&gt;
* Updated credits.&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;
* 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;
* 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;
* Continuing to tune the adaptive tutor and put in more lessons and cues.&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;
* 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;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;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;
* Lots of new art from Rho.&lt;br /&gt;
* Added jacket from Rho.&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;
* 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;
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 1]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.2.363&amp;diff=32457</id>
		<title>Version/0.2.363</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.2.363&amp;diff=32457"/>
		<updated>2015-02-18T23:13:35Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.2.363&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.2.363''' was released on February 26, 2014 - Alpha 2 — Cannibal Modders&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Extensive refactoring and bugfixing.&lt;br /&gt;
*Tons of bugfixes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Started some heavy refactoring of how different items fill different slots in a square.&lt;br /&gt;
*Added an options menu button to open your saves folder (nobody can find the damn thing).&lt;br /&gt;
*Added an options menu button to reset the adaptive tutor.&lt;br /&gt;
*Mac version now places Mods folder inside the app package to make the install cleaner.&lt;br /&gt;
*Cleanup and optimization: TargetPacks and DamageInfo are now structs for better GC performance. Made system to save TargetPacks when they refer to Things. Various other.&lt;br /&gt;
*Restructured how map section meshes are rebuilt to eliminate the in-between step that allocated large amounts of data. Now things print directly onto the mesh’s working data, which is a major optimization. Code is cleaner now too.&lt;br /&gt;
*Ridiculously huge performance improvements across the board due to simple rewriting of old perf-blind code. For example, we no longer draw the whole map every frame(!) - and tons of others.&lt;br /&gt;
*Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.&lt;br /&gt;
*For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.&lt;br /&gt;
*For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.&lt;br /&gt;
*Some small optimizations.&lt;br /&gt;
*Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can’t carry all of them.&lt;br /&gt;
*Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.&lt;br /&gt;
*Mods can now load content cross-references and images. Content handling is much cleaner overall. In progress. Created '''[[Royal bed (mod)|Royal Bed]]''' test mod.&lt;br /&gt;
*Guns and equipment, plants, and apparel are all now loaded from XML. Added '''[[rose|rose decorative plant]]'''.&lt;br /&gt;
*Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.&lt;br /&gt;
*Readjusted probabilities of solid and shuffled pawn bios appearing.&lt;br /&gt;
*Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.&lt;br /&gt;
*AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I’ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won’t have to be coupled together. You’ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).&lt;br /&gt;
*Started integrating Al’s ambient sounds.&lt;br /&gt;
*Finished basic new AI failure condition framework.&lt;br /&gt;
*Thoughts are now moddable definitions.&lt;br /&gt;
*Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.&lt;br /&gt;
*Integrated first-pass weather and ambient sounds.&lt;br /&gt;
*Reactions are now called recipes.&lt;br /&gt;
*Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.&lt;br /&gt;
*Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist’s job with a true reference to the specific work order they were in the process of carrying out.&lt;br /&gt;
*Blasting charges cut (until they can be balanced properly).&lt;br /&gt;
*Skill needs are now data-driven so you can define specific relationships between skills and different recipes’ efficiency and work time.&lt;br /&gt;
*Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.&lt;br /&gt;
*Balance: Colonists self-extinguish 2.5x more often.&lt;br /&gt;
*Advanced meal types require advanced cooking skills.&lt;br /&gt;
*Converted a bunch of old AI code into the new consistent toil format.&lt;br /&gt;
*Converted all building definitions from hardcoded into XML.&lt;br /&gt;
*Started modularizing EffectMakers and making them data-driven.&lt;br /&gt;
*Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.&lt;br /&gt;
*Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.&lt;br /&gt;
*Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.&lt;br /&gt;
*Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.&lt;br /&gt;
*Migrated research project definitions into XML.&lt;br /&gt;
*Migrated all remaining Thing data into XML.&lt;br /&gt;
*Rewrote how thing component data is handled (it’s no longer defined per enum on a centralized list) and migrated it all into XML.&lt;br /&gt;
*Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn-&amp;gt;animal-&amp;gt;squirrel).&lt;br /&gt;
*Set up apparels to spawn according to who they are, data-driven.&lt;br /&gt;
*Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.&lt;br /&gt;
*Skills now decay over time when at very high levels.&lt;br /&gt;
*Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.&lt;br /&gt;
*Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.&lt;br /&gt;
*Mods can now override core game data as well as add to it.&lt;br /&gt;
*Storytellers are now defined in XML.&lt;br /&gt;
*Made turret look and sound weak to match its functionality.&lt;br /&gt;
*Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.&lt;br /&gt;
*Started working on getting code loading with mods.&lt;br /&gt;
*Finished up stone economy with stone walls.&lt;br /&gt;
*Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.&lt;br /&gt;
*Filled out storyteller moddability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to handle work on locations as well as things.&lt;br /&gt;
*Created a no-roof region similar to the home region. The game won’t generate roofs in these regions. In addition, player-constructed roofs are removed when no-roof regions are added.&lt;br /&gt;
*Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg&lt;br /&gt;
*AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.&lt;br /&gt;
*Started creating the “bill” interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.&lt;br /&gt;
*Created '''[[cook stove]]''' and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.&lt;br /&gt;
*Added varied food types from plants: potatoes, agave, and berries.&lt;br /&gt;
*Added release-mode console GUI so modders can properly debug their content without going insane.&lt;br /&gt;
*Added max ingredient search radius for bills.&lt;br /&gt;
*Added qualitative descriptions to skill levels.&lt;br /&gt;
*Added gather spots so you can make idle colonists gather around certain tables.&lt;br /&gt;
*Added stone economy: '''[[stonecutter's table|stonecutter’s table]]''', crafting worktype, stone cutting workgiver, '''[[resources|stone blocks]]''' thing, '''[[stone tile|stone tiles]]''' floor, '''[[stone wall|low stone wall]]''', high stone wall.&lt;br /&gt;
*Added blasting charges back in as a mod.&lt;br /&gt;
*Added '''[[simple door]]'''. Cheaper, but cannot be powered.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 2]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.3.410&amp;diff=32456</id>
		<title>Version/0.3.410</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.3.410&amp;diff=32456"/>
		<updated>2015-02-18T23:13:23Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.3.410&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.3.410''' was released on April 12, 2014 - Alpha 3 — Factional Infighting&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Bugfixes.&lt;br /&gt;
*Fixed external code loading.&lt;br /&gt;
*Performance bugfixes.&lt;br /&gt;
*A one-line fix so colonists take stacks of items to storage after crafting them (not just one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.&lt;br /&gt;
*Started refactoring map generation into encapsulated steps and parameterized them.&lt;br /&gt;
*Pawn decision trees are now defined in XML.&lt;br /&gt;
*Added '''[[simple door]]'''. Cheaper, but cannot be powered.&lt;br /&gt;
*Filled out storyteller moddability.&lt;br /&gt;
*Finished refactoring map generation into encapsulated, parameterized steps.&lt;br /&gt;
*Thick rock roofs now drop ‘collapsed rocks’ instead of solid rocks.&lt;br /&gt;
*Disallowed building very close to the map edge. This discourages weird building patterns that exploit edges and corners and stress game systems.&lt;br /&gt;
*Resource lister now counts meals.&lt;br /&gt;
*Started automatic hunting. So far, colonists can go kick animals to death. Doesn’t work so well for boomrats.&lt;br /&gt;
*Moved JobDefs into XML.&lt;br /&gt;
*Job reports like “Hauling Metal.” or “Eating meal.” are now in JobDef, not code.&lt;br /&gt;
*Finished automated hunting. Colonists will hunt with guns or melee attacks.&lt;br /&gt;
*Pawns now try to eat nice meals when they have the choice over nutrient meals.&lt;br /&gt;
*Aptitude has become “average of relevant skills” out of 20 to reduce confusion.&lt;br /&gt;
*Damage types are now defined in xml definitions.&lt;br /&gt;
*Recipes can now give skills.&lt;br /&gt;
*Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.&lt;br /&gt;
*Raiders come from specific factions and don’t always drop from orbit.&lt;br /&gt;
*Bedding in and debugging generated faction system.&lt;br /&gt;
*Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.&lt;br /&gt;
*Solidified faction relations. They are now reported on the faction overview.&lt;br /&gt;
*Pawns of warring factions now fight.&lt;br /&gt;
*Let pawns spawn with minigun and L-15 LMG.&lt;br /&gt;
*Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.&lt;br /&gt;
*Pawns now spawn with backstories from appropriate spawn category for their faction.&lt;br /&gt;
*Started trying to fix save/load.&lt;br /&gt;
*Restricted hairdos by faction. No more pirates or tribals in pigtails.&lt;br /&gt;
*Mods list is now scrollable.&lt;br /&gt;
*Can now individually hide zones.&lt;br /&gt;
*Tribals now have special names (no more tribal Bob Smiths).&lt;br /&gt;
*All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some. Hooray, a reason to attack people!&lt;br /&gt;
*Faction spawning is now data-driven.&lt;br /&gt;
*XML loader now warns on finding no usable defs in a file.&lt;br /&gt;
*XML loader now warns and explains on finding anything besides a proper &amp;lt;li&amp;gt; tag inside a list element.&lt;br /&gt;
*You can now call factions on the radio and talk to them. You can offer them silver to improve relations.&lt;br /&gt;
*Colonists don’t get sad about being in darkness until they haven’t seen a light for 3-4 hours.&lt;br /&gt;
*Corpses can now rot.&lt;br /&gt;
*Pawns now spawn with randomized goodies. Yay, something to steal!&lt;br /&gt;
*Faction relations change over time.&lt;br /&gt;
*For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.&lt;br /&gt;
*Launch pad replaced with orbital trade beacon. Trade system clarification commences.&lt;br /&gt;
*Mental break probability is much lower.&lt;br /&gt;
*Colonists will now sleep on the ground if exhausted.&lt;br /&gt;
*Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).&lt;br /&gt;
*Bill config interface displays ingredient search radius ring.&lt;br /&gt;
*Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.&lt;br /&gt;
*It is now impossible to place a hopper in an invalid position.&lt;br /&gt;
*Modders can now create custom Def subclasses.&lt;br /&gt;
*Modders can now make custom code to define building placement restricters.&lt;br /&gt;
*Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&lt;br /&gt;
*Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.&lt;br /&gt;
*Game can now natively load dictionaries of data with def references as keys or values.&lt;br /&gt;
*Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.&lt;br /&gt;
*Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.&lt;br /&gt;
*Corpse hauling is now globally prioritized above other hauling.&lt;br /&gt;
*Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -&amp;gt; “no place configured to store this”)&lt;br /&gt;
*Bill dialog now warns you if you add a bill that no colonist has the skill to do.&lt;br /&gt;
*Drafted pawns now automatically beat adjacent fires.&lt;br /&gt;
*Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.&lt;br /&gt;
*Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.&lt;br /&gt;
*The tutor now properly teaches about the bills tab.&lt;br /&gt;
*Humanoids no longer eat raw food unless they are near-starving at least.&lt;br /&gt;
*Faction relations now measured on a -100 to 100 scale instead of 0-100.&lt;br /&gt;
*Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.&lt;br /&gt;
*Travelers arrive in groups sometimes.&lt;br /&gt;
*Can no longer place a no roof region where there is a thick roof.&lt;br /&gt;
*Friendly factions will not help you fight their own friends.&lt;br /&gt;
*Built up and redesigned AI code so factions can fight each other properly.&lt;br /&gt;
*Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.&lt;br /&gt;
*Enemies now stage attacks for randomized amounts of time.&lt;br /&gt;
*Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).&lt;br /&gt;
*If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.&lt;br /&gt;
*Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.&lt;br /&gt;
*You can now suspend bills without deleting or modifying them for easy later reactivation.&lt;br /&gt;
*AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.&lt;br /&gt;
*Testing and grinding down bugs produced over the past few weeks.&lt;br /&gt;
*Various minor usability improvements.&lt;br /&gt;
*Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.&lt;br /&gt;
*Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.&lt;br /&gt;
*New alerts make tiny bell noises.&lt;br /&gt;
*Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.&lt;br /&gt;
*Guns are now visible in peoples’ hands when aiming or in certain other circumstances.&lt;br /&gt;
*Most code-driven text can now be translated. Most text is now linked to the translation system.&lt;br /&gt;
*Rain now slowly washes away blood.&lt;br /&gt;
*In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.&lt;br /&gt;
*Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.&lt;br /&gt;
*Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.&lt;br /&gt;
*'''[[Fertilizer pump (mod)|Fertilizer pump]]''' mod integrated into core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Added rich dirt patches.&lt;br /&gt;
*Added simple ruins generation.&lt;br /&gt;
*Added basic music system. Added Al’s guitar sting for game start.&lt;br /&gt;
*Added target amount for bills; colonists won’t do the bill if you have more than the target amount in storage.&lt;br /&gt;
*Created the '''[[Fertilizer pump (mod)|Fertilizer Pump]]''' external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.&lt;br /&gt;
*Added more new colony optimism to help ease into the early game.&lt;br /&gt;
*Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.&lt;br /&gt;
*Created name generator for factions and made content for raider, outlander, and tribal factions.&lt;br /&gt;
*Added more music from Al.&lt;br /&gt;
*Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.&lt;br /&gt;
*Created some basic backstory content for tribals.&lt;br /&gt;
*Cleaned up pawn graphics and fixed it so they can be loaded from mods.&lt;br /&gt;
*Made people spawn per-faction. Started adding tribal raiders.&lt;br /&gt;
*Completed 28th revolution around the sun.&lt;br /&gt;
*Created soft faction relations so factions can get progressively more and less pissed at you.&lt;br /&gt;
*Added info window for '''[[factions]]'''.&lt;br /&gt;
*Added a cancel button on the in-progress buildings.&lt;br /&gt;
*Added help message about trading from orbital beacon in first-opened trade screen.&lt;br /&gt;
*Added hotkeys for architect mode.&lt;br /&gt;
*Added shortcut keys for next/previous colonist (default comma and period keys).&lt;br /&gt;
*Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).&lt;br /&gt;
*Created “get mods” Web link in mods page.&lt;br /&gt;
*Added a button to select through things in the same square (you could always do this by slowly clicking)&lt;br /&gt;
*Colonists don’t eat raw food unless urgently hungry or starving.&lt;br /&gt;
*Stonecutter’s table now requires research.&lt;br /&gt;
*Added a simple planning designation that does nothing so people can plan base layouts early.&lt;br /&gt;
*Added a glow to the button that a tutor concept is talking about. Easier to learn.&lt;br /&gt;
*Started text translation system.&lt;br /&gt;
*Integrated new player creative content.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 3]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.4.460&amp;diff=32455</id>
		<title>Version/0.4.460</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.4.460&amp;diff=32455"/>
		<updated>2015-02-18T23:13:12Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.4.460&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.4.460''' was released on June 1, 2014 - Alpha 4 — Giant Centipede Robots&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Tons of AI and usability improvements to hunting AI, player tutor, alerts, etc.&lt;br /&gt;
*Smarter AI storytellers that focus on wealth and let you recover from serious damage.&lt;br /&gt;
*More map variation.&lt;br /&gt;
*To Do.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Wood economy. Logs, sawing, planks, flooring, tree growing, and more.&lt;br /&gt;
*More stuff to research.&lt;br /&gt;
*Crematorium.&lt;br /&gt;
*Slag refinery.&lt;br /&gt;
*Mechanoids raids.&lt;br /&gt;
*Tension music for combat situations.&lt;br /&gt;
*More songs for normal gameplay.&lt;br /&gt;
*Region system for better performance.&lt;br /&gt;
*To Do.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*To Do.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 4]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.5.492B&amp;diff=32454</id>
		<title>Version/0.5.492B</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.5.492B&amp;diff=32454"/>
		<updated>2015-02-18T23:12:43Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.5.492B&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.5.492B''' was released on July 6, 2014 - Alpha 5 Balance Hotfix ([http://ludeon.com/blog/2014/07/alpha-5-balance-hotfix/ Developer Post])&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Installation====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Users could use their download link to install the new update, or they could manually install it with these instructions:&lt;br /&gt;
&lt;br /&gt;
Open Notepad or some other text editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With Notepad, open [YourRimWorldFolder]/Mods/Core/Defs/IncidentDefs/BaseIncidents.xml, and find this text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IncidentDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;defName&amp;gt;PsychicDrone&amp;lt;/defName&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;workerClass&amp;gt;IncidentWorker_PsychicDrone&amp;lt;/workerClass&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;chance&amp;gt;1.2&amp;lt;/chance&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;minRefireDays&amp;gt;8&amp;lt;/minRefireDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;favorability&amp;gt;Bad&amp;lt;/favorability&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/IncidentDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set &amp;lt;chance&amp;gt;1.2&amp;lt;/chance&amp;gt; to &amp;lt;chance&amp;gt;0&amp;lt;/chance&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Psychic Drone event temporarily disabled due to balance issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.5.496&amp;diff=32453</id>
		<title>Version/0.5.496</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.5.496&amp;diff=32453"/>
		<updated>2015-02-18T23:12:40Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.5.496&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Quiet version 0.5.496 rev18731''' was released on July 7, 2014 - Alpha 5C - Silent Hotfix&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Long eclipses no longer kill all the grass on the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.5.496B&amp;diff=32452</id>
		<title>Version/0.5.496B</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.5.496B&amp;diff=32452"/>
		<updated>2015-02-18T23:12:36Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.5.496B&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Silent version 0.5.496 rev18731''' was released on July 14, 2014 - Alpha 5D&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*No significant changes other than folder name change&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.5.492&amp;diff=32451</id>
		<title>Version/0.5.492</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.5.492&amp;diff=32451"/>
		<updated>2015-02-18T23:12:28Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.5.492&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.5.492 rev34036''' was released on July 4, 2014 - Alpha 5 — Under Siege ([http://ludeon.com/blog/2014/07/alpha-5-under-siege-released/ Developer Post])&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Nerfed pila&lt;br /&gt;
*Turrets can now require manning to work - This is the case for mortars&lt;br /&gt;
*Metal graphic replaced&lt;br /&gt;
*Language choice moved to main menu&lt;br /&gt;
*Raiders leave after doing sufficient damage&lt;br /&gt;
*Orbital drop raiders less numerous but can punch through thin roofs&lt;br /&gt;
*XML saver only saves data that does not match defaults - cleaner save files&lt;br /&gt;
*Mining plain rock sometimes leaves rock debris&lt;br /&gt;
*Starting equipment comes in drop pods&lt;br /&gt;
*Starting sleeping spots removed&lt;br /&gt;
*Hooked in PDB loading so modders can use code debuggers to step through their code&lt;br /&gt;
*Raiders will opportunistically kidnap incapacitated colonists and retreat&lt;br /&gt;
*Time displayed in months and years&lt;br /&gt;
*Weapon accuracy defined as 4 miss percentages for the different ranges (4/15/30/50 cells)&lt;br /&gt;
*Changed loyalty and fear to a single value - mood&lt;br /&gt;
*Split witnessed death thought into witnessed ally death and witnessed stranger death&lt;br /&gt;
*Increased many research costs&lt;br /&gt;
*Map generator will not produce empty deserts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Additions====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
======New Gameplay======&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Sieges&lt;br /&gt;
**Enemies take siege positions&lt;br /&gt;
**Recieve supplies from orbit&lt;br /&gt;
**Place sandbags&lt;br /&gt;
**Place mortars&lt;br /&gt;
**Eat, sleep, fight fires&lt;br /&gt;
*Mortars&lt;br /&gt;
**Incendieary and Dry Explosive&lt;br /&gt;
**Manual targeting&lt;br /&gt;
*Events&lt;br /&gt;
**Psychic Drone&lt;br /&gt;
***Negative thoughts for a time&lt;br /&gt;
**Ancient Ship Part Crash&lt;br /&gt;
**Ever-increasing psychic drone&lt;br /&gt;
***Kills nearby plants&lt;br /&gt;
**Agent Revealed&lt;br /&gt;
*Royal Bed integrated&lt;br /&gt;
*Scyther mechanoid&lt;br /&gt;
**Fast&lt;br /&gt;
**Doesn't use cover&lt;br /&gt;
**Accurate and deadly charge lance weapon&lt;br /&gt;
*Gear and clothing system&lt;br /&gt;
*Thoughts&lt;br /&gt;
**Cabin Fever&lt;br /&gt;
**Naked&lt;br /&gt;
*End-game Launchable Ship&lt;br /&gt;
*Biome system for animal and plant generation&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
======Optimized Gameplay======&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Storage and Bill filter options: Allow buried, colonist corpses, stranger corpses&lt;br /&gt;
*Basic biome support for plants&lt;br /&gt;
*Option to automatically make a home region around new constructions - Defaults to on&lt;br /&gt;
*Alerts&lt;br /&gt;
**Make starting stockpiles&lt;br /&gt;
**Unforbid starting resources&lt;br /&gt;
**Take starting weapons&lt;br /&gt;
**Change growing zone type&lt;br /&gt;
**Need sawmill&lt;br /&gt;
*New history and statistics tracking&lt;br /&gt;
**Optional opt-in upload for balancing purposes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Bug Fixes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Optimized particle registry and saturation&lt;br /&gt;
*Optimized large amounts of fire&lt;br /&gt;
*Storytellers don't clog up event queues as often&lt;br /&gt;
*Fixed starting resources and guns spawning in same square&lt;br /&gt;
*Plant ecology more stable over time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.6.532&amp;diff=32450</id>
		<title>Version/0.6.532</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.6.532&amp;diff=32450"/>
		<updated>2015-02-18T23:12:02Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.6.532&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Public version 0.6.532''' was released on August 13, 2014 - Alpha 6 Release&amp;lt;/div&amp;gt;&lt;br /&gt;
{{version}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*World generation added. You can now generate a world from a seed value and choose where to land your escape pods.&lt;br /&gt;
&lt;br /&gt;
*Biomes added. There are six biomes on the world map, but only three of them are implemented so far – desert, arid shrubland (the only choice, previously), and temperate forest.&lt;br /&gt;
&lt;br /&gt;
*Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.&lt;br /&gt;
&lt;br /&gt;
*Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn’t do much, it’s fun to play on the beach.)&lt;br /&gt;
&lt;br /&gt;
*Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can’t shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.&lt;br /&gt;
&lt;br /&gt;
*Pain level is tracked. A character in too much pain will become incapacitated.&lt;br /&gt;
&lt;br /&gt;
*Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.&lt;br /&gt;
&lt;br /&gt;
*Delicate body parts like brains or eyes usually end up with permanent damage when harmed.&lt;br /&gt;
&lt;br /&gt;
*Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.&lt;br /&gt;
&lt;br /&gt;
*EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets.&lt;br /&gt;
&lt;br /&gt;
*Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.&lt;br /&gt;
&lt;br /&gt;
*More translations added and existing translations updated.&lt;br /&gt;
&lt;br /&gt;
*Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 6]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.7.581&amp;diff=32449</id>
		<title>Version/0.7.581</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.7.581&amp;diff=32449"/>
		<updated>2015-02-18T23:11:00Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.7.581&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Alpha 7 - 0.7.581''' was released on October 1, 2014 - Alpha 7 Release&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.&lt;br /&gt;
&lt;br /&gt;
*New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.&lt;br /&gt;
&lt;br /&gt;
*There are now multiple types of stone: sandstone, granite, marble, slate, and limestone. &lt;br /&gt;
&lt;br /&gt;
*There are now multiple mineable minerals: metal, silver, gold, plasteel.&lt;br /&gt;
&lt;br /&gt;
*Leather harvesting from animals, and cloth harvesting from cotton crops.&lt;br /&gt;
&lt;br /&gt;
*Special space-tech cloth types.&lt;br /&gt;
&lt;br /&gt;
*Make clothing from arbitrary fabrics or leathers.&lt;br /&gt;
&lt;br /&gt;
*Reworked damage deflection chance per-damagetype armor system.&lt;br /&gt;
&lt;br /&gt;
*Some animals and mechanoids have natural armor.&lt;br /&gt;
&lt;br /&gt;
*New biome: tropical rainforest. A choking, disease-infested jungle.&lt;br /&gt;
&lt;br /&gt;
*Disease rates are linked to biomes.&lt;br /&gt;
&lt;br /&gt;
*Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.&lt;br /&gt;
&lt;br /&gt;
*Organ harvesting and transplanting.&lt;br /&gt;
&lt;br /&gt;
*Diseases: flu, plague, malaria, sleeping sickness.&lt;br /&gt;
&lt;br /&gt;
*Chronic conditions (age-related): Cataracts, bad back&lt;br /&gt;
&lt;br /&gt;
*A bunch of new traits. Brawler, prosthophile, and more&lt;br /&gt;
&lt;br /&gt;
*New trade system and interface.&lt;br /&gt;
&lt;br /&gt;
*Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.&lt;br /&gt;
&lt;br /&gt;
*Neutrotrainers: Matrix-style instant training devices.&lt;br /&gt;
&lt;br /&gt;
*Lockable doors&lt;br /&gt;
&lt;br /&gt;
*Melee weapons: Club, knife, spear, shiv, short sword&lt;br /&gt;
&lt;br /&gt;
*New animals: cobra, monkey, camel, tortoise, boar, rhino.&lt;br /&gt;
&lt;br /&gt;
*Storyteller redesigned and rebalanced.&lt;br /&gt;
&lt;br /&gt;
*Visitors carry their own food and hopefully won’t raid your food supplies.&lt;br /&gt;
&lt;br /&gt;
*Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).&lt;br /&gt;
&lt;br /&gt;
*Rewritten credits system integrates translator credits from each translation automatically. &lt;br /&gt;
&lt;br /&gt;
*Piles of other additions, fixes, and tunings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 7]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.9.722&amp;diff=32448</id>
		<title>Version/0.9.722</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.9.722&amp;diff=32448"/>
		<updated>2015-02-18T23:09:36Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Remember to use noinclude.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.9.722&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Alpha 9 - 0.9.722''' was released on February 18, 2015 - Alpha 9 Release + Hotfixes&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Alcohol'''&lt;br /&gt;
*Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts&lt;br /&gt;
*Added special ‘binge’ mental breaks&lt;br /&gt;
*Added teetotaler and chemical fascination traits&lt;br /&gt;
*Added hangovers&lt;br /&gt;
&lt;br /&gt;
'''Tales and art'''&lt;br /&gt;
*There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.&lt;br /&gt;
*Sculptures now have generated descriptions of what they depict.&lt;br /&gt;
*Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up&lt;br /&gt;
*High-quality weapons have art engraved into them.&lt;br /&gt;
*All weapons now have quality levels, including guns and bows.&lt;br /&gt;
&lt;br /&gt;
'''Age'''&lt;br /&gt;
*Old characters now appear at a low but regular rate.&lt;br /&gt;
*Old characters have gray hair and tend to have age-related illnesses (cataracts, bad back) which reduce their effectiveness.&lt;br /&gt;
*Old characters tend to spawn with higher skills.&lt;br /&gt;
*Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.&lt;br /&gt;
*Dates are now relative to specific years. The game starts in 5500.&lt;br /&gt;
&lt;br /&gt;
== New content ==&lt;br /&gt;
&lt;br /&gt;
*Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.&lt;br /&gt;
*Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.&lt;br /&gt;
*Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.&lt;br /&gt;
*Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
*You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.&lt;br /&gt;
*Guns now have quality levels which affect accuracy.&lt;br /&gt;
*Added Heavy SMG&lt;br /&gt;
*Added psychic foil helmet&lt;br /&gt;
*Added corn and rice crops.&lt;br /&gt;
*Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.&lt;br /&gt;
*People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.&lt;br /&gt;
*Game now records total real playtime per colony.&lt;br /&gt;
*Added ‘pause on load game’ option.&lt;br /&gt;
*Many new sound effects from Alistair Lindsay for UI, work, and combat.&lt;br /&gt;
&lt;br /&gt;
== Misc Improvements ==&lt;br /&gt;
&lt;br /&gt;
*Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.&lt;br /&gt;
*Added bad thought for wearing tattered clothes.&lt;br /&gt;
*Apparel becomes damaged when owner dies from violence.&lt;br /&gt;
*Apparel actually takes the damage it absorbs as armor.&lt;br /&gt;
*Apparel wears out over very long periods of use.&lt;br /&gt;
*Uranium ore now appears as a minable natural rock.&lt;br /&gt;
*Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.&lt;br /&gt;
*Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.&lt;br /&gt;
*Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.&lt;br /&gt;
*Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.&lt;br /&gt;
*Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.&lt;br /&gt;
*Reworked ship takeoff sequence into a proper whiteout with nice credits.&lt;br /&gt;
*Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.&lt;br /&gt;
*Temperature now equalizes through both walls and roof/floor.&lt;br /&gt;
*Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.&lt;br /&gt;
*Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.&lt;br /&gt;
*Colonists are now bothered by people walking around inside the room while they sleep.&lt;br /&gt;
*People newly woken from cryptosleep have cryptosleep sickness for a while.&lt;br /&gt;
*Wind varies over time (not just with weather changes), and so will the power output of wind turbines.&lt;br /&gt;
*Fonts are now nicely antialiased.&lt;br /&gt;
*Tons of other refinements, rebalancings, and bugfixes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 9]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.8.657&amp;diff=32444</id>
		<title>Version/0.8.657</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.8.657&amp;diff=32444"/>
		<updated>2015-02-18T23:06:40Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Noinclude around category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.8.657&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Alpha 8 - 0.8.657''' was released on December 15, 2014 - Alpha 8 Release + Hotfixes&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Temperature and seasons&lt;br /&gt;
*A new temperature system tracks temperatures indoors and outdoors.&lt;br /&gt;
*Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.&lt;br /&gt;
*Certain clothing can protect against temperature discomfort/harm.&lt;br /&gt;
*Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.&lt;br /&gt;
*There are special heat wave/cold snap events.&lt;br /&gt;
*Added heater and cooler buildings.&lt;br /&gt;
*Food spoils. This can be slowed or prevented with refrigeration.&lt;br /&gt;
*Snow falls and accumulates over winter. It slows down movement.&lt;br /&gt;
*Snow can be cleared manually, and will melt if heated.&lt;br /&gt;
*New apparel: Parka and tuque.&lt;br /&gt;
*Added new biomes: boreal forest and tundra&lt;br /&gt;
*Art and crafting&lt;br /&gt;
*Sculptor’s table added. Colonists can create abstract sculptures.&lt;br /&gt;
*Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.&lt;br /&gt;
*Apparel crafting now allows crafting any kind of apparel.&lt;br /&gt;
*Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
*Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).&lt;br /&gt;
*Added art trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New content ==&lt;br /&gt;
&lt;br /&gt;
*New animals: elk, hare&lt;br /&gt;
*New plants: pine tree, birch tree, moss, xerigium&lt;br /&gt;
*Xerigium plants can be farmed and refined into herbal medicine.&lt;br /&gt;
*New power plant: wind turbine.&lt;br /&gt;
*New weapons: triple rocket launcher, doomsday rocket launcher.&lt;br /&gt;
*New items: Glitterworld medicine, herbal medicine.&lt;br /&gt;
*Alphabeaver event creates alphabeavers who will consume trees until stopped.&lt;br /&gt;
*Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.&lt;br /&gt;
*Economy and trader stock generation reworked and rebalanced from the ground up.&lt;br /&gt;
*Stats inspector allows inspecting more things in more places, and provides more, clearer info.&lt;br /&gt;
*Several new songs from Alistair Lindsay.&lt;br /&gt;
*You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
*You can now configure your keyboard hotkeys.&lt;br /&gt;
*Dozens of other fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
*There was a bug in Alpha 8: If a colonist smoothed a terrain that wasn’t rough stone, the game would crash (Alpha 8B)&lt;br /&gt;
&lt;br /&gt;
*Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when *laying large amounts of carpet without enough cloth).&lt;br /&gt;
*Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.&lt;br /&gt;
*The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill *several times and ending up with multiple unfinished versions of the same item.&lt;br /&gt;
*The ‘was imprisoned’ thought now has a greater effect on mood.&lt;br /&gt;
*Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).&lt;br /&gt;
*Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light. (Alpha 8C)&lt;br /&gt;
&lt;br /&gt;
*Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded. (Alpha 8 D/E)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Alpha 8]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Alistaire/Archive_1&amp;diff=32443</id>
		<title>User talk:Alistaire/Archive 1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Alistaire/Archive_1&amp;diff=32443"/>
		<updated>2015-02-18T23:01:09Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Talk page autocreated when first thread was posted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Alistaire/Bring_to_main_namespace&amp;diff=32442</id>
		<title>User talk:Alistaire/Bring to main namespace</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Alistaire/Bring_to_main_namespace&amp;diff=32442"/>
		<updated>2015-02-18T23:01:08Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: New thread: Bring to main namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'd be willing to bring your personal MSDN out of your userspace over to the main namespace, as I've been struggling to keep my own [[:Category:Defs|def/attribute list]] up to date. Interested?&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Page_tabs&amp;diff=32351</id>
		<title>Template:Page tabs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Page_tabs&amp;diff=32351"/>
		<updated>2015-02-17T02:58:26Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Not sure that Lua will work in templates. just go with it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--&amp;lt;!-- This module implements {{Page tabs}}.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local getArgs = require('Module:Arguments').getArgs&lt;br /&gt;
local yesno = require('Module:Yesno')&lt;br /&gt;
 &lt;br /&gt;
local p = {}&lt;br /&gt;
 &lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	local args = getArgs(frame)&lt;br /&gt;
	return p._main(args)&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function p._main(args)&lt;br /&gt;
	local makeTab = p.makeTab&lt;br /&gt;
	local root = mw.html.create()&lt;br /&gt;
	root:wikitext(yesno(args.NOTOC) and '__NOTOC__' or nil)&lt;br /&gt;
	local troot = root:tag('table')&lt;br /&gt;
	troot&lt;br /&gt;
		:css('background', args.Background or '#f8fcff')&lt;br /&gt;
		:css('text-align', 'center')&lt;br /&gt;
		:css('width', '100%')&lt;br /&gt;
		:css('border', '0')&lt;br /&gt;
		:css('border-spacing', '0')&lt;br /&gt;
		:css('border-collapse', 'collapse')&lt;br /&gt;
		:css('vertical-align', 'top')&lt;br /&gt;
	local trow = troot:tag('tr')&lt;br /&gt;
	if not args[1] then&lt;br /&gt;
		args[1] = '{{{1}}}'&lt;br /&gt;
	end&lt;br /&gt;
	for i, link in ipairs(args) do&lt;br /&gt;
		local thisPage&lt;br /&gt;
		if tonumber(args.This) == i then&lt;br /&gt;
			thisPage = true&lt;br /&gt;
		end&lt;br /&gt;
		trow:wikitext(makeTab(link, thisPage))&lt;br /&gt;
	end&lt;br /&gt;
	trow:tag('td')&lt;br /&gt;
		:css('border-bottom', '2px solid #a3b1bf')&lt;br /&gt;
		:css('width', '3000px')&lt;br /&gt;
		:wikitext('&amp;amp;nbsp;')&lt;br /&gt;
 &lt;br /&gt;
	return tostring(root)&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function p.makeTab(link, thisPage)&lt;br /&gt;
	local tcell = mw.html.create()&lt;br /&gt;
	tcell:tag('td')&lt;br /&gt;
		:css('padding', '0.5em')&lt;br /&gt;
		:css('background-color', thisPage and 'white' or '#cee0f2')&lt;br /&gt;
		:cssText(not thisPage and 'font-size:90%' or nil)&lt;br /&gt;
		:css('line-height', '0.95em')&lt;br /&gt;
		:css('border', 'solid 2px #a3b1bf')&lt;br /&gt;
		:cssText(thisPage and 'border-bottom:0')&lt;br /&gt;
		:cssText(thisPage and 'font-weight:bold')&lt;br /&gt;
		:css('white-space', 'nowrap')&lt;br /&gt;
		:css('width', '20px')&lt;br /&gt;
		:wikitext(link)&lt;br /&gt;
		:done()&lt;br /&gt;
	:tag('td')&lt;br /&gt;
		:css('border-bottom', '2px solid #a3b1bf')&lt;br /&gt;
		:css('width', '3px')&lt;br /&gt;
		:css('padding', '0')&lt;br /&gt;
		:wikitext('&amp;amp;nbsp;')&lt;br /&gt;
	return tostring(tcell)&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.334&amp;diff=32324</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=32324"/>
		<updated>2015-02-16T17:52:24Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.1.334''' was released on January 26, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
*Added adaptive tutor messages for opening comms, setting storage priorities, and growing food.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/0.8.657&amp;diff=32323</id>
		<title>Version/0.8.657</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/0.8.657&amp;diff=32323"/>
		<updated>2015-02-16T17:50:59Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; overflow:hidden;&amp;quot; class=&amp;quot;mpb br15tr br15tl br15bl br15br&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth mpbr mpbb br15br version_num&amp;quot;&amp;gt;0.8.657&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0 10px; display:inline-block;&amp;quot;&amp;gt;'''Alpha 8 - 0.8.657''' was released on December 15, 2014 - Alpha 8 Release + Hotfixes&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mpth2 text-center mpbt mpbr mpbb br15tr br15br version_cat&amp;quot;&amp;gt;&lt;br /&gt;
====Changes====&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Temperature and seasons&lt;br /&gt;
*A new temperature system tracks temperatures indoors and outdoors.&lt;br /&gt;
*Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.&lt;br /&gt;
*Certain clothing can protect against temperature discomfort/harm.&lt;br /&gt;
*Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.&lt;br /&gt;
*There are special heat wave/cold snap events.&lt;br /&gt;
*Added heater and cooler buildings.&lt;br /&gt;
*Food spoils. This can be slowed or prevented with refrigeration.&lt;br /&gt;
*Snow falls and accumulates over winter. It slows down movement.&lt;br /&gt;
*Snow can be cleared manually, and will melt if heated.&lt;br /&gt;
*New apparel: Parka and tuque.&lt;br /&gt;
*Added new biomes: boreal forest and tundra&lt;br /&gt;
*Art and crafting&lt;br /&gt;
*Sculptor’s table added. Colonists can create abstract sculptures.&lt;br /&gt;
*Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.&lt;br /&gt;
*Apparel crafting now allows crafting any kind of apparel.&lt;br /&gt;
*Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
*Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).&lt;br /&gt;
*Added art trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New content ==&lt;br /&gt;
&lt;br /&gt;
*New animals: elk, hare&lt;br /&gt;
*New plants: pine tree, birch tree, moss, xerigium&lt;br /&gt;
*Xerigium plants can be farmed and refined into herbal medicine.&lt;br /&gt;
*New power plant: wind turbine.&lt;br /&gt;
*New weapons: triple rocket launcher, doomsday rocket launcher.&lt;br /&gt;
*New items: Glitterworld medicine, herbal medicine.&lt;br /&gt;
*Alphabeaver event creates alphabeavers who will consume trees until stopped.&lt;br /&gt;
*Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.&lt;br /&gt;
*Economy and trader stock generation reworked and rebalanced from the ground up.&lt;br /&gt;
*Stats inspector allows inspecting more things in more places, and provides more, clearer info.&lt;br /&gt;
*Several new songs from Alistair Lindsay.&lt;br /&gt;
*You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
*You can now configure your keyboard hotkeys.&lt;br /&gt;
*Dozens of other fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
*There was a bug in Alpha 8: If a colonist smoothed a terrain that wasn’t rough stone, the game would crash (Alpha 8B)&lt;br /&gt;
&lt;br /&gt;
*Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when *laying large amounts of carpet without enough cloth).&lt;br /&gt;
*Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.&lt;br /&gt;
*The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill *several times and ending up with multiple unfinished versions of the same item.&lt;br /&gt;
*The ‘was imprisoned’ thought now has a greater effect on mood.&lt;br /&gt;
*Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).&lt;br /&gt;
*Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light. (Alpha 8C)&lt;br /&gt;
&lt;br /&gt;
*Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded. (Alpha 8 D/E)&lt;br /&gt;
[[Category:Alpha 8]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.331&amp;diff=32322</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=32322"/>
		<updated>2015-02-16T17:50:33Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.1.331''' was released on January 23, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Bugfixes&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.332&amp;diff=32321</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=32321"/>
		<updated>2015-02-16T17:50:27Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.1.332''' was released on January 24, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
Performance optimizations and a worryingly large number of bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.1.333&amp;diff=32320</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=32320"/>
		<updated>2015-02-16T17:50:23Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.1.333''' was released on January 25, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
*Various pre-release fixes.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.247&amp;diff=32319</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=32319"/>
		<updated>2015-02-16T17:48:40Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: Mass tagging internal versions. Sorry for any interruption.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version/0.0.247''' was released on October 31, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Totally refactored how equipment and verbs are managed under the hood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.240&amp;diff=32318</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=32318"/>
		<updated>2015-02-16T17:48:04Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.240''' was released on October 24, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Various bugfixes and balance adjustments.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.241&amp;diff=32317</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=32317"/>
		<updated>2015-02-16T17:47:57Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.241''' was released on October 25, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Lots of bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.243&amp;diff=32316</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=32316"/>
		<updated>2015-02-16T17:47:53Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.243''' was released on October 27, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Optimizations and bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
* You can now prioritize colonists’ tasks individually.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.245&amp;diff=32315</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=32315"/>
		<updated>2015-02-16T17:47:48Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version/0.0.245''' was released on October 29, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.248&amp;diff=32314</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=32314"/>
		<updated>2015-02-16T17:47:29Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.248''' was released on November 1, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.249a&amp;diff=32313</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=32313"/>
		<updated>2015-02-16T17:47:18Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.249a''' was released on November 2, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed various bugs.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
* Added video quality levels. Mostly it just turns off AA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.250&amp;diff=32312</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=32312"/>
		<updated>2015-02-16T17:47:09Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.250''' was released on November 3, 2013 - Pre-alpha backer release 1&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Many bugfixes in prep for public alpha.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Reorganized enemy attack AI to acquire turret targets even without line of sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253&amp;diff=32311</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=32311"/>
		<updated>2015-02-16T17:47:01Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.253''' was released on November 6, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253b&amp;diff=32310</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=32310"/>
		<updated>2015-02-16T17:46:57Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.253b''' was released on November 6, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed a serious bug in Cassandra which was blocking events at high populations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.253c&amp;diff=32309</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=32309"/>
		<updated>2015-02-16T17:46:52Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.253c''' was released on November 6, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Bugfixes and code cleanup.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.317B&amp;diff=32308</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=32308"/>
		<updated>2015-02-16T17:46:22Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.317b''' was released on January 9, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Many, many bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.317&amp;diff=32307</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=32307"/>
		<updated>2015-02-16T17:46:16Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.317''' was released on January 8, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Many, many bug fixes for stockpiling-related stuff.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
* Added jacket from Rho.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.314&amp;diff=32306</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=32306"/>
		<updated>2015-02-16T17:46:10Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.314''' was released on January 6, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&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;
=== Additions ===&lt;br /&gt;
* Lots of new art from Rho.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.294&amp;diff=32305</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=32305"/>
		<updated>2015-02-16T17:46:00Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.294''' was released on December 17, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the [[modding|mod system]].&lt;br /&gt;
* Various other changes.&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.254&amp;diff=32304</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=32304"/>
		<updated>2015-02-16T17:45:55Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.254''' was released on November 7, 2013.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Bugfixes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.324&amp;diff=32303</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=32303"/>
		<updated>2015-02-16T17:45:24Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.324''' was released on January 16, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Various bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.323&amp;diff=32302</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=32302"/>
		<updated>2015-02-16T17:45:17Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.323''' was released on January 15, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Various bugfixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.322&amp;diff=32301</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=32301"/>
		<updated>2015-02-16T17:45:11Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.322''' was released on January 14, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* A pile of bugfixes for stockpiling AI.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Updated credits.&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.321&amp;diff=32300</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=32300"/>
		<updated>2015-02-16T17:45:01Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.321''' was released on January 13, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Unified thing dropping placement code.&lt;br /&gt;
* [[Tough_Kassandra_Classic|Kassandra]] is now Cleopatra.&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.320&amp;diff=32299</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=32299"/>
		<updated>2015-02-16T17:44:55Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.320''' was released on January 12, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Various further bugfixes, some stockpile related, some old bugs.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Integrated storyteller portraits in entry menus.&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.318&amp;diff=32298</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=32298"/>
		<updated>2015-02-16T17:44:51Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.318''' was released on January 10, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.325&amp;diff=32297</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=32297"/>
		<updated>2015-02-16T17:44:37Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.325''' was released on January 17, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Stockpiling AI bug fixes.&lt;br /&gt;
* Various bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.327&amp;diff=32296</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=32296"/>
		<updated>2015-02-16T17:44:28Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.327''' was released on January 19, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* A pile of bugfixes, especially for stockpiling AI.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Continuing to tune the adaptive tutor and put in more lessons and cues.&lt;br /&gt;
&lt;br /&gt;
=== Additions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.328&amp;diff=32295</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=32295"/>
		<updated>2015-02-16T17:44:18Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.328''' was released on January 20, 2014.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
Small usability changes and bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&lt;br /&gt;
Refined and tuned the adaptive tutor, added about six new concepts to teach.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Internal_version/0.0.329&amp;diff=32294</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=32294"/>
		<updated>2015-02-16T17:43:57Z</updated>

		<summary type="html">&lt;p&gt;Longbyte1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Internal version 0.0.329''' was released on January 21, 2014.&lt;br /&gt;
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=== Bug Fixes ===&lt;br /&gt;
*Various bugs fixed.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&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;
=== Additions ===&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;
&amp;lt;noinclude&amp;gt;{{version|i}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Internal versions]]&lt;/div&gt;</summary>
		<author><name>Longbyte1</name></author>
	</entry>
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