Difference between revisions of "RimWorld Wiki:To-do"

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===Pages to be Recoded===
 
===Pages to be Recoded===
 
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| Animals ||  
 
| Animals ||  
 
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
 
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
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* It may be possible to automate comparisons for the analysis re: ranking of food efficiency, wool efficiency, etc.
 
| <!-- Place name here with a "~~~", without quotes -->
 
| <!-- Place name here with a "~~~", without quotes -->
 
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Latest revision as of 12:06, 4 December 2024

There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{Stub}} to make our job a bit easier.

If you want to suggest something that needs to be done, sign your post with ~~~~ - Zesty (talk)

Pages that need rewrites, creation, content, or updated/more images[edit]

Pages to be rewritten[edit]

This automated list displays a random selection of up to #50 pages out of #159 designated as in need of rewrites. For a complete, see Category:Pages to be rewritten.

Image(s) wanted[edit]

This automated list displays a random selection of up to #50 pages out of #118 designated as in need of images. For a complete, see Category:Pages that need images.

Pages wanted[edit]

Stubs[edit]

This automated list displays a random selection of up to #50 pages out of #921 designated as in need of additional content. For a complete, see Category:Stubs.

Pages that need fact checking or details[edit]

This automated list displays a random selection of up to #50 pages out of #320 designated as in need of fact checking or additional details. For a complete, see Category:Pages that need fact checking.

Pages to be Moved[edit]

This automated list displays a random selection of up to #50 pages out of #9 designated as in need of moving. For a complete, see Category:Pages to be moved.

Pages to be Split[edit]

This automated list displays a random selection of up to #50 pages out of #8 designated as in need of moving. For a complete, see Category:Pages to be split.

N
  • Noctolith (Split Reason Partial split/merge. Strip noctolith of details about UD amd have that be primary page with this page being about mechanics specific to the structures themselves. Link to UD for other mechanics)
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  • Golden cube (Split Reason Section:Would be easier to do stats atc. - leave brief summary here, with link to that page)
I
  • Ideoligion (Split Reason Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a Template:Main link to the oage. redirect Conversion there too)
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  • Transport pod (Split Reason Transport pods and npc drop pods are different buildings, have different mechanics, and different stats.)
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  • Mood (Split Reason Split this back into Mood and Thoughts. Page is unworkably large, and needs a TOC which it can't have without being massive.)
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  • Crashed ship parts (Split Reason Breaks properties, and they have separate analyses and details with sufficient potential for length to justify the separation - this page can be retained as disambig/general with links to the original page and shared info can be templatised if (and only if) necessary)
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  • Psychic rituals (Split Reason Individual ritual pages with this as a general mechanical summary might be better given density of information and unique uses for each ritual. open for discussion)
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  • Shuttle (Split Reason Properties, details, avoid confusion re: the (lack of) causative link between damaging/killing normal shuttles and crashed variants)

Pages to be Merged[edit]

This automated list displays a random selection of up to #50 pages out of #16 designated as in need of merging with other pages. For a complete, see Category:Pages to be merged.

Pages to be Recoded[edit]

This automated list displays a random selection of up to #20 pages out of #90 designated as in need of recoding. For a complete, see Category:Pages to be recoded.

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  • Psycasts (Recode Reason Section:Once the detail is on the individual psycast pages, this table should be automated - note: Effects will likely have to stay manual - once recoded, add directive to see invidivual pages)
  • Prison Break (Recode Reason Section:Actual math on Prison Break MTB)
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M
R
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  • Admin noticeboard (Recode Reason Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed)
  • Acquisition (Recode Reason 1) Ideology requirements 3) mech resurrection 4) The tradeTags check has been disabled, at least for now - just because something has trade tags, doesn't mean that it can actually be purchased from traders. E.g. Psylink neuroformer, antigrain warhead, Clawer 5) Should we mention crafting spot doubling crafting time?)
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  • Toxic Resistance (Recode Reason Check that every psge has the correct tox resistance set, then automate a collapsable (default to collapsed) table of the default tox resists. There's getting to be too many to describe in normal text body.)
  • Traits (Recode Reason 1) Use of Template: Thought 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc.))
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  • Infobox main/doc (Recode Reason Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.)
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  • Lore (Recode Reason Section:Add a toggle to hide all the places that are just "Blah - exists" or "Blah = this planet type" - alternatively reformatting such that they don't get their own row without being more interesting)
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  • Key (Recode Reason It'd be really nice if the template actually supported the console options it claims too, specifically the ones added by Console edition and steam deck too.)
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Pages using duplicate arguments in template calls[edit]

This category is currently empty. Good work! Check.png

Pages with wrong property definitions[edit]

This automated list displays a random selection of up to #50 pages out of #180 designated as in need of recoding. For a complete, see Property:Has improper value for.

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Unverified articles[edit]

This automated list displays a random selection of up to #10 pages out of #739 that have not been verified. For a complete, see Category:Unverified articles.

Category checks[edit]

Page category check[edit]

The following pages (ordered by Modification date) only have a maintenance category defined and lack a content category:

Embryo, Stasis cocoon, Nerve bundle, Fleshmass neural lump, Revenant flesh chunk, Gray flesh sample, Twisted archotech support, Void metal wall, Void metal mass, Pocket map, Metal hell, Revenant invisibility, Books, Events/Anomaly, Fleshmass, Undercave, Ovum, Fleshmass spitter, Toxic wastepack, Labyrinth, Work site, Stat/Categories, Stat/Core Abilities, Stat/Core Apparel, Stat/Core Basics General, Stat/Core Basics Special, Stat/Core Building Special, Stat/Core Pawns Combat, Stat/Core Pawns Social, Stat/Core Pawns Work General, Stat/Core Pawns Work Medical, Stat/Core Pawns Work Recipes, Stat/Core Stuff, Stat/Core Weapons Melee, Stat/Core Weapons Ranged, Stat/Core Pawns General, ... further results

The last checked page has a Modification date of: 6 September 2024 19:25:54. There are still more to go. Ex.png

File category check[edit]

The following files (ordered by Modification date) don't have a file category set: Shard a.png Shard b.png Shard c.png Void structure b.png Clipboard north.png RevenantSpine.png Void structure a.png Gray flesh strip.png Revenant flesh chunk.png Monolith fragment A.png Monolith fragment B.png Monolith fragment C.png Monolith fragment D.png Monolith fragment E.png Monolith fragment F.png Flesh whip limb A.png Flesh whip limb B.png Flesh whip limb C.png Flesh whip limb D.png Tentacle limb A.png Tentacle limb B.png Tentacle limb C.png Fleshmass atlas.png Fleshmass piece A.png Fleshmass piece B.png Fleshmass piece C.png Fleshmass piece D.png Fleshmass piece E.png Fleshmass piece F.png Fleshmass piece G.png Fleshmass piece H.png Fleshmass base 1x1 A.png Fleshmass base 3x3 A.png Fleshmass base 2x2 B.png Fleshmass base 3x3 B.png Fleshmass base 2x2 A.png Fleshmass base 1x1 B.png Fleshmass atlas 4 1.png Twisted archotech support east.png Twisted archotech support north.png Twisted archotech support small east.png Twisted archotech support small north.png Twisted archotech support small south.png Twisted archotech support south.png Twisted archotech support vertical.png ... further results

The last checked file has a Modification date of: 26 July 2024 03:32:56. There are still more to go. Ex.png

Copyright checks[edit]

No license[edit]

The following files (ordered by Modification date) don't have a license template: ... further results

The last checked page has a Modification date of: 1 October 2023 11:56:26. There are still more to go. Ex.png

Incomplete license[edit]

The following query returns up to #10 out of #59 random files that have a license template but with incomplete information:

Folders-OS-Linux-Metro-icon.png,

Error creating thumbnail: File with dimensions greater than 12.5 MP

, Join Discord.png, Intricate.PNG, Human Body Clothing Layers Infographic.png, Modal Safe Delete Icon.png, Folders-OS-Apple-Metro-icon.png, Ambox content.png, KJK.png, Irc icon.png... further results

General To-do List[edit]

Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)

  • Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
  • Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
  • Properties: Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. Harakoni (talk) 01:07, 14 October 2021 (UTC)
  • Chair super page: As above but for "sitting furniture". - Harakoni (Wiki Moderator) (talk) 04:05, 14 March 2022 (UTC)
  • Goodwill template: Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. Harakoni (Wiki Moderator) (talk) 04:37, 17 October 2022 (UTC)
  • Insectoid pollution stimulus: effects need to be added to the relevant insectoid pages, and possible ailments. - Harakoni (Wiki Moderator) (talk) 12:24, 12 November 2022 (UTC)
  • Pyromaniac mood boosts: different firey objects add stacks to a moodlet for pyromaniacs. these stacks should be noted on the individual pages.
  • Floor pages have a lot of pages that don't fit the format standard, lots of summary info in the intro etc. Creating and implementing standards accorss these pages would be good.
  • Terrain pages, and associated nav box. see Category: Terrain and Terrain

Content templates[edit]

The following need content templates made for them - i.e. standardized pieces of text for use on several pages with a shared attribute that can be updated from one centralized page. These typically aren't hard to code but do have the basics of template design so are great for anyone beginners and veterans to attempt. Most of the skill is in writing the actual prose. please see the category linked above for lots of examples to copy. Also feel free to reach out to me if you need a hand - Harakoni (Wiki Moderator) (talk)

Suggested page Suggested pages Suggested content
Template: Egg Summary Note Egg pages Suggest having two modes - one for fert one for unfert. Have fertilisation mechanics, tempersture ruining, laying, egg boxes, use as meat replacement, hatching eetc.
??? Apparel selectable as ideoligious That it can be selected, link to the relevant sectiok of ideoligion, mood effects for selection using the Template: Thought as appropriate.
Template: Noble Apparel Note All clothes that are appropriate clothing for nobles templatize the spiel on coronet et al and then roll out to the prestige armor pages. cover moodlets, who requires each rank, coverage weirdness, etc.
Template: Deathrest Building Note Deathrest buildings A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc.
Template: Turret Summary Note Turret pages A default spiel for player turrets covering the shared mechanics of turrets. Targeting, power requirement, ammo requirement, accuracy, smoke interactions etc.
Template: Maintenance Note Not a set of pages, but for things that occasionally break down and need a component to fix A standardized format for the Summary sections is needed (as well as an entry on Component).

See Breakdown for details.

Template: Body Part Installation Note Artificial body parts and body part pages
  • install ticks
  • uninstall ticks
  • install medicine amount
  • uninstall medicine amount
  • install medicine amount
  • uninstall medicine amount
  • install skill
  • uninstall skill
  • implant (e.g. Knee spike)
  • If it can't be uninstalled
  • Ghoul exclusive implants

Updates and maintenance needed on the Wiki[edit]

  • Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
  • Update some of the default footer pages, as they seem outdated currently --> Partially done by Pangaea
  • Given a fitting license, borrow content from other wikis and improve and expand our Help sections
  • Add articles for each technology and skill, with fitting templates
  • Purge outdated SMW entities: (see Statistics) --> DONE by Hypolite
  • Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
  • Template: STDT tables don't play nice with Template: infobox main and ToC as described here. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in MediaWiki:Common.css as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. Harakoni (talk) 11:43, 1 January 2021 (UTC)
  • Finish the page Help:Templates#Creating_a_template.

Suggestions[edit]

  • Install the MobileFrontend-extension -- Crasheripot
  • LinkSuggest: Useful for new users to easier create links without knowing the ins and outs of the page names.
  • RandomSelection: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as Witcher 3.

Large projects[edit]

The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.

I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below Harakoni (talk) 05:50, 3 August 2021 (UTC)

Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. Harakoni (Wiki Moderator) (talk) 04:54, 19 March 2022 (UTC)
Page type Suggested detail/sections Contributors
Categories/All The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc Contributors
Plants

Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc. This also involes ensuring every page has a variant gallery and has all the stats in the infobox Some suggestions (more needed):

  • For plantables: Growing section using Template: Grow Table
  • For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
  • Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand
Animals
  • Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
  • It may be possible to automate comparisons for the analysis re: ranking of food efficiency, wool efficiency, etc.
Drugs

See Go-juice for an example.

  • Acquistion/crafting information standardized
  • Summary
    • Instanteous effects e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.
    • High effects
    • Tolerance and Severity gains
    • Addiction effects
    • Withdrawal effects
    • Effects for mtb to chemical damage etc.
  • Analysis
    • Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)
    • Comparison of production compared to other drugs in the same class as part of above
    • Comparison of economies, like is currently available for Flake and Yayo, but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.
Weapons Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates.
Production facilities Workbenches like the smithy, tailoring becnh etc.
  • Acquisition - self evident
  • Summary - general information about it use, with both the use of Template:Recipe List to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.
    • Whether it supports a chair in front
    • What work type works at the bench.
  • Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.
  • Template:Building Stats Table
Diseases
Recreation Standardized recreation comparison - tables with time to recreate etc.
Traps IEDs and spike traps. Standardisation and comparisons - see Security table for start.
Sculpture Sculpture, Small sculpture, Large sculpture, Grand sculpture, Terror sculpture
Factions
  • Lore
  • Variants
  • Ideologies
  • Pawns (from pawn tables where needed)
  • Faction Bases
  • Raid "rewards" (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)
  • Caravans?
  • Reinforcements?
  • Raid types and constitution?

And then add other sections and subsections as needed.

Artificial body parts Almost all of them need a dedicated summary section of their mechanics
Illumination area Add similar images in style/quality/content to Standing lamp#Illumination area by User:SyntaxTerror to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.
Materials, resources, and Ore Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of Template:Ingredient List. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to Harakoni (Wiki Moderator) (talk) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.
Ruins Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear.

Notable things format has to account for:

Psycasts Pages have been created and the basic infobox is on each page, as is the version history relating to each cast. But the mechanical details need to be filled out, the remaining "caster must be capable of violence " parameters need to be set, the Template:Acquisition section for it needs a rewrite and the analyses need vetting and expansion. Once the parameters are finished, the table on Psycasts needs to automated (likely partial ownly due to effect details) including links to the relevant pages Harakoni (Wiki Moderator) (talk)
Raid strategies Given the detail that can be gone into, the length of Raiders as is, the analysis that applies to each raid type, it might be best to split them into their own pages. This could be all major threats.

Butchery project[edit]

There are a factors to butchering that need to be verified by actual in-game testing (not just assumptions, word of mouth, or trusting current page information and/or version histories) in the current version, have their specific mechanics determined, and then disseminated to the various relevant points including:

The following are the things to be checked - don't delete wrong issues, mark them with a Ex.png. Feel free to add issues you think need to be checked.

Issue Issue Confirmed Mechanics Mechanics Confirmed
Difficulty affect butchery yield Check.png By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% Check.png
The 66% multiplier for damaged corpses applies to both meat and leather Check.png As stated in issue Check.png
"euthanize by cut" operation doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) Check.png As stated in issue Check.png
The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a psychic shock lance that does not cause a brain burn) Check.png As stated in issue but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? ?
The Animal Sacrifice ritual Content added by the Ideology DLC doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) Check.png As stated in issue Check.png
Malnutrition causes lower meat returns Check.png, so do missing limbs and body size Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% Check.png; linear scale, 6% less meat & leather for every 10% of malnutrition, up to 60% less yield at 100% malnutrition
If above is correct, does Malnutrition also affect leather yield Ex.png As stated in issue The base leather is 40 for most animals. Exceptions are humans (75), goose(36), insectoids, driads, chickens, ducks and mechanoids(0). This values is directly modified by missing limbs and body size (larger animal species, young). See below for "Multiplier for missing body parts" stat.
Lost body parts reduce meat yield Check.png What are the mechanics of this? Is it body part coverage based? "Multiplier for missing body parts" stat, used by both meat & leather yield. Each body part has it's own % of total meat/ leather. A human missing a leg (+foot) = -14% leather and meat yield, an arm (+hand and all fingers) = 9%. Internal organs (1 lung = 3%) and eyes (both = 1%) contribute to both meat and leather yield. Artificial limbs are considered missing entirely, for all intents and purposes.
Ideology changed mood penalty for butchering humans. Instead of flat -6 it now stacks 5 times and depend on cannibalism precept.

Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.

Anomaly DLC[edit]

Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.

Post 1.5 release versions[edit]

They need to be hunted down and added both as individual pages but also here for implementation.

Version/1.5.4062[edit]

New stuff - base game[edit]

Mechanoid water emergence and slag chunks[edit]

  • Mechanoids can now emerge from bodies of water to attack your colony.
  • Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)

Crawling[edit]

  • When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
  • Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.

New wanderers after a “game over”[edit]

  • When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.
  • This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.
  • This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.

UI and art[edit]

  • Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
  • Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
  • Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
  • Added a 12 / 24 hour clock option.
  • Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
  • Redesigned the prisoner tab.
  • Redesigned the health tab.
  • New and improved weapon art.
  • Improved plant art and added immature and leafless variants.

Miscellaneous[edit]

  • Added “Clean room” command for colonists.
  • Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
  • Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
  • Added a bionic jaw prosthetic.
  • Added the organ decay disease.
  • Added auto rebuild option on firefoam poppers.
  • Added the ability to dismiss traders.
  • Added new options on the world map to easily send caravans.
  • Added new SFX for animals eating.
  • Added new jungle night ambience SFX. This removes the old high-pitched noises.
  • Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.
  • Added and updated SFX for melee & ranged hit impacts.
  • You can now dismiss messages by right clicking them.

Improvements and adjustments - base game[edit]

Pawns[edit]

  • Ensure humanlikes are fed first in caravans.
  • Allowed capturing carried pawns.
  • Ascetics ignore "Ate without table" thought.
  • Improved construction hauling.
  • Ensure beggars never show up with the requested item in their inventory.
  • Confused wandering has a max duration of 2 days.
  • Non-player faction animals with no lord eventually leave the map.
  • Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
  • Increase target prone accuracy modifier from 20% to 50%.
  • Bionic stomachs reduce the chance of getting food poisoning by half.
  • Added north and south facing artwork for all dessicated animals.
  • Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
  • Rebalance brawler trait to offset skill more than mood.
  • Tending to non-hostile factions improves goodwill.
  • Killed leavings are deterministic instead of random on death.
  • Invisible pawns no longer block hostiles from pathing through them.
  • Added “pyro used fire weapon” thought.
  • Improved firefighting so colonists prioritize putting out nearby fires.
  • Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
  • Starting colonists have a chance to spawn with possessions related to their traits.

UI and art[edit]

  • Improved research UI.
  • Improved policy UI.
  • Changed visuals for tainted apparel
  • Added a corpse color modifier and changed rotting corpse colors.
  • Display progress on research projects in project tooltip.
  • Research benches display research speed factors on the inspect pane instead of work speed.
  • Clicking the "Need research" alert opens the research tab.
  • Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
  • New pawns will always be placed to the right side of the colonist bar.
  • Allow targeting via the colonist bar.
  • Adjust stat names slightly so they fit better in tooltips.
  • Zones are renamed by the button on the inspect pane instead of by the gizmo.
  • Add thought title to thought tooltip in case it's too long for the needs card.
  • Food now shows its ingredients in the tooltip in caravan/trade dialogs.
  • Ingredients in menus are now sorted from highest quantity to lowest.
  • Added research project info to research bench inspect panes.
  • Egg box has a "select contained thing" gizmo.
  • Replaced X button texture with trash can for all "delete" instances.
  • List "efficiency" of added parts in point form like other hediff effects.
  • Relabel misc injury to "wound".
  • Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
  • Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
  • When using a techprof persona core, bring up the research completed window.
  • “Select contained thing” gizmo now displays the thing as the icon.
  • Update Ludeon logo on main menu links.
  • Reorganized some buildables on the furniture architect tab.
  • Hide meditation focus radius ring from torches and braziers.

Miscellaneous[edit]

  • Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
  • Show message when various abilities' cooldown ends.
  • Undergrounder trait description mentions pawns will be unhappy outdoors.
  • Added an option to increase/decrease the number of autosaves the game will keep (1-25)
  • Infestations now refund/minify any buildings they destroy.
  • Update bridges to be the same color as wood floors.
  • Moved natural hair ColorDefs to Core from Ideology.
  • Meteorite strikes will no longer hit monuments.
  • Fires produce light.
  • Things to load into transport pods can now be changed at any time.
  • Numpad enter can now be used in dialogs the same way that return can.
  • Scale damage to buildings from fire/burn damage by their flammability.
  • Removed some spot building exploits.
  • Foam turret activation cooldown is paused while repressurizing and unpowered.
  • Gas now dissipates slower in roofed areas.
  • Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
  • Adjusted some backstories to align with universe canon.
  • Improve descriptions of hediffs for prosthetics.
  • Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
  • Improved lighting for roof eaves.
  • Updated flame damage to scale with building flammability.
  • Added "resources to make" stat entry for buildables.
  • Created an "ingredients" stat entry for craftable ThingDefs.
  • Added a duplicate area button to the area management window.
  • Added new Core tips.
  • Tinctoria now has a lifespan of 12 days.

Improvements and adjustments - Royalty[edit]

  • Bestower and guards exit the map more quickly.

Improvements and adjustments - Ideology[edit]

  • Ideoligion pawn column is not drawn in Ideology disabled mode.
  • Styling stations now display favorite and ideoligion colors with a small icon.
  • Trader inventories try to use the styles available for their primary ideoligion.
  • Update drug policy records when pawn leaves biosculptor pods.
  • Moral guide abilities now wake up sleeping pawns.
  • "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
  • Reliquary has a “select contained thing” gizmo.
  • Loudspeakers and lightballs can now be switched on and off.

Improvements and adjustments - Biotech[edit]

  • Adjusted wastepack incident to consider pollution.
  • Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
  • Slightly reduce the mass of sashes.
  • Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
  • Remove reference to damage over time in acid spray gene description.
  • Added toxalope corpse artwork.
  • Added more acid filth texture options for acid spray so it never looks tiled.
  • Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
  • Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
  • Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
  • Updated fire spew LOS highlighting.
  • Berserk and similar psycasts no longer work on bosses.
  • Apocriton is ultraheavy weight class mech.
  • Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
  • Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
  • Babies in caravans now ignore drug policies like they do on map.
  • Added float menu option to take baby to a safe location.

Dev tools[edit]

  • Added “Start game with dev palette on” settings option.
  • Only show names for official mods in incident chances debug output.
  • Added more columns to incident chances debug output.
  • Added tools for unfogging and refogging rects of the map.
  • Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
  • Added debug tool for spawning pawns of a specific lifestage.
  • Added tool for tending all bleeding hediffs.
  • Added "destroy part" option to apply damage dev tool.
  • Added pinnable "add hediff" debug action.
  • Dev palette entries no longer re-cache their labels.
  • Added "None" option for "Set faction" dev tool.
  • Added an editor window for authoring SimpleCurve objects.
  • Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
  • Smooth surface applies instantly if in godmode.
  • Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
  • Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
  • Added “Music debugger”

Technical[edit]

  • Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
  • Implemented asset hot-reload for developer/modder ease.
  • Added support for maps which don’t have a corresponding world tile.
  • Added new virtual relationship record system. Maintains relationship information without bloating save files.
  • Pawn rendering is now multithreaded.
  • Added a new super-fast dynamic thing culling system.
  • Added support for wall attached buildings.
  • Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
  • Added a new music system which can change between songs based on current game state.
  • Optimizations to various alerts.
  • Small optimizations to beauty calculations.
  • Optimize food searching for animals in pens.
  • Minor performance improvements for tending WorkGivers.
  • Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
  • Add dev gizmo to manually toggle building power.
  • Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
  • Damage effect pawn tinting is done in material property block instead of copying a new material.
  • Tick equipment on pawns.
  • Removed redundant burning stump spawn check.
  • Small optimization for gas section layer setup.
  • Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
  • Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
  • Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
  • Replace BackstoryDef's "baseDesc" with Def's "description" field.
  • Made xpGainAmount from skilltrainers configurable.
  • Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
  • Gas rendering now sends density values to the shader and color and texturing is resolved there.
  • Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
  • Hediffs can now override the skin shader.
  • Disabled work types use a cached value instead of recalculating every call.
  • More control over flecks/motes via XML.
  • Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
  • Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
  • Removed Biotech MayRequire from MeleeDamageFactor stat.
  • If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
  • Increased float range serialization precision.
  • Allowed areas are now per map.
  • Reduce the base maxRemembered value of history events to alleviate some save file bloat.

Bugfixes[edit]

  • Fix: Meteorites leaving stone change terrain after save/load cycle.
  • Fix: Many pawns in a small space can cause heat to build up forever.
  • Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
  • Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
  • Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
  • Fix translation issue: Wrong surgery outcome texts without Biotech.
  • Fix: Lodgers can farskip and enter ancient complex shuttles.
  • Fix: Several issues with pollution clearing.
  • Fix: Neurotrainers not including aptitudes in message.
  • Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
  • Fix: Out of bounds error when looking for a meditation spot.
  • Fix: Mineable steel generation in tutorial.
  • Fix: Smeltable thing filter allowing wooden apparel to be smelted.
  • Fix: Unfogging working incorrectly for large buildings.
  • Fix: Ink black hair not rendering the correct color.
  • Fix: Nudists trigger “need warm clothes” alert.
  • Fix: Error getting null target for throne/bedroom requirements alert explantation.
  • Fix: Whitespace on claw injury label.
  • Fix: Gatherings could select invalid organizers.
  • Fix: Team skills showing disabled skills.
  • Fix: Duelists interacting while in ritual.
  • Fix: Mech bosses can be called one after the other within a 2 second window.
  • Fix: Consumable items can appear as relics.
  • Fix: Installation blueprints render behind things.
  • Fix: Ancient fences and wire not deconstructible.
  • Fix: Hediff iteration not correctly accounting for hediff removal.
  • Fix: Targeting circle not displaying above some thing overlays.
  • Fix: Prevent wall raise from being used on indestructible things.
  • Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
  • Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
  • Fix: Precept_Role.apparelRequirements potential NullReferenceException.
  • Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
  • Fix: Drugs being considered with the fresh filter.
  • Fix: Don't send fuel node messages if the fuel node was destroyed.
  • Fix: Learning rate being applied on tech print XP bonus.
  • Fix: Error when looking for a spectate cell.
  • Fix: Error when mining smoothed wall for door blueprint.
  • Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
  • Fix: Error when creating xenogerm in certain circumstances.
  • Fix: Incorrect stack count when looking for food to train animals
  • Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
  • Fix: Remove wake up trigger if lord or pawns don't exist.
  • Fix: Exception getting growth points for dead pawn.
  • Fix: Saved references to destroyed relic/removed ideo/precept.
  • Fix: Spectators can reserve altar interaction spots during rituals.
  • Fix: Pawns no longer analyze items at unpowered research benches.
  • Fix: Duel not ending if a fighter starts a mental break.
  • Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
  • Fix: Notifications are sent about guests that are leaving the map.
  • Fix: Trying to save discarded pawn reference in BattleLogEntry.
  • Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.
  • Fix: Slaves are unable to attack in duels without having an aggressive reaction set.
  • Fix: Gender specific apparel does not show gender in their info tab.
  • Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
  • Fix: Empty caskets aren’t claimable.
  • Fix: Research bench & techprints don't respect allowed area.
  • Fix: Ability cooldown text cutoff in windowed mode.
  • Fix: Deathresting pawns don't display life threatening hediff alerts.
  • Fix: Firefoam pop pack: Wrong stat name and description.
  • Fix: Mech rechargers don't count as artificial.
  • Fix: Colonist backstories getting generated on any pawns.
  • Fix: Pen marker nutrition calculation not working in some circumstances.
  • Fix: KillThirst persona weapon thought not translatable.
  • Fix: Column style variants are visually squished.
  • Fix: Pawns can hack even with hacking stat disabled.
  • Fix: Dates on history tab can be cut off if too long.
  • Fix: Multicell things beauty counted once per cell.
  • Fix: Float menu error if construction is blocked by trees marked for extraction.
  • Fix: Desired color not saved if apparel has not been colored before.
  • Fix: Goodwill from guest average mood not being applied.
  • Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
  • Fix: Targeting gizmos now deselect any active designators.
  • Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
  • Fix: Prisoners can start social fights with non-prisoners.
  • Fix: Unable to strip prisoners that were quest lodgers.
  • Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.
  • Fix: Simple meal gizmo doesn't display correct texture.
  • Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
  • Fix: Inconsistencies with random graphics when installing minified buildings
  • Fix: Empire hostile to beggar temp factions.
  • Fix: Exception feeding a baby which died during feeding.
  • Fix: Randomized graphics not maintained across blueprint -> frame -> building
  • Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
  • Fix: Art bench: The word "make" is missing for ideoligion sculptures.
  • Fix: Error trying to breastfeed a baby inside a gene extractor.
  • Fix: Mech cluster mortars can be roofed over without any penalty.
  • Fix: Sanguophage meetings sometimes skip implantation.
  • Fix: Red error attempting to plant held Gauranlen pod.
  • Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
  • Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
  • Fix: Sanguophages don't know how to react to hunters being captured.
  • Fix: Line connecting pawn under combat command goes off map.
  • Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
  • Fix: Fixed pawns praying during labor interrupting the ritual.
  • Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.
  • Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
  • Fix: Errors when social fight interrupts dyeing clothing.
  • Fix: Prevent colonists from eating at a fogged table.
  • Fix: Colony mechs ignore mortar shell settings.
  • Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
  • Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
  • Fix: Lesson giving reservation bug.
  • Fix: Prisoner interaction mode is reset upon being released.
  • Fix: Traders spawn with incorrect food need value.
  • Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
  • Fix: Berserk warcalled animals will not attack hostile turrets.
  • Fix: Fire spew can shoot through walls.
  • Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
  • Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
  • Fix: Invalid spectate cells can be picked when the ritual room is too small.
  • Fix: Recalculate product counts more reliably.
  • Fix: Fence gates now prefer to connect to fences.
  • Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.
  • Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
  • Fix: Perfect immunity doesn't block gut worms or muscle parasites.
  • Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
  • Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
  • Fix: Off loudspeakers are now counted correctly when determining ritual quality.
  • Fix: Blueprints now maintain the correct random graphic when being installed.
  • Fix: Error during archonexus quest.
  • Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
  • Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
  • Fix: Error trying to execute colonists after banishing them.
  • Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
  • Fix: Power conduit frames appear below walls.
  • Fix: Gene loss shock is healed before scars and injuries when using healing serum.
  • Fix: Cannot release wild man after arrest.
  • Fix: Various high tech research projects missing research bench requirements.
  • Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
  • Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
  • Fix: Auto selected caravan food not clamping to mass limit.
  • Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
  • Fix: Error on pawn hatching from egg on caravan.
  • Fix: Breastfeeding not clearing idle tag.
  • Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
  • Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
  • Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
  • Fix: Spray attacks can't target open door cells.
  • Fix: Acid and foam spray affected cells don't take into account leaning past cover.
  • Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
  • Fix: Making baby food at campfires ignores work restrictions.
  • Fix: Dessicated squirrel corpses have north/south graphics flipped.
  • Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
  • Fix: Draw quest info minimized in character card if it would stack to 3 lines.
  • Fix: Temporary factions not in map attack target cache.
  • Fix: Unrecruitable pawns from slave purchases can join as colonists.
  • Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
  • Fix: Fix error when projectile tries to hit a pawn that has just changed map.
  • Fix: Wrong save mode for inSignalsRemovePawn.
  • Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
  • Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
  • Fix: Priority work not clearing for hauling
  • Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
  • Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
  • Fix: Exception while recalculating various thoughts for passing ship pawns.
  • Fix: Hemogen farm does not take into account brain damage consciousness reduction.
  • Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
  • Fix: Handle scenarios where items set to load are null
  • Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
  • Fix: Rot stink gas doesn't cause lung rot without Biotech.
  • Fix: Uncaptured pawns now have the “No meds” medical care setting.
  • Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
  • Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
  • Fix: Waster pawn kinds default to normal pirate faction.
  • Fix: Frame version of shelves missing copy and paste settings.
  • Fix: Error when changing a sanguophage to a baby on scenario setup.
  • Fix: Mech slag not maintaining graphic index over saves.
  • Fix: Public Execution Ritual error.
  • Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
  • Fix: Abilities are used during duels.
  • Fix: Error when trying to generate a quest with no colony.
  • Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
  • Fix: Can tend to temporarily hostile refugees.
  • Fix: Caravan errors if pawn can path but animal cannot.
  • Fix: "Herder" childhood backstory doesn't have any animal skill.
  • Fix: Animal pen auto cut not working in some circumstances.
  • Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
  • Fix: Dev palette error with mental breaks on the bar and no colony.
  • Fix: Non optional materials selectable in bill details. Eg. components.
  • Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
  • Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
  • Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
  • Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).
  • Fix: Charged abilities can be cast via queuing into negative charges.
  • Fix: Error with mechanitor corpses causing gizmos to be hidden.
  • Fix: Secondary use item targets are reserved when first ordering usage.
  • Fix: Herd migration ignoring pollution.
  • Fix: Wardens with nil suppress rate get stuck suppressing.
  • Fix: Can't force target mortar without shell.
  • Fix: Pawn duty being cleared during childbirth.
  • Fix: Add appropriate work to make tox packs.
  • Fix: Fire spew ability not leaning like other ranged attacks.
  • Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
  • Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
  • Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
  • Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.
  • Fix: Drafted pawns now respect forbidden doors.
  • Fix: Disallowed filters are now checked before allowed filters.
  • Fix: Hostile pawns can no longer be placed in beds.
  • Fix: Speakers now show connection lines to lightballs.
  • Fix: Faction goodwill not giving full reward.
  • Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
  • Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
  • Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
  • Fix: Cast ability job fails if ability goes on cooldown.
  • Fix: Potential error during throne speech.
  • Fix: Stone bill menu text cutoff.
  • Fix: Resurrected stillbirth thought remaining.
  • Fix: Error placing hostile baby in bed.
  • Fix: Extract skull job isn’t ended if designation is removed.
  • Fix: Show disabled option if pawn is incapable of hauling to shuttle.
  • Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
  • Fix: Duplication of "sold slave" opinion offset if Ideology is active.
  • Fix: Warcall animals not hostile to all threats.
  • Fix: Error when placing a blueprint near the edge of the map.
  • Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
  • Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
  • Fix: Error when apocritons jump.
  • Fix: Issues reserving spots for gatherings.
  • Fix: Vitals monitor blueprint rotates backwards.
  • Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
  • Fix: Warning when reserving stack of food.
  • Fix: Duels and misc ritual saving/loading.
  • Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
  • Fix: Deliver food causing reservation errors rarely.
  • Fix: Designations on minified things are maintained once they have been installed.
  • Fix: Need meditation spot notification typo.
  • Fix: Temporary factions can be selected for some quests.
  • Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
  • Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
  • Fix: Missing Ideology check for Beggars PawnKindDef.
  • Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
  • Fix: Empire hussar cataphracts for quests come with no go juice.
  • Fix: Trader Kind things debug output appears incorrect.
  • Fix: Springer of trap counts as instigator of explosion.
  • Fix: Hide stack count warning when creating a caravan.
  • Fix: Allow players to order colonists to take medical drugs from their inventory.
  • Fix: Needs power overlay now respects draw offset.
  • Fix: Assigned pawn is maintained on throne reinstall.
  • Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
  • Fix: Quest lodgers don't have their apparel locked properly.
  • Fix: Disable work and add On Duty thought to helpers for raid reward quest.
  • Fix: Pawns aren't dropped when TakeToBed job is interrupted.
  • Fix: Error when an animal gives birth on a caravan.
  • Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.
  • Fix: Pawn can't reserve bench next to another.
  • Fix: NRE uninstalling loudspeaker.
  • Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
  • Fix: Pawns sharing seats on interaction cells.
  • Fix: Clear designator selected area when changing map.
  • Fix: Caravans set to rest are considered idle.
  • Fix: Prisoner is forbidden after ritual finished and captured again.
  • Fix: NullReferenceException when trying to print replant blueprint.
  • Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
  • Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
  • Fix: Teaching not giving passion thought.
  • Fix: Hide allow fresh on butcher config.
  • Fix: Stacking red error on bugged birth that won't end.
  • Fix: Huge lag spikes due to skygazing.
  • Fix: Transport pod crash refugees sometimes aren't downed.
  • Fix: Prevent colony faction prisoners from participating in childbirth.
  • Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
  • Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
  • Fix: GenDrop trying to place things on filled cells.
  • Fix: Shadows not affecting trees.
  • Fix: 'Conversion resentment' gives separate instances instead of stacking.
  • Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
  • Fix: Potential error while using comms console.
  • Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
  • Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
  • Fix: Cancel jobs upon load if item forbidden.
  • Fix: Rare music error when choosing a new song.
  • Fix: Prisoners getting unsafe hemogen bill.
  • Fix: End wick if explosive thing is despawned.
  • Fix: Quest lodgers no longer count towards idle colonist count.
  • Fix: Dev toggles on pawn log ITab display in large font.
  • Fix: Beggar tense incorrect for "have accepted" gift.
  • Fix: “Reduce will” not using the correct interaction.
  • Fix: Mech gestators spawning mechs early.
  • Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
  • Fix: Marking carried animals for slaughter throws an error.
  • Fix: Float rounding pawn generation error.
  • Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
  • Fix: Boomalope struck by lightning causes several errors as a corpse.
  • Fix: Pawn doesn't get interrupted to join the marriage ceremony.
  • Fix: Cleansweeper pathing to destroyed things on load.
  • Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
  • Fix: Fix death acidifier applying chemical burn to missing part.
  • Fix: Torch blueprint fire size incorrect.
  • Fix: Error on tox gas death.
  • Fix: Can order pawns to consume food that's outside their allowed area.
  • Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
  • Fix: Arrested refugee joins faction upon release.
  • Fix: NRE related to pyromaniacs wielding fire weapons.
  • Fix: Pawns with royal permits can't trade/complete trade requests.
  • Fix: Complexes not spawning terminals.
  • Fix: Ideoligion persona weapon relics misnamed on thought label/description.
  • Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
  • Fix: Errors on beginning conversion ritual.
  • Fix: Animal flaps have a faint line in the center when open.
  • Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
  • Fix: Beards don't layer properly on thin head shapes.
  • Fix: Ideoligion relic installation quest generated with errors.
  • Fix: Monument building quest spawned with several red errors and broken details.
  • Fix: NREs from colonists who don't need to eat.
  • Fix: PawnFlyers disappear on load.
  • Fix: Sandbags have a small pixelated border around them.
  • Fix: Sunlamps do not have perfect area of effect leading to rotting crops.
  • Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
  • Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
  • Fix: Missing "create fluid" translation key.
  • Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
  • Fix: Error when trying to reserve the same bed for resting.
  • Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
  • Fix: Paramedic mechs cannot tend to colonists in caravans.
  • Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
  • Fix: Hidden faction information visible on inspect pane.
  • Fix: Loading a save during public execution causes an error, ritual never completes.
  • Fix: Pawns incapable of firefighting can be prioritized to fight fires.
  • Fix: Reference collection not scribing nulls.
  • Fix: Psycast meditation ending abruptly.
  • Fix: Chemical dependency hediff severity cannot be edited via dev tools.
  • Fix: Hair is partially layered beneath stockpiles.
  • Fix: Gene extraction can be exploited via save/load.
  • Fix: No PawnKinds example for raid quests.
  • Fix: Bestowing quest broken if pawn unspawned.
  • Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
  • Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
  • Fix: Error when a pawn is playing with a baby in some circumstances.
  • Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
  • Fix: Cannot search for creative reward names with spaces in them.
  • Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
  • Fix: Pawns digging out of map when they should not during kidnap duty.
  • Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
  • Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
  • Fix: Hoopstone and horseshoe differ in sight capacity requirement.
  • Fix: Sudden light level change at midnight at north pole colonies.
  • Fix: Pawns may meditate with max joy and no psylink.
  • Fix: Installing an archotech eye is seen as a surgical violation.
  • Fix: Group loading horses into drop pods will assign more weight to one drop pod.
  • Fix: “Take to stockpile” bill option resetting in certain circumstances.
  • Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
  • Fix: Constructing buildings sometimes has pawns facing the wrong direction.
  • Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.
  • Fix: Downed mech can cause a mech raid site to stay active.
  • Fix: BabyTalk not generated correctly for text with non-ASCII characters.
  • Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
  • Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
  • Fix: Increment time debug action causes errors for ended sustainer.
  • Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
  • Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
  • Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
  • Fix: Error on corpse destruction when completedObligations is null.
  • Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
  • Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
  • Fix: Missing graphic in “begin ritual” window without ideology active.
  • Fix: Firespew ability can't target walls.
  • Fix: Pawns still carry a weapon after getting incapable of violence gene.
  • Fix: Pawns incapable of violence still can use combat gene abilities
  • Fix: Refugee pod quests don't affect charity-loving ideoligion members.
  • Fix: Removed wastepack incident from occurring randomly.
  • Fix: Prevent duplicate entries in precept tooltip.
  • Fix: Hide "max satisfied title" on drugs without nutrition.

Version/1.4.3704[edit]

  • 1.4.3704 - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
  • 1.4.3704 - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
  • 1.4.3704 - Fix: Pawns leaving map have their assignments reset. - "Does this relate to beds and caskets and such?" - Harakoni (Wiki Moderator) (talk)

Version/1.4.3682[edit]

  • 1.4.3682 - The bestowing ceremony lord will now be removed once the last pawn has left the map.
  • 1.4.3682 - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
  • 1.4.3682 - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
  • 1.4.3682 - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.

Version/1.4.3641[edit]

  • 1.4.3641 - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
  • 1.4.3641 - Colonists can now put unadopted babies born to prisoners in cribs.
  • 1.4.3641 - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
  • 1.4.3641 - Ageless gene stops aging progress at 18.5 instead of 18.
  • 1.4.3641 - Added an alert for babies from other factions which have no local caregivers and can be adopted.
  • 1.4.3641 - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)
  • 1.4.3641 - Fix: Colonist in labor letter doesn't have look target set.
  • 1.4.3641 - Fix: Generated immediate family relationships unable to generate.
  • 1.4.3641 - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
  • 1.4.3641 - Fix: Beard and genes offset incorrectly based on rotation in some situations.
  • 1.4.3641 - Fix: Growth stat appearing on humans.
  • 1.4.3641 - Fix typo "crytosleep".
  • 1.4.3641 - Fix typo: "means that so"
  • 1.4.3641 - Fix typo "forth body ring".

Version/1.4.3613[edit]

  • 1.4.3613 - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
  • 1.4.3613 - Xenotype name is locked when loading custom xenotypes from gene assembler.
  • 1.4.3613 - Removed duplicate stat entry RestFallRateFactor.
  • 1.4.3613 - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
  • 1.4.3613 - Fix: AI trying to use tox gas on immune targets.
  • 1.4.3613 - Fix: Some recipes missing ingredients in tooltip.
  • 1.4.3613 - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
  • 1.4.3613 - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
  • 1.4.3613 - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
  • 1.4.3613 - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.

Version/1.4.3580[edit]

  • 1.4.3580 - Display genes regrowing duration on gene extractor float menu options if available.
  • 1.4.3580 - Check if region has deadly danger before giving nature running learning.
  • 1.4.3580 - Show rejected float menu option for slaves attempting to use non-slave medical beds.
  • 1.4.3580 - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
  • 1.4.3580 - Fix: Furskin_Average3 head uses the wrong graphic.
  • 1.4.3580 - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
  • 1.4.3580 - Fix: Tattoos render below heavy brow.
  • 1.4.3580 - Fix: Traits selected during growth moments don't modify skills.
  • 1.4.3580 - Fix: Child not allowed to enter shuttle called via permit.
  • 1.4.3580 - Fix: Typo "worshiped".
  • 1.4.3580 - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
  • 1.4.3580 - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
  • 1.4.3580 - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
  • 1.4.3580 - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
  • 1.4.3580 - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
  • 1.4.3580 - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
  • 1.4.3580 - Fix: Some buildings able to overlap zones where nonsensical.
  • 1.4.3580 - Fix: Exception trying to visit sick pawn with neversleep gene.
  • 1.4.3580 - Fix: Wrong description and tooltip shown for custom xenotype pawns
  • 1.4.3580 - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.

Version/1.4.3563[edit]

  • 1.4.3563 - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
  • 1.4.3563 - Hospitality refugee uses the same system to determine refugee count as for beggars.
  • 1.4.3563 - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
  • 1.4.3563 - Fix: Hemogen wasted when refueling deathrest buildings.
  • 1.4.3563 - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
  • 1.4.3563 - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.

Version/1.4.3558[edit]

  • Reworked how many beggars show up depending on colony population.
  • Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.

Version/1.4.3557[edit]

  • 1.4.3557 - Dependency genes override other drug-related genes.
  • 1.4.3557 - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
  • 1.4.3557 - Fix: 100% chance for tattoos if pawn has no ideoligion.
  • 1.4.3557 - Fix: Banishing colonists doesn't recalculate faction ideoligions.
  • 1.4.3557 - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
  • 1.4.3557 - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.

Version/1.4.3555[edit]

Changes since unstable[edit]

  • 1.4.3555 - Removed xenotype sets from existing MemeDefs.
  • 1.4.3555 - Added a stat entry for humanlikes which displays their current age rate multiplier.
  • 1.4.3555 - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
  • 1.4.3555 - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
  • 1.4.3555 - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
  • 1.4.3555 - Slightly reduce the impact that player mechanoids have on raid points.
  • 1.4.3555 - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
  • 1.4.3555 - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
  • 1.4.3555 - Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
  • 1.4.3555 - Fix: Pollution goodwill loss during Archonexus questline.
  • 1.4.3555 - Fix: Ultraheavy boss mechs are never targetable by lances.
  • 1.4.3555 - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
  • 1.4.3555 - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
  • 1.4.3555 - Fix: Impossible relationships appearing with custom xenotypes.
  • 1.4.3555 - Fix: Animals use human child and adult age rate multipliers.
  • 1.4.3555 - Fix: Growth points are gained during deathrest when learning need is frozen.

Big new stuff[edit]

  • 1.4.3555 - Added a new category of precept: Preferred xenotypes.
  • 1.4.3555 - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.
  • 1.4.3555 - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.

Smaller new stuff[edit]

  • 1.4.3555 - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
  • 1.4.3555 - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
  • 1.4.3555 - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
  • 1.4.3555 - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
  • 1.4.3555 - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
  • 1.4.3555 - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
  • 1.4.3555 - Display recipe ingredient counts on recipe float menu option tooltip.

Miscellaneous[edit]

  • 1.4.3555 - Increased the availability of gene packs from various traders.
  • 1.4.3555 - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
  • 1.4.3555 - We now allow the kind trait to apply in addition to other violence-related genes.
  • 1.4.3555 - We now display market value on colony mechs’ inspect pane.
  • 1.4.3555 - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
  • 1.4.3555 - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
  • 1.4.3555 - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
  • 1.4.3555 - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • 1.4.3555 - Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
  • 1.4.3555 - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
  • 1.4.3555 - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
  • 1.4.3555 - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
  • 1.4.3555 - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
  • 1.4.3555 - Added a thing category for mechanitor body parts (used on stockpile config etc.)
  • 1.4.3555 - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
  • 1.4.3555 - Show birth letter for babies born from lent colonists in a PawnLend quest.
  • 1.4.3555 - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
  • 1.4.3555 - Display conditional stat affecters from ideoligions in stats page.
  • 1.4.3555 - Add dev tool to add ideology development points.
  • 1.4.3555 - Added description to "force xenogerm implantation" command.
  • 1.4.3555 - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
  • 1.4.3555 - Bringing babies to a safe temperature jobs can now be interrupted.
  • 1.4.3555 - Added an alert which displays deathresting pawns who can be safely woken.

Fixes[edit]

  • 1.4.3555 - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
  • 1.4.3555 - Fix: Custom xenotypes show up with relationships that make no genetic sense.
  • 1.4.3555 - Fix: Hair color genes have a chance to not be passed on.
  • 1.4.3555 - Fix: Genes requiring other genes can be skipped for child genes generation.
  • 1.4.3555 - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
  • 1.4.3555 - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.

Version/1.4.3542[edit]

  • 1.4.3542 - Fix: Missing ideology check when drawing dietary type stat.

Version/1.4.3541[edit]

  • 1.4.3541 - Disallow baby food and hemogen packs for chemfuel creation recipes. (Check if this means outright prevents their use or just that they're disabled by default before adding - Harakoni (Wiki Moderator) (talk))
  • 1.4.3541 - Adjusted power info text for deathrest buildings.
  • 1.4.3541 - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
  • 1.4.3541 - Fix: Mech debris can spawn on the anima tree.
  • 1.4.3541 - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.

Version/1.4.3534[edit]

  • 1.4.3534 - Reduced volume and frequency of yttakin sounds.
  • 1.4.3534 - Added 'humans only' option for bills.
  • 1.4.3534 - Fix: Abandoning home doesn't unlink deathrest buildings.
  • 1.4.3534 - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
  • 1.4.3534 - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
  • 1.4.3534 - Fix: Thrall reinforcements can be passive in certain circumstances.
  • 1.4.3534 - Fix: Genes can be given to children who do not have prerequisite gene.
  • 1.4.3534 - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
  • 1.4.3534 - Fix: Ranged enemies come into melee range consistently when shooting positions are available.
  • 1.4.3534 - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.

Version/1.4.3531[edit]

  • 1.4.3531 - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.

Version/1.4.3530[edit]

  • 1.4.3530 - Reduce growth points of generated children by ~25%.
  • 1.4.3530 - Fertility stat is no longer capped at 100%.
  • 1.4.3530 - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
  • 1.4.3530 - "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
  • 1.4.3530 - Don't display pick up options for drugs that the pawn will drop immediately anyways.
  • 1.4.3530 - Remove addictions when adding chemical dependency genes.
  • 1.4.3530 - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
  • 1.4.3530 - Babies that have fallen asleep in someone's arms no longer immediately wake up.
  • 1.4.3530 - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
  • 1.4.3530 - Fix: Paramedic not counted as doctor in solo mechanitor run.
  • 1.4.3530 - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
  • 1.4.3530 - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.

Version/1.4.3529[edit]

  • 1.4.3529 - Added missing fill percent for gene and mech buildings.
  • 1.4.3529 - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
  • 1.4.3529 - Fix: Some mechs cannot load into a shuttle.
  • 1.4.3529 - Fix: Highmates can create bonds with quest visitors and vice versa.
  • 1.4.3529 - Fix: Hemogen extraction can get "stuck" on.
  • 1.4.3529 - Fix: Deathrest buildings use hemogen when not in use.
  • 1.4.3529 - Fix: Growth tier gizmo displays incorrect percent value on bar.

Version/1.4.3528[edit]

  • 1.4.3528 - "My child is happy" and related thoughts now can trigger if a pawn is being carried.
  • 1.4.3528 - Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
  • 1.4.3528 - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
  • 1.4.3528 - Fix: Eye cut out graphics are misaligned.
  • 1.4.3528 - Fix: Bossgroup drop pods don't use mechanoid drop pods.
  • 1.4.3528 - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
  • 1.4.3528 - Fix: Psychic drone now properly triggers for colonists being carried.
  • 1.4.3528 - Fix: Held babies/children will now have thoughts about how their parents are happy.
  • 1.4.3528 - Fix: Save modlist saving the filtered mod list.

Version/1.4.3527[edit]

  • 1.4.3527 - Update tutorial end message to point players to the correct place for changing storyteller settings.
  • 1.4.3527 - Reduced mechanitor ship combat points by half.
  • 1.4.3527 - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
  • 1.4.3527 - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
  • 1.4.3527 - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
  • 1.4.3527 - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.
  • 1.4.3527 - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
  • 1.4.3527 - Fix: Scenario text cut off if tiny text is disabled.
  • 1.4.3527 - Fix: Abandoning colony pawns text doesn't mention mechs.
  • 1.4.3527 - Fix: Hostile pawns try to path to destroyed structures.
  • 1.4.3527 - Fix regression: Food consumption absurd during lactation.

Version/1.4.3525[edit]

  • 1.4.3525 - Disable growth moment letter for quest lodgers.
  • 1.4.3525 - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
  • 1.4.3525 - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
  • 1.4.3525 - Fix: Babies causing bad thoughts for bigotry ideoligions.
  • 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
  • 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.

Version/1.4.3523[edit]

New stuff - base game[edit]

  • 1.4.3523 - Painting and color customization
  • 1.4.3523 - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
  • 1.4.3523 - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
  • 1.4.3523 - Choose from a large variety of colors to customize your colony!
  • 1.4.3523 - Added many new carpet colors.

Turrets, gas, gear, and medicine[edit]

  • 1.4.3523 - Added new gas health conditions.
  • 1.4.3523 - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
  • 1.4.3523 - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.

UI[edit]

  • 1.4.3523 - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
  • 1.4.3523 - Completely reworked mods manager and mods mismatch UI.
  • 1.4.3523 - Added tile inspector. View info about a specific tile by holding the “alt” key.
  • 1.4.3523 - Added pawn icons to many menus.
  • 1.4.3523 - Created a square grid float menu for paint and carpets.
  • 1.4.3523 - Weapons are displayed below drafted colonist portraits.

Miscellaneous[edit]

  • 1.4.3523 - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
  • 1.4.3523 - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
  • 1.4.3523 - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
  • 1.4.3523 - Added a search bar to the quests list.
  • 1.4.3523 - Added "bald" hair style.
  • 1.4.3523 - Added an option to randomize the menu background every game launch.
  • 1.4.3523 - Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
  • 1.4.3523 - Added prisoner recruitment last resistance reduction info in prisoner tab.
  • 1.4.3523 - Added “research bench required” alert.
  • 1.4.3523 - Added build hopper command to nutrient paste dispenser.
  • 1.4.3523 - Drafted colonists can pick up downed people and carry them around.

Improvements and adjustments - base game[edit]

Performance[edit]

  • 1.4.3523 - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.

Pawns[edit]

  • 1.4.3523 - Colonists can be ordered to re-arm turrets while drafted.
  • 1.4.3523 - Wild people no longer get mood debuffs for sleeping outside or on the ground.
  • 1.4.3523 - Allow amputation on body parts with scars and other permanent injuries.
  • 1.4.3523 - Very hungry pawns now wake up if there is food available and they aren't very tired.
  • 1.4.3523 - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
  • 1.4.3523 - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).

UI[edit]

  • 1.4.3523 - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
  • 1.4.3523 - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
  • 1.4.3523 - Improved pawn name rendering with "disable tiny fonts" active.
  • 1.4.3523 - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
  • 1.4.3523 - Added small circular dots around the radius of a downed projectile interceptor.
  • 1.4.3523 - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
  • 1.4.3523 - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
  • 1.4.3523 - Letters are bundled together if they can’t all fit on the screen.

Miscellaneous[edit]

  • 1.4.3523 - Carried things can now be added to caravans.
  • 1.4.3523 - Trade menu always shows player currency, even when it is at 0.
  • 1.4.3523 - Updated SFX for a number of designators in the architect menu.
  • 1.4.3523 - Predators limit their hunting range to the same as their scavenging range.
  • 1.4.3523 - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
  • 1.4.3523 - Reduced the rate of toxic buildup from game conditions by 20%.
  • 1.4.3523 - Hide pawn headgear when in bed.
  • 1.4.3523 - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
  • 1.4.3523 - Added stat entries to meals displaying ingredients and dietary type.
  • 1.4.3523 - Combined hunger rate and food consumption stats.
  • 1.4.3523 - Prevent trees marked for extraction to be cut for construction.
  • 1.4.3523 - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
  • 1.4.3523 - Growing zones and stockpiles now have a description for how many cells are in the zone.
  • 1.4.3523 - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
  • 1.4.3523 - Add command to pawns and buildings for selecting their held things.
  • 1.4.3523 - Locked many dev gizmos behind god mode toggle.
  • 1.4.3523 - Backstory mod source is shown if it's not from an official expansion.
  • 1.4.3523 - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
  • 1.4.3523 - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
  • 1.4.3523 - Keep selection on things which become despawned in some circumstances.
  • 1.4.3523 - Selection is preserved as a blueprint becomes a frame and finally a finished building.

Improvements and adjustments - Royalty[edit]

  • 1.4.3523 - Ensure persona weapons are unbound if you leave them on a temporary map.

Improvements and adjustments - Ideology[edit]

  • 1.4.3523 - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
  • 1.4.3523 - Moved ideology buildings to new Ideology architect tab.
  • 1.4.3523 - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
  • 1.4.3523 - Allow style selection in bill configuration dialog in classic mode.
  • 1.4.3523 - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
  • 1.4.3523 - Ensure ideoligions are recalculated after an archonexus win.
  • 1.4.3523 - Added complex furniture as a prerequisite for reliquary and styling station.
  • 1.4.3523 - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
  • 1.4.3523 - "No slaves in colony" thought does not apply at "Very low" expectations or below.
  • 1.4.3523 - Rituals are called off if the target is reserved by another pawn during the ritual.
  • 1.4.3523 - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • 1.4.3523 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
  • 1.4.3523 - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
  • 1.4.3523 - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.

Dev tools[edit]

  • 1.4.3523 - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
  • 1.4.3523 - Debug actions use a node tree for navigation.
  • 1.4.3523 - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
  • 1.4.3523 - Implemented dev mode camera controls dialog with saveable presets.
  • 1.4.3523 - Added a simple debug tool for framerate/ticks per second performance benchmarking.
  • 1.4.3523 - Added dev add/remove hediff buttons to a pawn’s health card.
  • 1.4.3523 - Added gear-related debug options to gear screen.

Technical[edit]

  • 1.4.3523 - Replaced CrownType with headTypeDef
  • 1.4.3523 - Carpet defs are generated from blueprints, creating variants for each color.
  • 1.4.3523 - Pawns can now path to a destination if the destination is a Thing that's being held.
  • 1.4.3523 - Check if food need is null in MeditationUtility.CanMeditate.

Bugfixes[edit]

  • 1.4.3523 - Fix: Meals with meat shown as "acceptable for everyone".
  • 1.4.3523 - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
  • 1.4.3523 - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
  • 1.4.3523 - Fix: Some apparel is smeltable when it would not give anything for smelting.
  • 1.4.3523 - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
  • 1.4.3523 - Fix: Wild people can steal ingredients while they are being cooked.
  • 1.4.3523 - Fix: Hidden and temporary factions can own work sites.
  • 1.4.3523 - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
  • 1.4.3523 - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
  • 1.4.3523 - Fix: You can shoot through some ancient buildings, but can't pass through them.
  • 1.4.3523 - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
  • 1.4.3523 - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
  • 1.4.3523 - Fix: Shuttle stays forever if all passengers cannot get on board.
  • 1.4.3523 - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
  • 1.4.3523 - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
  • 1.4.3523 - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
  • 1.4.3523 - Fix: Classic ideoligion pawns cannot extract skulls.
  • 1.4.3523 - Fix: Shuttle crash quest fails if you have VIP boarded.
  • 1.4.3523 - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
  • 1.4.3523 - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
  • 1.4.3523 - Fix: Nullified thoughts being counted against food optimality.
  • 1.4.3523 - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
  • 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
  • 1.4.3523 - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
  • 1.4.3523 - Fix: Rebelling slaves could be sold to tribute collectors.
  • 1.4.3523 - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
  • 1.4.3523 - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
  • 1.4.3523 - Fix: Jumping resets "Fire at will" toggle.
  • 1.4.3523 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
  • 1.4.3523 - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
  • 1.4.3523 - Fix: Missing feedback when trying to tame an animal with no acceptable food.
  • 1.4.3523 - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
  • 1.4.3523 - Fix: When searching in an information panel, clicking any stat will scroll to the top
  • 1.4.3523 - Fix: Colonists deconstructing walls even though they are not assigned to construction.

Version/1.3.3387[edit]

Steam Deck Improvements[edit]

  • Commands now show "button A" glyph instead of "A" label on Steam Deck.
  • When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
  • Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.

Ideology Improvements[edit]

  • Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
  • Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
  • Colonists no longer get upset for delaying a ritual.
  • Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
  • "No slaves in colony" thought does not apply at "Very low" expectations or below.
  • Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • Adjusted inspect pane and stat readout for relics in classic mode.

Version/1.3.3326[edit]

A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years Harakoni (Wiki Moderator) (talk) 01:00, 7 April 2022 (UTC)

Ideology Improvements[edit]

  • Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.
  • Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.

UI Improvements[edit]

  • Show accept key command hotkey on SteamDeck.
  • Main buttons position change (change height instead of y).
  • Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
  • Don't show tooltips when the SteamDeck keyboard is open.
  • Change quests SteamDeck icon.

Controls[edit]

  • Touch screen scrolling improvements on SteamDeck.
  • It's now possible to scroll through lists by dragging your finger on SteamDeck.
  • Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
  • Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
  • Allow more zoom on SteamDeck for better touch screen support and easier navigation.
  • Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.
  • Accept key on a SteamDeck now activates the first command.

Misc Improvements[edit]

  • Tutorial now mentions the correct button names on SteamDeck.
  • Added triggered modal ConceptDefs which explain SteamDeck controls.
  • Added controller configuration button to options on SteamDeck.
  • Added an option to disable tiny fonts in options.

Technical[edit]

  • Added "Simulate using Steam Deck" debug setting.

Version/1.3.3287[edit]

New feature[edit]

  • 1.3.3287 - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.

UI improvements[edit]

  • 1.3.3287 - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
  • 1.3.3287 - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
  • 1.3.3287 - Meme tooltips now list all prevented precepts instead of just saying how many there are.
  • 1.3.3287 - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
  • 1.3.3287 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
  • 1.3.3287 - A "Show all" checkbox on ideo dialog shows all hidden precepts.
  • 1.3.3287 - Updated meat eating precept and thought labels and descriptions to better match gameplay.

Tuning - General[edit]

  • 1.3.3287 - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
  • 1.3.3287 - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.

Tuning - Ideoligions[edit]

  • 1.3.3287 - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
  • 1.3.3287 - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
  • 1.3.3287 - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.

Misc[edit]

  • 1.3.3287 - Added a debug tool for spawning meals with specific ingredients.
  • 1.3.3287 - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.

Fixes[edit]

  • 1.3.3287 - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
  • 1.3.3287 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
  • 1.3.3287 - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
  • 1.3.3287 - Fix: Loading classic mode game gives the player non-classic rituals.
  • 1.3.3287 - Fix: Execution requires altar or ideogram in classic mode.
  • 1.3.3287 - Fix: Research warning doesn't check for minor ideoligions.
  • 1.3.3287 - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.

Version/1.3.3200[edit]

Combat - Turrets[edit]

  • 1.3.3200 - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.

Combat - Enemies[edit]

  • 1.3.3200 - Added a way to make special per-faction raid strategy probabilities.
  • 1.3.3200 - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
  • 1.3.3200 - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.

Food handling[edit]

  • 1.3.3200 - We now vary meal textures depending on ingredients.
  • 1.3.3200 - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
  • 1.3.3200 - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
  • 1.3.3200 - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
  • 1.3.3200 - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
  • 1.3.3200 - Meal-related thoughts now display which meal caused the thought.
  • 1.3.3200 - Added food restrictions for meat or veg only meals.
  • 1.3.3200 - Added special thing filters for meat and veg ingredient-filled meals.
  • 1.3.3200 - Add insect meat food restriction and special things filter.
  • 1.3.3200 - Add cannibal food restriction and special thing filter.
  • 1.3.3200 - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.

Misc improvements[edit]

  • 1.3.3200 - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
  • 1.3.3200 - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
  • 1.3.3200 - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
  • 1.3.3200 - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
  • 1.3.3200 - Added a loading tip describing fixed wealth mode.

Fixes[edit]

  • 1.3.3200 - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
  • 1.3.3200 - Fix: Newborn animals from other factions don't leave with faction.
  • 1.3.3200 - Fix: High life precept description doesn't properly display mood range.
  • 1.3.3200 - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
  • 1.3.3200 - Fix: Special characters on named precepts can break UI.
  • 1.3.3200 - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
  • 1.3.3200 - Fix: Work speed penalty reasons formatting issues.
  • 1.3.3200 - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
  • 1.3.3200 - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
  • 1.3.3200 - Fix: Meals with no ingredients cause "ate non-meat" thought.
  • 1.3.3200 - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - User:Cheldra does this affect your work with animal growth? Must be checked before this is removed from to-do list. Harakoni (Wiki Moderator) (talk) 01:15, 2 December 2021 (UTC)
  • 1.3.3200 - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
  • 1.3.3200 - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
  • 1.3.3200 - Fix: Hackables can be instantly hacked.
  • 1.3.3200 - Fix: Raiders attacking non-aggressive roamers.
  • 1.3.3200 - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.

Version/1.3.3159[edit]

Caravan improvements[edit]

  • 1.3.3159 - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
  • 1.3.3159 - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
  • 1.3.3159 - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
  • 1.3.3159 - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
  • 1.3.3159 - Joy decreases more slowly when a pawn is preparing a caravan.
  • 1.3.3159 - Colonists will now look for food in pack animal inventory if no better food sources available.
  • 1.3.3159 - Colonists will grab food from pack animal to feed patients if no other food available.
  • 1.3.3159 - Colonists can grab medicine from pack animals.
  • 1.3.3159 - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
  • 1.3.3159 - Update pen needed alert to take into account hitching post and handling skill for roping removal.

Archonexus improvements[edit]

  • 1.3.3159 - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
  • 1.3.3159 - Sort items players take to new archonexus settlement more in line with usefulness.
  • 1.3.3159 - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
  • 1.3.3159 - Tweak count of items players can bring to new archonexus settlement.
  • 1.3.3159 - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
  • 1.3.3159 - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
  • 1.3.3159 - Reset pawn food and rest levels when starting new archonexus colony.
  • 1.3.3159 - Add animation after selecting new archonexus settlement to make moment feel more significant.

Misc improvements[edit]

  • 1.3.3159 - Ideoligious buildings are no longer expected to be placed in non-home maps.
  • 1.3.3159 - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
  • 1.3.3159 - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
  • 1.3.3159 - Reduced the amount of ancient junk that spawns on newly-generated maps.
  • 1.3.3159 - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
  • 1.3.3159 - Update predators hunting across fences tooltip to match current functionality.
  • 1.3.3159 - Ensure the trigger conditions for scarification/blinding are clear to the player.
  • 1.3.3159 - Right clicking on ancient junk with drafted pawn shows option to attack.
  • 1.3.3159 - Unforbid items in pawn inventory if taken by caravan from temporary map.
  • 1.3.3159 - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
  • 1.3.3159 - Added range values to darkness combat stats.
  • 1.3.3159 - Added charity events for not helping pilgrims.
  • 1.3.3159 - Added hacking progress stat to hackable things.
  • 1.3.3159 - Clarify age reversal precept.

Fixes[edit]

  • 1.3.3159 - Fix: Royal ascent shuttle can only take 1000kg of colonists
  • 1.3.3159 - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
  • 1.3.3159 - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
  • 1.3.3159 - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.

Version/1.3.3117[edit]

Multi-ideo colony viability[edit]

  • 1.3.3117 - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
  • 1.3.3117 - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
  • 1.3.3117 - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.

New stuff[edit]

  • 1.3.3117 - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
  • 1.3.3117 - You can now randomize fluid ideos before applying changes.
  • 1.3.3117 - You can now randomize normal memes during fluid ideo reforming.

Improvements[edit]

  • 1.3.3117 - Blind pawns' stats are now unaffected by light and darkness.
  • 1.3.3117 - Adjust the role tooltip area on the pawn's social tab.
  • 1.3.3117 - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
  • 1.3.3117 - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
  • 1.3.3117 - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
  • 1.3.3117 - Increased chance for ancient security crates to spawn in ancient complexes.
  • 1.3.3117 - Removed min points limit on security crate spawning in ancient complexes.
  • 1.3.3117 - We now warn player if important plants like anima trees are marked for cutting or in grow zone.
  • 1.3.3117 - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
  • 1.3.3117 - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
  • 1.3.3117 - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
  • 1.3.3117 - Change to randomized memes for fluid ideo based on feedback.

Fixes[edit]

  • 1.3.3117 - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
  • 1.3.3117 - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
  • 1.3.3117 - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
  • 1.3.3117 - Fix: Totemic sculpture is pixelated.
  • 1.3.3117 - Fix: Research command ability icon is pixelated on non-uniform ui scales.
  • 1.3.3117 - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
  • 1.3.3117 - Fix: Wild people can be enslaved while arrested.
  • 1.3.3117 - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
  • 1.3.3117 - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
  • 1.3.3117 - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
  • 1.3.3117 - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
  • 1.3.3117 - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
  • 1.3.3117 - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
  • 1.3.3117 - Fix: Bestower sometimes arrives malnourished.
  • 1.3.3117 - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
  • 1.3.3117 - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
  • 1.3.3117 - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
  • 1.3.3117 - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
  • 1.3.3117 - Fix: Skip abilities don't update cover grid.

Version/1.3.3101[edit]

New stuff[edit]

  • The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
  • Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
  • Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.
  • Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.
  • Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.
  • Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.
  • Added toggleable texture compression and atlas texture compression in the options menu.

Improvements[edit]

  • 1.3.3101 - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
  • 1.3.3101 - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
  • 1.3.3101 - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
  • 1.3.3101 - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
  • 1.3.3101 - Extractable trees are no longer auto-minifiable in caravan forming dialog.
  • 1.3.3101 - We now hide quests that are ended by starting a new archonexus settlement
  • 1.3.3101 - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
  • 1.3.3101 - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
  • 1.3.3101 - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
  • 1.3.3101 - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
  • 1.3.3101 - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
  • 1.3.3101 - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
  • 1.3.3101 - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
  • 1.3.3101 - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
  • 1.3.3101 - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
  • 1.3.3101 - Update descriptions of individualist and collectivist memes.
  • 1.3.3101 - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
  • 1.3.3101 - Add note about work to deconstruct to 'work to build' stat description.
  • 1.3.3101 - Adjust some thought descriptions so that they still make sense for blind people.
  • 1.3.3101 - Removed culture restrictions when choosing ideoligion
  • 1.3.3101 - Changed extract tree hotkey to be the same as uninstalling.
  • 1.3.3101 - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.

Tuning[edit]

  • 1.3.3101 - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
  • 1.3.3101 - Adjust mood impact of relic-in-ritual-room thought.

Technical[edit]

  • Change IsPsychicallySensitive from >= to >.
  • Turn psychic sensitivity checks into a property.
  • Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
  • Add missing gender constants for deity, foeLeader and founder.

Fixes[edit]

  • Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
  • Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
  • Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
  • Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
  • Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
  • Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
  • Fix regression: Bestower doesn't care about roof collapsing on top of him.
  • Fix: Skeletons don't draw apparel.
  • Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.
  • Fix: It is possible to sell animals while forming a caravan.
  • Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
  • Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
  • Fix: Players can take items from passing trade ship inventory to next archonexus settlement
  • Fix: Dryads with replaced parts don't have the "missing" part added back.
  • Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.
  • Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner.
  • Fix: You can start conversion ritual with a moral guide that can't speak.
  • Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
  • Fix: Cannibal ideo pawns do not prefer human leather apparel.
  • Fix: Non-colonist can be chosen as scarification target.
  • Fix: Wild dryads can wander in, only to leave right away.

Version/1.3.3087[edit]

New stuff[edit]

  • Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.
  • Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.
  • Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.
  • There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.

Improvements[edit]

  • Classic ideo preset can now generate relics.
  • Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
  • Persona weapons are no longer included in "allow biocoded" thing filters.
  • Upon new archonexus settlement, player now retains research up to classic start.
  • We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
  • Colonists now get initial optimism thought after resettling in archonexus quest line
  • Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
  • We no longer randomize classic ideo styles. Just use whatever is in the culture.
  • Dryads now rest near their connected tree, not in beds or sleeping spots.
  • Clicking on ideoligion certainty in social card now opens ideoligion tab
  • Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
  • Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
  • We now reset prevent various events from happening too early after new archonexus settlement.
  • Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
  • Add a "drag to reorder" label on colonist creation screen for clarity.
  • Colorize the Tree Connection ritual icon to match the Gauranlen color.

Technical[edit]

  • PawnRenderer weapon drawing now supports Graphic_Random.
  • Limit awaking on clamor to ancient complex insects and mechs.

Fixes[edit]

  • Fix: Classic ideo preset can have tattoos for tribal player.
  • Fix: Minified trees left behind on caravans do not count as died.
  • Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
  • Fix: Dryads listed on bed assign dialog.
  • Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
  • Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
  • Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
  • Fix: Techprints retained on archonexus resettlement.
  • Fix: Bloody dominators description typo
  • Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
  • Fix: Ancient complex insects that heard a clamor are not fully awoken.
  • Fix: Hunters finishing off their prey counts as slaughtering an animal.
  • Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
  • Fix: Gauranlen spawn cycle not correct after new archonexus settlement
  • Fix: Savage Tribe shows what it will buy.
  • Fix: Item style overrides information is not shown on ideo preset screen.
  • Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
  • Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
  • Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
  • Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
  • Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
  • Fix: Positive goodwill reward given when labourers miss shuttle
  • Fix: Mentally broken pawn appears as participant for anima linking ritual.
  • Fix: Tribal members do not become hostile when arrested in terminal hack quest.
  • Fix: Passive cave insects block bestowing ceremony.
  • Fix: Badly formatted relic name in relic hunt quest description.

Version/1.3.3080[edit]

Improvements[edit]

  • 1.3.3080 - Increased plant harvest yield stats' max values. (Note: that this needs more integration than just a update to the Plant Harvest Yield page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - Harakoni (talk))

Fixes[edit]

  • 1.3.3080 - Fix: Pawns who prefer indoors do outdoor joy activities
  • 1.3.3080 - Fix: Dryads can bond with pawns other than the connected one.
  • 1.3.3080 - Fix: Deserter quest doesn't count as raiding.
  • 1.3.3080 - Fix: Rusted car only appears in north orientation.
  • 1.3.3080 - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
  • 1.3.3080 - Fix: Dryad can spawn over graves.

Version/1.3.3076[edit]

Improvements[edit]

  • 1.3.3076 - Clarified spacedrone self-destruct delay info in quest description.
  • 1.3.3076 - Archonexus quest now warns players beforehand that research will reset
  • 1.3.3076 - Tuned down apostate memory thoughts and adjusted labels.
  • 1.3.3076 - Rebalance tree connector thoughts.

Fixes[edit]

  • 1.3.3076 - Fix: TreeDensityReduced thought stages are incorrectly calculated. - Note that this will require checking that the thought information is currently correct on that page - Harakoni (Wiki Moderator) (talk) 11:17, 26 December 2023 (UTC)
  • 1.3.3076 - Fix: Prisoners lost during farskip.
  • 1.3.3076 - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.

Version/1.3.3074[edit]

  • 1.3.3074 - Allowed saving all ideos and allowed saving ideos in-game.
  • 1.3.3074 - Allow non-ideo members to participate in leader speech.
  • 1.3.3074 - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
  • 1.3.3074 - Beggars can now be given items when they are traveling to their wait destination.
  • 1.3.3074 - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
  • 1.3.3074 - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.

Fixes:[edit]

  • 1.3.3074 - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
  • 1.3.3074 - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
  • 1.3.3074 - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
  • 1.3.3074 - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
  • 1.3.3074 - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.

Version/1.3.3072[edit]

  • 1.3.3072 - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
  • 1.3.3072 - Auto-slaughter config allows you to control bonded animal slaughter specifically.
  • 1.3.3072 - Suspend dryads currently in cocoons.
  • 1.3.3072 - Fix: Dryads prioritize rest over drafted follow.
  • 1.3.3072 - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
  • 1.3.3072 - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.

Version/1.3.3067[edit]

Improvements[edit]

  • 1.3.3067 - Blind people no longet get the darkness mood debuff.
  • 1.3.3067 - Reduced min colony wealth to 150k for firing archonexus endgame quest.
  • 1.3.3067 - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
  • 1.3.3067 - Allow starting the bestowing ceremony via right click.
  • 1.3.3067 - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
  • 1.3.3067 - Building damage factors are drawn for projectile weapons in their info card.
  • 1.3.3067 - Mechanoid breach raids spawn with one breacher.
  • 1.3.3067 - Breach raids never have 'drop-in' arrival mode.
  • 1.3.3067 - Prisoners now produce a mood malus if they escape.
  • 1.3.3067 - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.

Fixes[edit]

  • 1.3.3067 - Fix: Pawns can end up with overlapping apparel requirements.
  • 1.3.3067 - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
  • 1.3.3067 - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
  • 1.3.3067 - Fix: Pawns walking over structures causes construction to halt.
  • 1.3.3067 - Fix: Stacking building damage factors don't display if they have the same value.
  • 1.3.3067 - Fixes to anima tree linking feedback for spectator role.

1.3.3066[edit]

Pens and animals[edit]

  • Pen system: Create pens for your farm animals to keep them organized and safe.
  • Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
  • Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
  • Handlers will use ropes to lead animals from one location to another, or out of a pen.
  • Some animals will now roam if they are not contained within a pen.
  • Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
  • animal filth has been reworked
  • Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
  • Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
  • Tame animals can now be released to the wild.

Miscellaneous[edit]

  • Added facial hair for pawns. The style of hair is based on the pawn’s background.
  • Added visual wound and prosthetic overlays on pawns.
  • When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.

Improvements and adjustments: Base game[edit]

Goodwill[edit]

  • All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
  • Goodwill with factions gradually shifts towards the faction’s natural goodwill.
  • Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
  • Guest status with a faction is reset upon gifting a pawn to that faction.

Animals and plants[edit]

  • Raiders no longer actively attack passive colony animals.
  • Animals tab life stage tooltip now also shows the animal's exact age.
  • Wild plants spawned during gameplay start at 15% growth instead of 5%.
  • Plants newly sown by players start at 0.01% growth.
  • Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
  • Animals are unwilling to eat plants under 10% growth.
  • Herbivores rebalance:
    • Hunger rate reduced by 50%.
    • Adult age is reduced by 33%.
    • Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
    • Reduced toxic fallout buildup by 50%.
  • Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
  • Increased meat yields by 30%.
  • Damaged corpses give 33% less meat and leather amounts.
  • Animals can be assigned to animal beds. These beds can be designated as medical.
  • Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
  • Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
  • Traders that sell animals try to generate with at least one pair of core farming animals.

Combat, weapons, gear[edit]

  • Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
  • When a pawn is drafted while eating from inventory they will return the food to their inventory.
  • Pawns can take medicine into their inventory.
  • Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.

Pawns[edit]

  • Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
  • On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Hediff stages can now override hediff labels.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
  • Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
  • Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
  • Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
  • On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
  • Assigning pawns to beds updates the room role, if possible.
  • Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
  • Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
  • Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
  • Non-cannibals dislike those that wear human leather apparel.
  • When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
  • Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
  • Smoothed out addiction chances based on the pawn’s tolerance.

Caravans[edit]

  • Optimized caravan automatic food selection.
  • Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.

Miscellaneous[edit]

  • Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
  • Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
  • Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
  • Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
  • Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
  • Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
  • Build designators no longer default to def-defined default if there is none of that type of resource on the map.
  • Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
  • Saving is temporarily disabled while selecting a world tile at the beginning of the game.
  • Added debug setting: Never force normal speed.
  • Added a Thing category for wool.
  • maintenanceCostFactor has a minimum of 1%.
  • Balanced distant fight points adjustment and pawn combat points.

Improvements and adjustments: Royalty[edit]

  • The bestowing ceremony is now a gathering that everyone can attend.
  • Pawns lent to another faction have their wounds tended more competently.

Bugfixes[edit]

  • Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
  • Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
  • Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
  • Fix: Monument quests aren’t failed after the map is removed.
  • Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
  • Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
  • Fix: Using the “change material” button on weapon info cards does not update stat readout.
  • Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
  • Fix: Brawler guards can still arrive with ranged weapons.
  • Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
  • Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
  • Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
  • Fix: Stun psycast does not interrupt minigun salvo.
  • Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
  • Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
  • Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
  • Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
  • Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
  • Fix: Word of Joy counts as a hostile act.
  • Fix: Pawn having a mental break on entering a hostile map is drafted.
  • Fix: Pawn having a mental break on caravan is drafted upon entering a map.
  • Fix: Some monument buildings have enclosed floored areas.
  • Fix: Lent pawns tended to horribly by the host faction.
  • Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
  • Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
  • Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
  • Fix: Rescue shuttle lands on crashed shuttle and wipes it.

Update 1.2.2753[edit]

  • 1.2.2753 - When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly. DONE. Jimyoda (talk) 18:54, 2 April 2021 (UTC)
  • 1.2.2753 - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
  • 1.2.2753 - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
  • 1.2.2753 - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
  • 1.2.2753 - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
  • 1.2.2753 - We now automatically add appropriate bedrolls to caravan.
  • 1.2.2753 - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
  • 1.2.2753 - Allow quick loading via permit shuttle from non-home maps with no hostiles.

Adjustments[edit]

  • 1.2.2753 - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
  • 1.2.2753 - Make pawns count as guilty while in aggro mental state.
  • 1.2.2753 - Food and medicine renamed to travel supplies
  • 1.2.2753 - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
  • 1.2.2753 - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
  • 1.2.2753 - Added quest look target when bestowing ceremony cannot be accepted due to threat.
  • 1.2.2753 - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
  • 1.2.2753 - Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog. Detail not needed. Jimyoda (talk) 19:14, 2 April 2021 (UTC)
  • 1.2.2753 - Member stripped goodwill penalty increased from 10 to 40.
  • 1.2.2753 - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.

Fixes[edit]

  • 1.2.2753 - Fix: Colonist with a sick thought won't meditate at all.
  • 1.2.2753 - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
  • 1.2.2753 - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
  • 1.2.2753 - Fix: Rescuing downed noble ends shuttle rescue quest.
  • 1.2.2753 - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
  • 1.2.2753 - Fix: Meditation preventing pawn from attending a gathering or giving speech.
  • 1.2.2753 - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
  • 1.2.2753 - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
  • 1.2.2753 - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
  • 1.2.2753 - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
  • 1.2.2753 - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
  • 1.2.2753 - Fix: Animals refusing to eat reachable food when restricted to an area.
  • 1.2.2753 - Fix: Can't rescue invisible colonists.
  • 1.2.2753 - Fix: Sick pawns falling out of bed because of trying to do meditation for joy

Version/1.2.2719[edit]

New stuff: Base game[edit]

  • 1.2.2719 - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
  • 1.2.2719 - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
  • 1.2.2719 - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).

New stuff: Royalty expansion[edit]

  • 1.2.2719 - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
  • 1.2.2719 - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
  • 1.2.2719 - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
  • 1.2.2719 - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.

Improvements and adjustments[edit]

  • 1.2.2719 - Underground resources readout now shows what resource is in each underground cell and how many there are.
  • 1.2.2719 - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
  • 1.2.2719 - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
  • 1.2.2719 - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
  • 1.2.2719 - Quest helpers no longer spawn with the greedy trait.
  • 1.2.2719 - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
  • 1.2.2719 - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.

Technical[edit]

  • 1.2.2719 - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.

Bugfixes[edit]

  • 1.2.2719 - Fix: Joy meditation can cause pawns to fall out of bed.
  • 1.2.2719 - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
  • 1.2.2719 - Fix: Many neural heat gizmos shown if many psycasters are selected.
  • 1.2.2719 - Fix: Pawns interrupting their throne meditation for other jobs.
  • 1.2.2719 - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
  • 1.2.2719 - Fix: Pawn can get random inspiration while not capable of being conscious.
  • 1.2.2719 - Fix: Peace talks can generate for factions with goodwill rewards disabled.
  • 1.2.2719 - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
  • 1.2.2719 - Fix: Banishing quest lodgers causes "banished" thoughts.
  • 1.2.2719 - Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
  • 1.2.2719 - Fix: Psylink counts as an artificial part for a transhumanist.
  • 1.2.2719 - Fix: Pawns not gaining comfort from throne while meditating.
  • 1.2.2719 - Fix: Pawn in cryptosleep requires bedroom.
  • 1.2.2719 - Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
  • 1.2.2719 - Fix: It's possible to use doors as electricity-less coolers.
  • 1.2.2719 - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
  • 1.2.2719 - Fix: Mechanoids not waking up if you skip them.
  • 1.2.2719 - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
  • 1.2.2719 - Fix: Wild men who are incapable of violence can hunt animals for food.
  • 1.2.2719 - Fix: Shuttles sometimes land on natural roofs.
  • 1.2.2719 - Fix: Some enemies spawn with smoke launchers who shouldn't.

Version/1.1.2654[edit]

Improvements[edit]

  • 1.1.2654 - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
  • 1.1.2654 - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.

Tuning[edit]

  • 1.1.2654 - Increase rewards per points for quests game-wide.
  • 1.1.2654 - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
  • 1.1.2654 - Double the rate of nuzzling by animals to buff mood-oriented pets. Already done. Ickputzdirwech (talk) 08:13, 22 September 2021 (UTC)
  • 1.1.2654 - Extend the thought for when you buried someone in a sarcophagus.
  • 1.1.2654 - Reduce monument sizes about 15%.
  • 1.1.2654 - Toxic fallout: Reduce base chance from 0.14 to 0.12.
  • 1.1.2654 - Reduce chance for diseases in caravans by 4x.
  • 1.1.2654 - Min market value for neuroformer quest rewards reduced from 720 to 600.
  • 1.1.2654 - Reduced the selection weight of hostile factions as quest askers to 15%.
  • 1.1.2654 - Disabled paralysis in hospitality quests.

1.1 Update[edit]

Here we go again. PigeonGuru, Strategist ( talk | contribs | assist ) 06:24, 17 February 2020 (UTC)

New features[edit]

  • Added heatstroke alert for colonists and tame animals.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.

Adjustments[edit]

  • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
  • Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
  • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
  • Trade interface now shows the next restock time for settlements.
  • Open caskets now look different from closed ones.
  • Colonists attending a party gain recreation value.
  • Player can now inspect the contents of cryptosleep caskets on a new tab.
  • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
  • Rebalanced mechanoid bodypart coverages
  • Tattered apparel and unhappy nudity alerts now shows how many are affected.
  • Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
  • Placing turrets now shows min and max range, not just max range.

Fixes[edit]

  • Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
  • Fix: Manhunting animals could attack doors without seeing anyone going through them.
  • Fix: Corpses wouldn’t create corpse bile.
  • Fix: Colonists could play horseshoes from a different room.
  • Fix: Can’t give a rescued addict their drug without angering their faction.
  • Fix: Prisoner gets mood debuff when colonist euthanized.
  • Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
  • Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
  • Fix: Pawn with alcohol-induced brain damage are doomed to die.
  • Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
  • Fix: Crashed ship parts that land on bridges are instantly destroyed
  • Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
  • Fix: Insects can be tamed and hunted after their hives are destroyed.
  • Fix: Power conduit graphic does not display properly on top of grave.
  • Fix: Manhunter pack incident not working on high wealth or difficulty.
  • Fix: Military commissar backstory missing Social bonus.
  • Fix: Allies can sometimes push player pawns out of cover during combat.
  • Fix: Player can start with pets his pawns can’t keep tame.

Beta 19/1.0 Update[edit]

Like before, a list of changes that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 14:36, 28 August 2018 (UTC)

New features[edit]

  • Improved caravaning:
    • Added Caravan tab with caravan loading progress
    • Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
    • Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
    • Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
  • New designators: Mass-forbid and unforbid
  • New type of attack: Kick sand/water in eyes
  • You can now smooth natural rough rock walls into high-quality walls
  • Added "Show what will buy" window which shows all items a trader will buy
  • Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
  • Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
  • Colonists now opportunistically haul things while working if their current target is roughly in the same direction
  • It's now possible to mass-cancel all designations with a designator's right-click menu
  • It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
  • You can now drag and reorder colonists in the colonist bar
  • Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.

Adjustments[edit]

  • Doctors can draw medicine from the same stack at the same time
  • Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
  • Insects will no longer attack the colony when harmed by raiders
  • Hives will no longer spawn close to enemy bases
  • No more random deaths from meteorites falling on colonists
  • Caravan members now slowly gain social recreation when the caravan is not moving
  • It's no longer possible to build roof over trees
  • Plant cut/harvest time now depends on the plant's growth
  • Adjusted doctors and patients work priorities a bit so they do urgent work first
  • Most crafting benches are now uninstallable and reinstallable
  • Ores mined by non-colonists (e.g. insects) now spawn forbidden
  • Animals' melee damage now scales with life stage
  • Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
  • Pets and bonded animals no longer disturb sleep
  • When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
  • Enemies no longer use single use rocket launchers during caravan ambushes
  • Various floors now require research.
  • Projectile impacts now wake up nearby people and animals
  • Explosive weapons now explode when set on fire
  • Improved following behavior so animals following their master will now try to stay close to him

Balance[edit]

  • Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
  • World quest destinations appear 10% closer to the player bases.
  • Table search radius 25 -> 32
  • The “expectations” thoughts progress more rapidly.
  • Wounds are 50% less likely to become permanent scars.
  • Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
  • Small adjustments to some biome disease frequencies and animal densities
  • Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
  • Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
  • Increased base infection chances.

Plants[edit]

  • Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.

Animal[edit]

  • Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
  • Adjusted many animal market values and movement speeds.
  • Animals leather amount increased 50% across the board
  • Animal train chance reduced 25%.
  • Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.

Updates needed before 1.0[edit]

Modding[edit]

Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, I will put a collapse here for the time being.

  • Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: [https://ludeon.com/forums/index.php?topic=32735.0]
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
  • Increasing skill relevance
  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Work tab boxes are easier to identify skill level for visually.