Difference between revisions of "User:Harakoni/Sandbox"
Line 634: | Line 634: | ||
==Bugfixes== | ==Bugfixes== | ||
− | |||
* Fix: Smoke doesn’t persist on the map on save load. | * Fix: Smoke doesn’t persist on the map on save load. | ||
* Fix: Error “Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab”. | * Fix: Error “Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab”. | ||
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals. | * Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals. | ||
− | |||
− | |||
* Fix: Betraying temporary colonists doesn’t display a timer. | * Fix: Betraying temporary colonists doesn’t display a timer. | ||
* Fix: Food binging pawns try to eat recreational drugs. | * Fix: Food binging pawns try to eat recreational drugs. | ||
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for 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: 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: Monument quests aren’t failed after the map is removed. | ||
* Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork. | * Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork. | ||
Line 666: | Line 662: | ||
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans. | * 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: Stun psycast does not interrupt minigun salvo. | ||
− | |||
* Fix: Double period in quest text. | * Fix: Double period in quest text. | ||
* Fix: Typos in backstories. | * Fix: Typos in backstories. | ||
− | * Fix: | + | * 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: 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: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state. | ||
Line 676: | Line 670: | ||
* Fix: Anima trees can display negative meditation values. | * Fix: Anima trees can display negative meditation values. | ||
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne. | * 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: 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 entering a hostile map is drafted. | ||
− | |||
− | |||
* Fix: The alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature. | * Fix: The alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature. | ||
* Fix: Firefoam IED radius is larger than drawn. | * Fix: Firefoam IED radius is larger than drawn. | ||
− | |||
* Fix: Ambush letter doesn’t have all ambush pawns as look targets. | * Fix: Ambush letter doesn’t have all ambush pawns as look targets. | ||
− | |||
* Fix: Some monument buildings have enclosed floored areas. | * Fix: Some monument buildings have enclosed floored areas. | ||
* Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately. | * Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately. | ||
Line 692: | Line 681: | ||
* Fix: Anima trees can display negative meditation values. | * Fix: Anima trees can display negative meditation values. | ||
* Fix: Haul icon remains when stockpile is expanded to include items. | * Fix: Haul icon remains when stockpile is expanded to include items. | ||
− | |||
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel. | * 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: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty. | ||
− | |||
* Fix: Pawn having a mental break on caravan is drafted upon entering a map. | * Fix: Pawn having a mental break on caravan is drafted upon entering a map. | ||
− | |||
− | |||
− | |||
− | |||
* Fix: Television viewing area throws NRE if selected near map edge. | * Fix: Television viewing area throws NRE if selected near map edge. | ||
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1. | * Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1. | ||
* Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level. | * Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level. | ||
− | |||
* Fix: Rescue shuttle lands on crashed shuttle and wipes it. | * Fix: Rescue shuttle lands on crashed shuttle and wipes it. | ||
* Fix: Removing a zone with "Shrink zone" designator while the zone is selected leaves the zone's UI open. | * Fix: Removing a zone with "Shrink zone" designator while the zone is selected leaves the zone's UI open. |
Revision as of 11:07, 31 July 2021
https://rimworldwiki.com/wiki/User:Harakoni/Sandbox?action=purge
https://www.mediawiki.org/wiki/Manual:Purge
Animal infobox builder test
Script error: The module returned a nil value. It is supposed to return an export table.
Questions for Dr Strangelove:
- How would I go about getting the AnimalAdult number from lifeStageAges
- How do I get all the different attacks when they're not numbered? Both how do I test for their existiance and then how do I get the data from it.
- How do I get litter size?
- tradeTags returns as table?
Questions for me:
- How do I convert diet into wiki legible - just use a switch?
- Even if I get litter size, how do I convert it to wiki readable? Take the largest value, check if its equal to the round 0 version of itself, and then if it isn't +1?
{{infobox main|animal|
|name = Rhinoceros
|image = Rhinoceros.png
|description = Script error: The module returned a nil value. It is supposed to return an export table.
|type = Animals
|type2 = Wild
|bodysize = Script error: The module returned a nil value. It is supposed to return an export table.
|healthscale = Script error: The module returned a nil value. It is supposed to return an export table.
|movespeed = Script error: The module returned a nil value. It is supposed to return an export table.
|attack1dmg = Script error: The module returned a nil value. It is supposed to return an export table.
|attack1type = Script error: The module returned a nil value. It is supposed to return an export table.
|attack1part = Script error: The module returned a nil value. It is supposed to return an export table.
|attack1cool = Script error: The module returned a nil value. It is supposed to return an export table.
|attack2dmg = Script error: The module returned a nil value. It is supposed to return an export table.
|attack2type = Script error: The module returned a nil value. It is supposed to return an export table.
|attack2part = Script error: The module returned a nil value. It is supposed to return an export table.
|attack2cool = Script error: The module returned a nil value. It is supposed to return an export table.
|leathername = Script error: The module returned a nil value. It is supposed to return an export table.
|leatheryield = Script error: The module returned a nil value. It is supposed to return an export table.
|manhunter = Script error: The module returned a nil value. It is supposed to return an export table.
|manhuntertame = Script error: The module returned a nil value. It is supposed to return an export table.
|hungerrate = Script error: The module returned a nil value. It is supposed to return an export table.
|diet = Script error: The module returned a nil value. It is supposed to return an export table.
|trainable = Script error: The module returned a nil value. It is supposed to return an export table.
|wildness = Script error: The module returned a nil value. It is supposed to return an export table.
|gestation = Script error: The module returned a nil value. It is supposed to return an export table.
|offspring = Script error: The module returned a nil value. It is supposed to return an export table.
|maturityage = Script error: The module returned a nil value. It is supposed to return an export table.
|marketvalue = Script error: The module returned a nil value. It is supposed to return an export table.
|lifespan = Script error: The module returned a nil value. It is supposed to return an export table.
|massadult = Expression error: Unexpected < operator.
|min comfortable temperature = Script error: The module returned a nil value. It is supposed to return an export table.
|max comfortable temperature = Script error: The module returned a nil value. It is supposed to return an export table.
|tradeTags = Script error: The module returned a nil value. It is supposed to return an export table.
|page verified for version = 1.5.4241
}}
Loop
{{{2}}}
remove linkng
MBOX
Heading goes here
Information goes heere and the box expadns to fit it |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE> |
Rimworld Wiki suggests this page to be protected. If you think this is wrong, please add a topic to <TALK PAGE>. |
Page existence
The image is a link, and it has an explanatory mouse over.
- [[example|{{#ifexist: example|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]
- [[exampl|{{#ifexist: exampl|<span style="color:green;">This page exists.</span>|This page does not exist.}}]]
Weapon Table
}} This article is about the base weapon, for the persona weapon, see Persona zeushammerThis article is about the Persona weapon, for the base weapon, see Zeushammer AP = flat scalar Does this armor occupy the middle layer Middle, Outer 0 p SkinName | Average DPS | Damage type | Average AP | Value | |
---|---|---|---|---|---|
Axe | |||||
Wood | 1.2 | ||||
Beer | 12 | ||||
Bionic arm | 1,030 | ||||
Club | |||||
Elephant tusk | 80 | ||||
Gladius | |||||
Ikwa | |||||
Jade knife | 159 | ||||
Knife | |||||
Longsword | |||||
Mace | |||||
Monosword | 2,000 | ||||
Persona monosword | 3,000 | ||||
Plasmasword | 2,000 | ||||
Persona plasmasword | 3,000 | ||||
Eltex staff | 2,000 | ||||
Spear | |||||
Thrumbo horn | 800 | ||||
Warhammer | |||||
Zeushammer | 2,000 | ||||
Persona zeushammer | 3,000 | ||||
Archotech arm | 2,800 | ||||
Power claw | 385 | ||||
Prosthetic arm | 260 | ||||
Drill arm | 425 | ||||
Elbow blade | 355 | ||||
Field hand | 425 | ||||
Hand talon | 355 | ||||
Venom talon | 355 | ||||
Venom fangs | 355 | ||||
Knee spike | 355 |
Name | Sharp | Blunt | Heat | HP | Effects | Coverage | Value [A] |
---|---|---|---|---|---|---|---|
Gold Simple helmet | 36% | 18% | 18% | 48 | None | Head, Left Ear, Right Ear | 1460 |
- A Hat includes Bowler hats, Cowboy hat, Tribal headdresses, Tuques and War veils"
Example way to display outdated data page
Alpaca, Alphabeaver, Arctic fox, Arctic wolf, Barkskin, Berrymaker, Bison, Boomalope, Boomrat, Capybara, Caribou, Carrier, Cassowary, Cat, Chicken, Chinchilla, Clawer, Cobra, Cougar, Cow, Deer, Dirtmoles, Donkey, Dromedary, Duck, Elephant, Elk, Emu, Fennec fox, Gaumaker, Gazelle, Genies, Goat, Goose, Grizzly bear, Guinea pig, Hare, Highmates, Horse, Human, Husky, Hussars, Ibex, Iguana, Immature dryad, Impids, Labrador retriever, Lynx, Medicinemaker, Megascarab... further results
This displays all pages in a category that aren't Verified for the current version using Template: Verified. Animals is used here for function testing but all that would be required would be for the pages to atuomatically have
[[Category: Data Pages]] {{Verified|<version number here>}}
When tehy're created and then we could have the
{{#ask: [[Category:Data Pages]] [[Verified For::!Version/{{Current Version}}]]}}
On the To-Do page to remind people to update the data pages as needed.
Asks
Name | Stuff amount | Work To Make | Value/Textile |
---|---|---|---|
Animal bed | 40 | 400 | 1.525 |
Animal flap | 25 | 850 | 1.64 |
Armchair | 110 | 14,000 | 1.9545454545455 |
Authority cap | 25 | 1,500 | 1.72 |
Bedroll | 40 | 600 | 1.55 |
Beret | 35 | 4,000 | 1.9142857142857 |
Blindfold | 20 | 1,200 | 1.7 |
Bowler hat | 20 | 1,800 | 1.85 |
Broadwrap | 30 | 1,800 | 1.7333333333333 |
Burka | 60 | 4,000 | 1.7333333333333 |
Button-down shirt | 45 | 2,700 | 1.7111111111111 |
Cape | 80 | 16,000 | 2.225 |
Ceremonial hood | 20 | 2,000 | 2.25 |
Corset | 45 | 12,000 | 2.4666666666667 |
Couch | 200 | 20,000 | 1.85 |
Cowboy hat | 25 | 1,800 | 1.76 |
Double bedroll | 85 | 1,100 | 1.5529411764706 |
Drape | 150 | 2,000 | 1.9333333333333 |
Drum | 30 | 800 | 3.6 |
Duster | 80 | 10,000 | 1.95 |
Face mask | 10 | 800 | 1.8 |
Flophat | 20 | 1,200 | 1.7 |
Formal shirt | 65 | 6,000 | 1.8307692307692 |
Formal vest | 45 | 12,000 | 2.4666666666667 |
Headwrap | 20 | 1,400 | 1.75 |
Heavy bandolier | 75 | 3,500 | 1.6666666666667 |
Hood | 50 | 6,000 | 1.94 |
Jacket | 70 | 7,000 | 1.8571428571429 |
Kid pants | 20 | 1,280 | 1.75 |
Kid parka | 40 | 6,400 | 2.075 |
Kid romper | 30 | 2,000 | 1.7333333333333 |
Kid shirt | 20 | 1,280 | 1.75 |
Kid tribalwear | 30 | 1,400 | 1.6666666666667 |
Kneel pillow | 25 | 2,400 | 1.84 |
Kneel sheet | 80 | 2,400 | 1.6125 |
Lab coat | 70 | 5,000 | 1.7571428571429 |
Ladies hat | 50 | 6,000 | 1.94 |
Pants | 40 | 1,600 | 1.65 |
Parka | 80 | 8,000 | 1.8625 |
Patchleather | 50 | 900 | 0.03 |
Prestige robe | 100 | 20,000 | 2.2 |
Robe | 80 | 5,000 | 1.725 |
Sandbags | 5 | 180 | 1.62 |
Sash | 25 | 1,000 | 1.64 |
Shadecone | 25 | 1,800 | 1.76 |
Slave body strap | 70 | 7,000 | 1.8571428571429 |
Slave collar | 25 | 1,800 | 1.76 |
T-shirt | 40 | 1,600 | 1.65 |
Tailcap | 20 | 1,400 | 1.75 |
Top hat | 50 | 6,000 | 1.94 |
Tribal headdress | 50 | 6,000 | 1.94 |
Tribalwear | 60 | 1,800 | 1.6166666666667 |
Tuque | 20 | 1,200 | 1.7 |
Veil | 20 | 1,400 | 1.75 |
Prestige recon armor
A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Prestige recon helmet
A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.
Expensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
Recon armor
A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces.
Recon helmet
A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces.
Shadecone
A conical woven hat. Good for keeping cool during long hours in the sun.
<ul><li>The part "or" of the query was not understood.Results might not be as expected.</li> <!--br--><li>The part " " of the query was not understood.Results might not be as expected.</li></ul>
- Stuffable tag on items? Need some way to automate knowing which materials to apply and can't trust the Category:Armor, Category:Clothing system - war veil is armor but takes textiles. A stuffable tag saying "Metallic" "Leathery" "Fabric" "Woody" would allow you to check if the var contains the tag, and display the relevant information. Template: Armor material table and Template: Clothing material table could be merged and the right variants could be displayed on the Comparison table (e.g. devilstrand, thrumbofur, hyperweave, plainleather for clothing, plasteel and steel for metallic armor)
- This same method could be used for automatic weapon materials tables. Maybe merged quality/material table.
- Example of ask command that could do whats needed: Button-down shirt, Cape, Cataphract armor, Duster, Eltex robe, Eltex shirt, Eltex vest, Flak jacket, Flak vest, Formal shirt, Grenadier armor, Jacket, Kid parka, Kid romper, Kid shirt, Lab coat, Locust armor, Marine armor, Mechlord suit, Parka, Phoenix armor, Plate armor, Prestige cataphract armor, Prestige marine armor, Prestige recon armor, Prestige robe, Recon armor, Robe, T-shirt
Production Facility 1 | Type | Type2 | |
---|---|---|---|
Electric tailor bench | Building | Production | |
Spikecore floor-star (medium) | Building | Floor | |
Drug lab | Building | Production | |
Holding platform | Building | Anomaly (Buildings) | |
Wood-fired generator | Building | Power | |
Billiards table | Building | Recreation | |
Passive cooler | Building | Temperature | |
Skullspike | Building | Ideology (Buildings) | |
Ship structural beam | Building | Ship | |
Bridge | Building | Structure | |
Silver tile | Floor | ||
Flood light | Building | Furniture | |
Flagstone | Floor | ||
Mortar | Building | Security | |
Nutrient paste dispenser | Building | Production | |
Crib | Building | Furniture | |
Firefoam popper | Building | Misc | |
Morbid slab (broad) | Building | Floor | |
Bedroll | Building | Furniture | |
Hex carpet | Floor | ||
Plant pot | Building | Furniture | |
Subcore encoder | Building | Biotech (Buildings) | |
Cannibal platter | Building | Ideology (Buildings) | |
Mech booster | Building | Biotech (Buildings) | |
Transport pod | Building | Misc | |
Drape | Building | Furniture | |
Styling station | Building | Ideology (Buildings) | |
Bed | Building | Furniture | |
Animal sleeping box | Building | Furniture | |
Incense shrine | Building | Ideology (Buildings) | |
Geothermal generator | Building | Power | |
Fine carpet | Floor | ||
Barricade | Building | Security | |
Growth vat | Building | Biotech (Buildings) | |
Fence | Building | Structure | |
Christmas tree | Building | Ideology (Buildings) | |
Table (2x2) | Building | Furniture | |
Wind turbine | Building | Power | |
Deathrest accelerator | Building | Biotech (Buildings) | |
Shard inhibitor | Building | Anomaly (Buildings) | |
Rocketswarm launcher | Building | Security | |
Ship cryptosleep casket | Building | Ship | |
Mechband dish | Building | Biotech (Buildings) | |
Burnbong | Building | Ideology (Buildings) | |
Electric smithy | Building | Production | |
IED deadlife trap | Building | Security | |
IED smoke trap | Building | Security | |
Slab double bed | Building | Furniture | |
Column | Building | Structure | |
Totemic slab (broad) | Building | Floor | |
IED EMP trap | Building | Security | |
Stool | Building | Furniture | |
Large mech gestator | Building | Biotech (Buildings) | |
Bioferrite generator | Building | Power | |
Table (1x2) | Building | Furniture | |
Vent | Building | Temperature | |
IED tox trap | Building | Security | |
Autobong | Building | Ideology (Buildings) | |
Gold tile | Floor | ||
Peg leg | Medical Items | Body Parts | |
Ship computer core | Building | Ship | |
Fueled stove | Building | Production | |
Morbid slab (medium) | Building | Floor | |
Mindbend carpet | Floor | ||
Ship engine | Building | Ship | |
Deep drill | Building | Production | |
Poker table | Building | Recreation | |
Pod launcher | Building | Misc | |
Gibbet cage | Building | Ideology (Buildings) | |
Ship reactor | Building | Ship | |
Animal bed | Building | Furniture | |
Effigy | Building | Ideology (Buildings) | |
Shelf | Building | Furniture | |
Solar generator | Building | Power | |
Toy box | Building | Furniture | |
Carpet | Floor | ||
Wall | Building | Structure | |
Gene extractor | Building | Biotech (Buildings) | |
Fence gate | Building | Structure | |
Grand altar | Building | Ideology (Buildings) | |
Table (2x4) | Building | Furniture | |
Psychofluid pump | Building | Biotech (Buildings) | |
Tube television | Building | Recreation | |
Proximity detector | Building | Anomaly (Buildings) | |
Mech gestator | Building | Biotech (Buildings) | |
Dining chair | Building | Furniture | |
Wood floor | Floor | ||
Electric stove | Building | Production | |
Electric inhibitor | Building | Anomaly (Buildings) | |
Wooden hand | Medical Items | Body Parts | |
Totemic slab (medium) | Building | Floor | |
IED firefoam trap | Building | Security | |
Hospital bed | Building | Furniture | |
Table (3x3) | Building | Furniture | |
Horseshoes pin | Building | Recreation | |
Biosculpter pod | Building | Ideology (Buildings) | |
Battery | Building | Power | |
Watermill generator | Building | Power | |
Sterile tile | Floor | ||
Bookcase | Building | Furniture | |
Small nature shrine | Building | Misc | |
Stonecutter's table | Building | Production | |
Wooden foot | Medical Items | Body Parts | |
Gene bank | Building | Biotech (Buildings) | |
Hi-tech research bench | Building | Production | |
Rustic rug (broad) | Building | Floor | |
Spikecore plates | Floor | ||
Butcher table | Building | Production | |
Subcore softscanner | Building | Biotech (Buildings) | |
Ground-penetrating scanner | Building | Misc | |
Morbid stone tile | Floor | ||
Power switch | Building | Power | |
Loudspeaker | Building | Ideology (Buildings) | |
Hydroponics basin | Building | Production | |
Autocannon turret | Building | Security | |
Tool cabinet | Building | Misc | |
Couch | Building | Furniture | |
Urn | Building | Misc | |
Sacrificial flag | Building | Ideology (Buildings) | |
Orbital trade beacon | Building | Misc | |
Sun lamp | Building | Furniture | |
Baby decoration | Building | Furniture | |
Steel tile | Floor | ||
Stone tile | Floor | ||
Gene assembler | Building | Biotech (Buildings) | |
Pen marker | Building | Misc | |
Large altar | Building | Ideology (Buildings) | |
End table | Building | Furniture | |
Mech recharger | Building | Biotech (Buildings) | |
Flatscreen television | Building | Recreation | |
Grand stele | Building | Misc | |
Lightball | Building | Ideology (Buildings) | |
Atmospheric heater | Building | Anomaly (Buildings) | |
Biofuel refinery | Building | Production | |
IED trap | Building | Security | |
Crashed mechanitor ship | Building | Misc | |
Electric crematorium | Building | Production | |
Electroharvester | Building | Anomaly (Buildings) | |
Stellic crown | Gear | Clothing | |
Hex tile | Floor | ||
Ship landing beacon | Building | Misc | |
Bonsai pot | Building | Furniture | |
IED antigrain warhead trap | Building | Security | |
Cooler | Building | Temperature | |
Hemopump | Building | Biotech (Buildings) | |
Hoopstone ring | Building | Recreation | |
Campfire | Building | Temperature | |
Mechband antenna | Building | Biotech (Buildings) | |
Sleep accelerator | Building | Ideology (Buildings) | |
Fabrication bench | Building | Production | |
Torch lamp | Building | Furniture | |
Small bookcase | Building | Furniture | |
Large nature shrine | Building | Misc | |
Pollution pump | Building | Biotech (Buildings) | |
Sarcophagus | Building | Misc | |
Rustic rug (medium) | Building | Floor | |
Totemic boards | Floor | ||
Fermenting barrel | Building | Production | |
Shard beacon | Building | Anomaly (Buildings) | |
Spikecore stone tile | Floor | ||
Sensor cluster | Building | Ship | |
Pew | Building | Ideology (Buildings) | |
Hopper | Building | Production | |
Mini-turret | Building | Security | |
Multi-analyzer | Building | Misc | |
Large stele | Building | Misc | |
Wall torch lamp | Building | Furniture | |
Pyre | Building | Ideology (Buildings) | |
Long-range mineral scanner | Building | Misc | |
Paved tile | Floor | ||
Power conduit | Building | Power | |
School desk | Building | Furniture | |
Serum lab | Building | Anomaly (Buildings) | |
Totemic stone tile | Floor | ||
Gene processor | Building | Biotech (Buildings) | |
Animal flap | Building | Structure | |
Medium altar | Building | Ideology (Buildings) | |
Large mech recharger | Building | Biotech (Buildings) | |
Meditation throne | Building | Furniture | |
Lectern | Building | Ideology (Buildings) | |
Security door | Building | Structure | |
IED incendiary trap | Building | Security | |
Small shelf | Building | Furniture | |
Kneel sheet | Building | Ideology (Buildings) | |
Tactical turret | Building | Security | |
Comms console | Building | Misc | |
Uranium slug turret | Building | Security | |
Simple research bench | Building | Production | |
Bioferrite harvester | Building | Anomaly (Buildings) | |
Animalist slab (broad) | Building | Floor | |
Darklight brazier | Building | Furniture | |
Dresser | Building | Furniture | |
Heater | Building | Temperature | |
Hemogen amplifier | Building | Biotech (Buildings) | |
Cryptosleep casket | Building | Misc | |
Band node | Building | Biotech (Buildings) | |
Neural supercharger | Building | Ideology (Buildings) | |
Hidden conduit | Building | Power | |
Electric smelter | Building | Production | |
Moisture pump | Building | Misc | |
Ornate door | Building | Structure | |
Art bench | Building | Production | |
Darktorch | Building | Furniture | |
Machining table | Building | Production | |
Toxifier generator | Building | Power | |
Hand tailor bench | Building | Production | |
Spikecore floor-star (broad) | Building | Floor | |
Sandbags | Building | Security | |
Subcore ripscanner | Building | Biotech (Buildings) | |
Double bed | Building | Furniture | |
Chemfuel powered generator | Building | Power | |
Chess table | Building | Recreation | |
Drum | Building | Ideology (Buildings) | |
Sleep suppressor | Building | Anomaly (Buildings) | |
Game-of-Ur board | Building | Recreation | |
Vitals monitor | Building | Misc | |
Wall lamp | Building | Furniture | |
Grand meditation throne | Building | Furniture | |
Royal bed | Building | Furniture | |
Concrete | Floor | ||
Blackboard | Building | Furniture | |
Fueled smithy | Building | Production | |
Morbid carpet | Floor | ||
Standing lamp | Building | Furniture | |
Straw matting | Floor | ||
Small altar | Building | Ideology (Buildings) | |
Deathrest casket | Building | Biotech (Buildings) | |
Brazier | Building | Furniture | |
Reliquary | Building | Ideology (Buildings) | |
Armchair | Building | Furniture | |
Kneel pillow | Building | Ideology (Buildings) | |
Bioferrite shaper | Building | Anomaly (Buildings) | |
Fine stone tile | Floor | ||
Animalist slab (medium) | Building | Floor | |
Egg box | Building | Misc | |
Fungus darktorch | Building | Furniture | |
Double bedroll | Building | Furniture | |
Brewery | Building | Production | |
Glucosoid pump | Building | Biotech (Buildings) | |
Frenzy inducer | Building | Anomaly (Buildings) | |
Foam turret | Building | Security | |
Autodoor | Building | Structure | |
Ideogram | Building | Ideology (Buildings) | |
Bioferrite plate | Floor | ||
Door | Building | Structure | |
Spike trap | Building | Security | |
Slab bed | Building | Furniture | |
Waterproof conduit | Building | Power | |
Wastepack atomizer | Building | Biotech (Buildings) | |
Void sculpture | Art bench | Art | |
Terror sculpture | Art bench | Art | |
Grand sculpture | Art bench | Art | |
Large sculpture | Art bench | Art | |
Small sculpture | Art bench | Art | |
Revenant vertebrae | Bioferrite shaper | Medical Items | Body Parts |
Metalblood heart | Bioferrite shaper | Medical Items | Body Parts |
Shard shock lance | Bioferrite shaper | Gear | Utility |
Nerve spiker | Bioferrite shaper | Equipment | Weapons |
Shard animal pulser | Bioferrite shaper | Artifact | |
Adrenal heart | Bioferrite shaper | Medical Items | Body Parts |
Shard insanity lance | Bioferrite shaper | Gear | Utility |
Incinerator | Bioferrite shaper | Equipment | Weapons |
Biomutation pulser | Bioferrite shaper | Artifact | Utility |
Hellcat rifle | Bioferrite shaper | Equipment | Weapons |
Corrosive heart | Bioferrite shaper | Medical Items | Body Parts |
Biomutation lance | Bioferrite shaper | Gear | Utility |
Deadlife pack | Bioferrite shaper | Gear | Utility |
Ritual mask | Bioferrite shaper | Gear | Clothing |
Ghoul barbs | Bioferrite shaper | Medical Items | Body Parts |
Ceremonial hood | Bioferrite shaper | Gear | Clothing |
Disruptor flare pack | Bioferrite shaper | Gear | Utility |
Deadlife shell | Bioferrite shaper | Crafted resources | Mortar shell |
Wort | Brewery | Crafted resources | |
Kibble | Butcher spot | Food | Meal |
Baby food | Campfire | Food | |
Pemmican | Campfire | Food | Meal |
Psychite tea | Campfire | Drug | Social drug |
Simple meal | Campfire | Food | Meal |
Tribalwear | Crafting spot | Gear | Clothing |
Knife | Crafting spot | Equipment | Weapons |
Recurve bow | Crafting spot | Equipment | Weapons |
Ghoul plating | Crafting spot | Medical Items | Body Parts |
Greatbow | Crafting spot | Equipment | Weapons |
Veil | Crafting spot | Gear | Clothing |
Club | Crafting spot | Equipment | Weapons |
Short bow | Crafting spot | Equipment | Weapons |
War mask | Crafting spot | Gear | Clothing |
Smokeleaf joint | Crafting spot | Drug | Social drug |
Tribal headdress | Crafting spot | Gear | Clothing |
Kid tribalwear | Crafting spot | Gear | Clothing |
Wake-up | Drug lab | Drug | Hard Drug |
Penoxycyline | Drug lab | Drug | Medical Drug |
Medicine | Drug lab | Medical Items | Medicine |
Go-juice | Drug lab | Drug | Hard Drug |
Flake | Drug lab | Drug | Hard Drug |
Yayo | Drug lab | Drug | Hard Drug |
Coagulator | Fabrication bench | Medical Items | Body Parts |
Detoxifier lung | Fabrication bench | Medical Items | Body Parts |
Gunlink | Fabrication bench | Gear | Armor |
Armorskin gland | Fabrication bench | Medical Items | Body Parts |
... further results |
Health Scale | |
---|---|
Squirrel | 0.25 |
Rat | 0.29 |
Waste rat | 0.29 |
Chicken | 0.35 |
Duck | 0.35 |
Snowhare | 0.4 |
Guinea pig | 0.4 |
Megascarab | 0.4 |
Raccoon | 0.4 |
Goose | 0.4 |
Yorkshire terrier | 0.4 |
Hare | 0.4 |
Chinchilla | 0.4 |
Boomrat | 0.4 |
Cat | 0.42 |
Monkey | 0.45 |
Iguana | 0.5 |
Cobra | 0.5 |
Turkey | 0.6 |
Tortoise | 0.6 |
Boomalope | 0.65 |
Toxalope | 0.65 |
Capybara | 0.7 |
Arctic fox | 0.7 |
Fennec fox | 0.7 |
Pig | 0.7 |
Goat | 0.7 |
Red fox | 0.7 |
Gazelle | 0.7 |
Wild boar | 0.7 |
Sheep | 0.7 |
Alphabeaver | 0.7 |
Clawer | 0.7 |
Cassowary | 0.8 |
Lynx | 0.8 |
Carrier | 0.8 |
Woodmaker | 0.8 |
Medicinemaker | 0.8 |
Berrymaker | 0.8 |
Gaumaker | 0.8 |
Immature dryad | 0.8 |
Ibex | 0.85 |
Emu | 0.9 |
Deer | 0.9 |
Barkskin | 0.9 |
Timber wolf | 0.99 |
Arctic wolf | 0.99 |
Ostrich | 1 |
Labrador retriever | 1 |
Alpaca | 1 |
Human | 1 |
Husky | 1.05 |
Panther | 1.3 |
Cougar | 1.3 |
Warg | 1.4 |
Donkey | 1.45 |
Cow | 1.5 |
Yak | 1.5 |
Dromedary | 1.6 |
Spelopede | 1.7 |
Horse | 1.75 |
Muffalo | 1.75 |
Bison | 1.75 |
Elk | 1.9 |
Caribou | 2 |
Polar bear | 2.5 |
Megaspider | 2.5 |
Grizzly bear | 2.5 |
Rhinoceros | 3.5 |
Megasloth | 3.6 |
Elephant | 3.6 |
Thrumbo | 8 |
Megascarab, Megascarab cocoon, Megaspider cocoon, Spelopede, Spelopede cocoon
Agrihand, Apocriton, Auto charge turret, Auto inferno turret, Auto mortar, Centipede, Centipede blaster, Centipede burner, Centipede gunner, Centurion, Cleansweeper, Constructoid, Diabolus, Fabricor, Lancer, Legionary, Lifter, Megascarab, Megascarab cocoon, Megaspider, Megaspider cocoon, Militor, Mini-slugger turret, Paramedic, Pikeman, Scorcher, Scyther, Spelopede, Spelopede cocoon, Termite, Tesseron, Tunneler, War queen, War urchin
Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results
Airwire headset, Array headset, Authority cap, Beret, Blindfold, Bowler hat, Broadwrap, Burka, Button-down shirt, Cape, Ceremonial hood, Coronet, Corset, Cowboy hat, Crown, Duster, Face mask, Flophat, Formal shirt, Formal vest, Gas mask, Headwrap, Heavy bandolier, Hood, Jacket, Kid pants, Kid parka, Kid romper, Kid shirt, Kid tribalwear, Lab coat, Ladies hat, Pants, Parka, Prestige robe, Ritual mask, Robe, Sash, Shadecone, Slave body strap, Slave collar, Slicecap, Stellic crown, T-shirt, Tailcap, Top hat, Torture crown, Tribal headdress, Tribalwear, Tuque... further results
Work To Make | |
---|---|
Adrenal heart | 13,200 |
... further results |
Armor Table
Armor - | Insulation - | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Sharp | Blunt | Heat | Heat | Cold | Coverage | Occupies Skin | Occupies Middle | Occupies Shell | Occupies Head | Value | |
Cataphract armor | 120 | 50 | 60 | 12 | 36 | Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | 3,120 |
Focus types lore
Dignified: This can be used by psycasters with Empire royal titles. They meditate on meditation thrones, and gain more focus for more grand and dignified thronerooms. This is part of a shift in emphasis for the Empire, somewhat away from the pampered noble image, and more towards the quasi-religious psychic order aspect that they’ve always had. You’ll note that this kind of meditation is a direct replacement for the old ’authority’ need that your titled pawns would have. Now, instead of sitting on the throne to boost their own ego, they do it to meditate and regain psyfocus. The throneroom is a social gathering place, but it is also a meditation temple expressing deep traditions of an honor-bound culture. Natural: This focus type is used by those with tribal childhood backstories - whether you started as a tribal faction, or simply recruited someone with a tribal backstory. Natural meditation foci all need to be in nature - they lose their power if there are artifical structures too close by. The concept here is that they want to go away from people and do a psychic practice by communing with the stillness and eternity of the natural world. The most important meditation focus for the natural focus is the anima tree. One of these unique trees spawns on every map with a biome where it’s at all feasible. The tree glows with bioluminescent micro-organisms and has a connection with the surrounding psychic field. Anima trees are powerful foci for building up psyfocus, but also serve another purpose - they can actually upgrade your psycasters. When meditated to, the anima tree slowly develops anima grass around its base. Once enough is grown, you can send someone to link with the tree through a tribal ritual and gain a new level of psylink. This gives a reason to have lots of people meditate to the tree sometimes - possibly even the whole tribe - to grow the grass faster. Anima trees are not vulnerable to toxic fallout and animal will respect them and not eat them (except the jerk alphabeavers). If it’s destroyed, a new one will spawn some time later. Besides anima trees, you can also build nature shrines or acquire ancient animus stones and place them in nature to meditate to them. These won’t give new psylink levels like the tree, but it can be useful if you’re on an ice sheet and there is no tree, or you feel you want a meditation focus in a specific spot (though they still lose power if too close to artificial buildings). Raiders won’t see or attack the hidden nature shrines and animus stone. Morbid: This focus type is used by those with certain traits like psychopath, cannibal, or blood list. They draw psyfocus by meditating on death. To that end, graves and sarcophagi are a meditation focus for them. This kind of meditation is more powerful with a corpse inside the grave, and even more powerful if the corpse is related to the meditator. Minimal: This focus type is used by ascetics. They want the absolute minimum, so they meditate to blank walls. It’s a powerful type of meditation, but only ascetics can use it, and they can’t use some other types. Artistic: This type of meditation is usable by most people. The psycaster will meditate to art. Higher-quality art builds psyfocus faster. This kind of focus object is very accessible, but not quite as powerful as other methods. The above all means that the Empire no longer needs to have laws against psychic powers - so they don’t. If you want to be tribal psychics drawing power from the anima tree, while being friendly with the Empire, you can. The Empire also no longer tries to prevent anyone from using bladelink weapons (renamed to persona weapons), again, simply because it wasn’t worth restricting players this way. Such weapons are still very hard to get, so if you get one, use it.
Marine armor test
VS SHARP ONLY, too wordy to put in as is.
Compared a flak vest and duster, the marine armor offers strictly superior protection to the arms and legs when all items are the same quality, regardless of duster material. The interactions of two layers are dictated by the games Armor Rating calculations, and the result is that marine armor provides torso, neck and shoulders protection dependent on the quality and materials of the items compared.
- All items of Awful Quality: Marine armor is comparable or superior to a devilstrand duster and flak vest for all weapons, and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
- All items of Poor Quality: Marine armor is comparable to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all but the highest AP weapons in the game.
- All items of Normal Quality: Marine armor is superior to a devilstrand duster and flak vest and significantly inferior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Good Quality: Marine armor is superior to a devilstrand duster and flak vest and comparable to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Excellent Quality: Marine armor is significant superior to a devilstrand duster and flak vest and superior to both hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
- All items of Masterwork or Legendary Quality: Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
1.3 UPdates
1.3.3066
- Added debug setting: Never force normal speed.
- Added a Thing category for wool.
- Balanced distant fight points adjustment and pawn combat points.
Improvements and adjustments: Royalty
- High-shields also stop orbital strikes and aerodrone strikes, the same way they stop mortars.
- The bestowing ceremony is now a gathering that everyone can attend.
- Throne speeches have been re-tooled into rituals.
- Neuroquake rebalance:
- Neuroquake lists its duration explicitly in the casting warning message.
- Unconsciousness from casting does not scale with psychic sensitivity.
- Unconsciousness from casting lasts 5 days instead of 3.
- The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12.
- Casting warmup changed to 12 seconds.
- Neuroquake only drives pawns berserk within a radius of 60, instead of the entire map.
- Updated imperial grenadier to use plain marine armor instead of grenadier armor.
- NPC shuttle pads now always use concrete or paved tiles as flooring.
- Shuttles leave uranium instead of steel when killed.
- Pawns lent to another faction have their wounds tended more competently.
- Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.
- Adjusted royal apparel colors. Empire pawns spawn with apparel materials that scale to their social rank.
- Anima tree inspect pane no longer lists duplicates affecting building labels.
Technical
- Save games in the load menu are populated asynchronously.
- Most motes have been changed from a Thing to use its own threaded system for increased performance. These are called “Flecks”.
Bugfixes
- Fix: Smoke doesn’t persist on the map on save load.
- Fix: Error “Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab”.
- Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
- Fix: Betraying temporary colonists doesn’t display a timer.
- Fix: Food binging pawns try to eat recreational drugs.
- 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: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork.
- Fix: “Build copy” shrine commands sometimes appear white.
- Fix: Alignment issues on some body artwork.
- Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
- Fix: Glow pods cause screen shake when they expire.
- 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: Projectiles not visible on the first cell of flight.
- Fix: Meals can stack with incompatible ingredients.
- Fix: In peaceful mode, ancient dangers can be generated with hostile mechs.
- Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
- Fix: Brawler guards can still arrive with ranged weapons.
- Fix: Incorrect relations gain info in prisoner tab during mental break.
- 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: During food binges, sometimes pawns will use recreational drugs.
- Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
- Fix: Incorrect neuroquake cast time.
- Fix: Animals can try to cheer a patient up unsuccessfully, causing an error.
- 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: Double period in quest text.
- Fix: Typos in backstories.
- 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: Anima trees can display negative meditation values.
- 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: The alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
- Fix: Firefoam IED radius is larger than drawn.
- Fix: Ambush letter doesn’t have all ambush pawns as look targets.
- Fix: Some monument buildings have enclosed floored areas.
- Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.
- Fix: Non-hauler asked to deliver resources gives the wrong message.
- Fix: Lent pawns tended to horribly by the host faction.
- Fix: Anima trees can display negative meditation values.
- Fix: Haul icon remains when stockpile is expanded to include items.
- 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: Pawn having a mental break on caravan is drafted upon entering a map.
- Fix: Television viewing area throws NRE if selected near map edge.
- Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
- Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.
- Fix: Rescue shuttle lands on crashed shuttle and wipes it.
- Fix: Removing a zone with "Shrink zone" designator while the zone is selected leaves the zone's UI open.
- Fix: Typo in tool cabinet description.
- Fix: After disabling a work type, pawns can pick up the same job right after.
Version/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.
- When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
- Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.
- Burka now covers neck and shoulders.
- Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice.
- Auto-slaughter config allows you to control bonded animal slaughter specifically.
- Gauranlen trees heal slowly over time.
- Suspend dryads currently in cocoons.
- You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all.
- Improvements to styling station dialog based on feedback.
- Added darker black hair color option. Moved hard-coded hair colors to ColorDefs.
- Use faster HasHead property instead of GetNotMissingParts().Any(x =>...)
- Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
- Fix: Animals portraits blank on ritual setup dialog.
- Fix: Dryads prioritize rest over drafted follow.
- Fix: Potential NRE when ritual participants target a bed.
- Fix: Pawns can extract skulls from corpses that have lost their head since designation.
- 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.
- Fix: Missing reservation check.
- Fix: Potential error when ritual participants target a bed.
- Fix: Checking all beds instead of just humanlike ones for room owner.
- Fix: Checking reachability in ClosestThing_Global_Reachable.
- Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
- Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed.
- Fix: Missing translation key.
- Fix: Animals portraits blank on ritual setup dialog.
- Fix: Checking reachability in ClosestThing_Global_Reachable.
- Fix: Tattoos add transparency to pawn skin background.
- Fix: Iterating forwards through knownExpansions instead of backwards.
- Fix: Not using local map variable in Alert_IdeoBuildingDisrespected.
- Precept.PlayerWarning -> GetPlayerWarning.
- MayRequire="Ideology" -> MayRequire="Ludeon.RimWorld.Ideology" in a few places.
Version/1.3.3074
- Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.
- Slaves no longer slight or insult non-slaves
- Slaves never start social fights with non-slaves if insulted.
- Allowed saving all ideos and allowed saving ideos in-game.
- Allow non-ideo members to participate in leader speech.
- Melee-ing a slave now increases suppression.
- Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts.
- Adjust slave rebellion base MTB 50 days back to 45 days.
- 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.
- Beggars can now be given items when they are traveling to their wait destination.
- Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
- Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
- Added confirmation dialogs in ideo config UI when precepts will change.
- 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.
- Integrate art for rough living issue and set it to medium importance.
- Gauranlen pod sprouts now happen much earlier for tree connector ideoligions.
- We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...)
- Allow black color to be selected for apparel coloring.
- Integrated new mod source and warning graphics for the mod menu.
- Integrated new meal graphics.
- Improvements to ideoligion save/load UI.
- Ensure Tunneler meme always has the MiningYield_High precept.
Technical:
- Optimized QuestNode_Root_WorkSite.
- Removed _NewTemp suffix from PreceptWorker methods and made optional parameter non-optional.
- Renamed def Nutrifungus to Plant_Nutrifungus per standard.
- Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice.
- Removed unused 'Notify_MemberSpawned' methods.
- hairColor -> hairOnly.
- Mark PlaceBlueprintForBuild as [Obsolete].
- Improvements to pawn blindness checks.
Fixes:
- Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
- Fix: Incorrect requireOne usage for PainIsVirtue.
- Fix: Some bad requireOne usages.
- 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.
- Fix 5218: Some ancient doodads are rotated when they shouldn't be.
- Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
- Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
- Fix: Pawns under 18 can use age reversal.
- Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
- Fix: Funerals are expected to be held for slaves if they have same ideo as colonists.
- Fix: Farskip with Relic gives debuff from losing the relic.
- Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.
- Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded.
- Fix: Ancient complex world objects remain on world map after archonexus cycles making it potentially hard to generate a new site as a ritual reward.
- Fix 5232: Wimpy Noble quest generated with generic tags rather than text.
- Fix: Apparel color buff is gone after save / load.
- Fix: NullRefException when abandoning royal title.
- Fix 5234: Pawns can build turrets when prohibited by precepts.
- Fix 5225: Undefined 'spritElement' text element.
- Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same.
- Fix: Collapsed rocks have 'attack to destroy' inspect pane and disabled deconstruct message.
- Fix 5216: Minor text overlap issue in ideo config UI.
- Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
- Fix: Misc small copy errors.
Version/1.3.3076
Improvements
- Added temperature tough issue and precept. This makes some believers mind extreme temperatures less.
- Added Alert for likely slave rebellion.
- Mining yield now caps at 125%.
- Clarified in description that the medical specialist won't do violence.
- Clarified spacedrone self-destruct delay info in quest description.
- Gauranlen tree pruning is dictated by a new stat, affected slightly by plants skill. Tree connection pawns have a 25% boost to pruning speed.
- Increase berrymaker dryad production from 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.
- Archonexus quest now warns players beforehand that research will reset
- Tuned down apostate memory thoughts and adjusted labels.
- Rebalance tree connector thoughts.
Technical
- Inspect pane now automatically resizes when tabs are added or removed.
- Changed JobGiver_DeliverPawnToBed to check for reservation before issuing job.
- Changed GenColor.InstinguishableFrom difference threshold to 0.005 and removed optional parameter.Removed the custom value from call sites.
- Error mitigation for districts not having their map index decremented correctly until problem is found.
- Added difference threshold parameter to method signator on GenColor.IndistinguishableFrom and replaced uses of GenColor.ApproximatelyEqual with calls to IndistinguishableFrom with custom threshold.
Fixes
- Fix: Dryads are affected by disease incidents.
- Fix: Gauranlen pod seed yield is affected by difficulty.
- Fix: ArgumentOutOfRange exception on Precept_Role.
- Fix: Ancient junk remains can wipe important quest structures.
- Fix: Apostasy from any ideo triggers knowsmemorythoughts in ideos with apostasy.
- Fix: A case where bad mods can easily make a savefile unloadable (Building_TurretGun).
- Fix: Check order in ThoughtWorker_Precept_TreeDensity.
- Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.
- Fix: Gauranlen seeds can be assigned to plant under a roof.
- Fix: Fungus darktorch description says it is refueled with wood. It is actually refueled with raw fungus.
- Fix: TreeDensityReduced thought stages are incorrectly calculated.
- Fix: IdeoRelic issue no longer has an iconPath assigned in XML.
- Fix: Prisoners lost during farskip.
- Fix: Ideoligion UI overlap.
- Fix: Drum circle is ignored by pawns if only Ideology is installed.
- Fix: Doctors administring drugs to a pawn that has just died of an OD throws exception.
- Fix: 'Scarification' is not translated.
- Fix: Weird ancient barrel shadow.
- Fix: Some ancient junk is rotatable but should not be.
- Fix: Portrait cache not dirtied on changing style item in styling station dialog.
- Fix: Default parameter added to GenColor.IndistinguishableFrom() instead of overload, causing mod errors.
- Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
- Fix: Animals being lead by ropes can be stopped to have their wool/chemfuel/milk gathered.
- Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
- Fix: High life meme ideos generate with a warning about conflicting apparel.
- Fix: Cancelling a biosculpter cycle before a pawn has started it will still consume nutrition.
- Fix: Ideo is left in broken state if player escapes without having selected any memes.