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This article may contain outdated information that is inaccurate for the current version of the game.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