User:Harakoni/Sandbox
https://rimworldwiki.com/wiki/User:Harakoni/Sandbox?action=purge
https://www.mediawiki.org/wiki/Manual:Purge
Ping test
Hi User:SyntaxTerror, did you get a notification for this edit? Harakoni (talk) 03:37, 9 August 2021 (UTC)
- Yea, Harakoni :). Şÿℵדαχ₮ɘɼɾ๏ʁ 04:15, 9 August 2021 (UTC)
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 | |
---|---|---|---|
IED firefoam trap | Building | Security | |
Tactical turret | Building | Security | |
Fine stone tile | Floor | ||
Animalist slab (medium) | Building | Floor | |
Butcher table | Building | Production | |
Ground-penetrating scanner | Building | Misc | |
Small bookcase | Building | Furniture | |
Table (3x3) | Building | Furniture | |
Straw matting | Floor | ||
Small altar | Building | Ideology (Buildings) | |
Power switch | Building | Power | |
Pollution pump | Building | Biotech (Buildings) | |
Watermill generator | Building | Power | |
Brazier | Building | Furniture | |
Reliquary | Building | Ideology (Buildings) | |
Hydroponics basin | Building | Production | |
Tool cabinet | Building | Misc | |
Hemopump | Building | Biotech (Buildings) | |
Security door | Building | Structure | |
Wooden foot | Medical Items | Body Parts | |
Kneel pillow | Building | Ideology (Buildings) | |
Orbital trade beacon | Building | Misc | |
Mechband antenna | Building | Biotech (Buildings) | |
Slab bed | Building | Furniture | |
Stone tile | Floor | ||
Wall torch lamp | Building | Furniture | |
Egg box | Building | Misc | |
Fungus darktorch | Building | Furniture | |
School desk | Building | Furniture | |
Flatscreen television | Building | Recreation | |
Serum lab | Building | Anomaly (Buildings) | |
Autocannon turret | Building | Security | |
Totemic boards | Floor | ||
IED trap | Building | Security | |
Sun lamp | Building | Furniture | |
Ideogram | Building | Ideology (Buildings) | |
Electric crematorium | Building | Production | |
Hidden conduit | Building | Power | |
Sarcophagus | Building | Misc | |
Small shelf | Building | Furniture | |
End table | Building | Furniture | |
Electric tailor bench | Building | Production | |
Spikecore floor-star (medium) | Building | Floor | |
Cooler | Building | Temperature | |
Bioferrite harvester | Building | Anomaly (Buildings) | |
Biofuel refinery | Building | Production | |
Totemic stone tile | Floor | ||
Campfire | Building | Temperature | |
Gene processor | Building | Biotech (Buildings) | |
Skullspike | Building | Ideology (Buildings) | |
Torch lamp | Building | Furniture | |
Large mech recharger | Building | Biotech (Buildings) | |
Sleep suppressor | Building | Anomaly (Buildings) | |
IED antigrain warhead trap | Building | Security | |
Fine carpet | Floor | ||
Morbid slab (broad) | Building | Floor | |
Fermenting barrel | Building | Production | |
Ornate door | Building | Structure | |
Hoopstone ring | Building | Recreation | |
Cannibal platter | Building | Ideology (Buildings) | |
Toxifier generator | Building | Power | |
Fabrication bench | Building | Production | |
Drape | Building | Furniture | |
Styling station | Building | Ideology (Buildings) | |
Hopper | Building | Production | |
Multi-analyzer | Building | Misc | |
Hemogen amplifier | Building | Biotech (Buildings) | |
Incense shrine | Building | Ideology (Buildings) | |
Paved tile | Floor | ||
Band node | Building | Biotech (Buildings) | |
IED smoke trap | Building | Security | |
Slab double bed | Building | Furniture | |
Wall lamp | Building | Furniture | |
Sensor cluster | Building | Ship | |
Fence | Building | Structure | |
Christmas tree | Building | Ideology (Buildings) | |
Blackboard | Building | Furniture | |
Mini-turret | Building | Security | |
Large stele | Building | Misc | |
Sandbags | Building | Security | |
IED incendiary trap | Building | Security | |
Subcore ripscanner | Building | Biotech (Buildings) | |
Long-range mineral scanner | Building | Misc | |
Frenzy inducer | Building | Anomaly (Buildings) | |
Power conduit | Building | Power | |
Burnbong | Building | Ideology (Buildings) | |
Comms console | Building | Misc | |
Simple research bench | Building | Production | |
Bioferrite plate | Floor | ||
Machining table | Building | Production | |
Column | Building | Structure | |
Totemic slab (broad) | Building | Floor | |
Heater | Building | Temperature | |
Bioferrite shaper | Building | Anomaly (Buildings) | |
Morbid carpet | Floor | ||
Cryptosleep casket | Building | Misc | |
Holding platform | Building | Anomaly (Buildings) | |
Uranium slug turret | Building | Security | |
Autobong | Building | Ideology (Buildings) | |
Electric smelter | Building | Production | |
Moisture pump | Building | Misc | |
Deathrest casket | Building | Biotech (Buildings) | |
Dresser | Building | Furniture | |
Carpet | Floor | ||
Morbid slab (medium) | Building | Floor | |
Double bed | Building | Furniture | |
Chess table | Building | Recreation | |
Wastepack atomizer | Building | Biotech (Buildings) | |
Gibbet cage | Building | Ideology (Buildings) | |
Vitals monitor | Building | Misc | |
Glucosoid pump | Building | Biotech (Buildings) | |
Effigy | Building | Ideology (Buildings) | |
Foam turret | Building | Security | |
Fueled smithy | Building | Production | |
Standing lamp | Building | Furniture | |
Flood light | Building | Furniture | |
Chemfuel powered generator | Building | Power | |
Fence gate | Building | Structure | |
Grand altar | Building | Ideology (Buildings) | |
Crib | Building | Furniture | |
Game-of-Ur board | Building | Recreation | |
Armchair | Building | Furniture | |
Royal bed | Building | Furniture | |
Shard inhibitor | Building | Anomaly (Buildings) | |
Concrete | Floor | ||
Wooden hand | Medical Items | Body Parts | |
Totemic slab (medium) | Building | Floor | |
Brewery | Building | Production | |
Hex carpet | Floor | ||
Autodoor | Building | Structure | |
Subcore encoder | Building | Biotech (Buildings) | |
Bioferrite generator | Building | Power | |
Biosculpter pod | Building | Ideology (Buildings) | |
Door | Building | Structure | |
Mech booster | Building | Biotech (Buildings) | |
Small nature shrine | Building | Misc | |
Firefoam popper | Building | Misc | |
Mechband dish | Building | Biotech (Buildings) | |
Double bedroll | Building | Furniture | |
Steel tile | Floor | ||
Rustic rug (broad) | Building | Floor | |
Drug lab | Building | Production | |
IED deadlife trap | Building | Security | |
Morbid stone tile | Floor | ||
Billiards table | Building | Recreation | |
Growth vat | Building | Biotech (Buildings) | |
Passive cooler | Building | Temperature | |
Spike trap | Building | Security | |
Loudspeaker | Building | Ideology (Buildings) | |
Ship structural beam | Building | Ship | |
Silver tile | Floor | ||
Deathrest accelerator | Building | Biotech (Buildings) | |
Waterproof conduit | Building | Power | |
Urn | Building | Misc | |
Sacrificial flag | Building | Ideology (Buildings) | |
Mortar | Building | Security | |
Rocketswarm launcher | Building | Security | |
Stellic crown | Gear | Clothing | |
Hex tile | Floor | ||
Plant pot | Building | Furniture | |
Wood-fired generator | Building | Power | |
Pen marker | Building | Misc | |
Large altar | Building | Ideology (Buildings) | |
Transport pod | Building | Misc | |
Bridge | Building | Structure | |
Grand stele | Building | Misc | |
Lightball | Building | Ideology (Buildings) | |
Bed | Building | Furniture | |
Animal sleeping box | Building | Furniture | |
Large mech gestator | Building | Biotech (Buildings) | |
Flagstone | Floor | ||
Proximity detector | Building | Anomaly (Buildings) | |
Nutrient paste dispenser | Building | Production | |
Geothermal generator | Building | Power | |
IED tox trap | Building | Security | |
Ship landing beacon | Building | Misc | |
Bonsai pot | Building | Furniture | |
Wind turbine | Building | Power | |
Toy box | Building | Furniture | |
Mindbend carpet | Floor | ||
Ship cryptosleep casket | Building | Ship | |
Sleep accelerator | Building | Ideology (Buildings) | |
Electric smithy | Building | Production | |
Bedroll | Building | Furniture | |
Large nature shrine | Building | Misc | |
Fueled stove | Building | Production | |
Table (2x2) | Building | Furniture | |
Rustic rug (medium) | Building | Floor | |
Stool | Building | Furniture | |
Electric inhibitor | Building | Anomaly (Buildings) | |
Spikecore stone tile | Floor | ||
Vent | Building | Temperature | |
Gene extractor | Building | Biotech (Buildings) | |
Pew | Building | Ideology (Buildings) | |
Gold tile | Floor | ||
Psychofluid pump | Building | Biotech (Buildings) | |
Barricade | Building | Security | |
Pyre | Building | Ideology (Buildings) | |
Ship computer core | Building | Ship | |
Mech gestator | Building | Biotech (Buildings) | |
Animalist slab (broad) | Building | Floor | |
Ship engine | Building | Ship | |
Deep drill | Building | Production | |
Bookcase | Building | Furniture | |
Table (1x2) | Building | Furniture | |
Animal flap | Building | Structure | |
Medium altar | Building | Ideology (Buildings) | |
Gene bank | Building | Biotech (Buildings) | |
Pod launcher | Building | Misc | |
Meditation throne | Building | Furniture | |
Lectern | Building | Ideology (Buildings) | |
Ship reactor | Building | Ship | |
Animal bed | Building | Furniture | |
Peg leg | Medical Items | Body Parts | |
Atmospheric heater | Building | Anomaly (Buildings) | |
Kneel sheet | Building | Ideology (Buildings) | |
IED EMP trap | Building | Security | |
Crashed mechanitor ship | Building | Misc | |
Darktorch | Building | Furniture | |
Wall | Building | Structure | |
Couch | Building | Furniture | |
Poker table | Building | Recreation | |
Darklight brazier | Building | Furniture | |
Baby decoration | Building | Furniture | |
Tube television | Building | Recreation | |
Spikecore plates | Floor | ||
Dining chair | Building | Furniture | |
Subcore softscanner | Building | Biotech (Buildings) | |
Shelf | Building | Furniture | |
Solar generator | Building | Power | |
Neural supercharger | Building | Ideology (Buildings) | |
Wood floor | Floor | ||
Electric stove | Building | Production | |
Art bench | Building | Production | |
Hi-tech research bench | Building | Production | |
Table (2x4) | Building | Furniture | |
Hand tailor bench | Building | Production | |
Spikecore floor-star (broad) | Building | Floor | |
Hospital bed | Building | Furniture | |
Electroharvester | Building | Anomaly (Buildings) | |
Horseshoes pin | Building | Recreation | |
Gene assembler | Building | Biotech (Buildings) | |
Shard beacon | Building | Anomaly (Buildings) | |
Drum | Building | Ideology (Buildings) | |
Battery | Building | Power | |
Sterile tile | Floor | ||
Mech recharger | Building | Biotech (Buildings) | |
Grand meditation throne | Building | Furniture | |
Stonecutter's table | Building | Production | |
Grand sculpture | Art bench | Art | |
Large sculpture | Art bench | Art | |
Small sculpture | Art bench | Art | |
Terror sculpture | Art bench | Art | |
Void sculpture | Art bench | Art | |
Ceremonial hood | Bioferrite shaper | Gear | Clothing |
Disruptor flare pack | Bioferrite shaper | Gear | Utility |
Revenant vertebrae | Bioferrite shaper | Medical Items | Body Parts |
Deadlife shell | Bioferrite shaper | Crafted resources | Mortar shell |
Metalblood heart | Bioferrite shaper | Medical Items | Body Parts |
Shard shock lance | Bioferrite shaper | Gear | Utility |
Shard animal pulser | Bioferrite shaper | Artifact | |
Nerve spiker | Bioferrite shaper | Equipment | Weapons |
Adrenal heart | Bioferrite shaper | Medical Items | Body Parts |
Shard insanity lance | Bioferrite shaper | Gear | Utility |
Biomutation pulser | Bioferrite shaper | Artifact | Utility |
Incinerator | Bioferrite shaper | Equipment | Weapons |
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 |
Wort | Brewery | Crafted resources | |
Kibble | Butcher spot | Food | Meal |
Pemmican | Campfire | Food | Meal |
Psychite tea | Campfire | Drug | Social drug |
Simple meal | Campfire | Food | Meal |
Baby food | Campfire | Food | |
Greatbow | Crafting spot | Equipment | Weapons |
Club | Crafting spot | Equipment | Weapons |
Short bow | Crafting spot | Equipment | Weapons |
War mask | Crafting spot | Gear | Clothing |
Kid tribalwear | Crafting spot | Gear | Clothing |
Smokeleaf joint | Crafting spot | Drug | Social drug |
Tribal headdress | Crafting spot | Gear | Clothing |
Tribalwear | Crafting spot | Gear | Clothing |
Veil | Crafting spot | Gear | Clothing |
Knife | Crafting spot | Equipment | Weapons |
Ghoul plating | Crafting spot | Medical Items | Body Parts |
Recurve bow | Crafting spot | Equipment | Weapons |
Flake | Drug lab | Drug | Hard Drug |
Yayo | Drug lab | Drug | Hard Drug |
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 |
Recon armor | Fabrication bench | Gear | Armor |
Love enhancer | Fabrication bench | Medical Items | Body Parts |
Charge rifle | Fabrication bench | Equipment | Weapons |
Prestige marine helmet | Fabrication bench | Gear | Armor |
... 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
Pens and animals
- 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.
- Breach raids
- Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
Miscellaneous
- 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.
- Added new meal types: Vegetarian and Carnivore fine/lavish meals. These are made exclusively of vegetable/meat ingredients
Improvements and adjustments: Base game
Goodwill
- 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
- 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%.
- Grass nutrition reduced from 0.7 to 0.5.
- 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.
- Change boomalope trainability to None.
- 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
- Grenade throws are rendered in an arc.
- Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
- Disabled shooting gizmos when a shield belt is equipped.
- When a pawn is drafted while eating from inventory they will return the food to their inventory.
- Pawns can take medicine into their inventory.
- Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
- 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
- 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.
- Pawns now try a lot harder to avoid wearing tattered apparel.
- 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.
- Guests with "AllWork" disabled will no longer opportunistically haul.
- 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.
- Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
- Smoothed out addiction chances based on the pawn’s tolerance.
Caravans
- 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
- 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.
- Doors not owned by the player can be forbidden.
- 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.
- Optimized map mesh generation and drawing.
- Added a Thing category for wool.
- maintenanceCostFactor has a minimum of 1%.
- Wildlife tab refinements.
- 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.
- Updated imperial grenadier to use plain marine armor instead of grenadier armor.
- NPC shuttle pads now always use concrete or paved tiles as flooring.
- Pawns lent to another faction have their wounds tended more competently.
- Adjusted royal apparel colors. Empire pawns spawn with apparel materials that scale to their social rank.
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: 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: 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: 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: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
- Fix: Stun psycast does not interrupt minigun salvo.
- 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: Some monument buildings have enclosed floored areas.
- Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.
- Fix: Lent pawns tended to horribly by the host faction.
- Fix: Anima trees can display negative meditation values.
- 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: 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: Typo in tool cabinet description.
- Fix: After disabling a work type, pawns can pick up the same job right after.
Version/1.3.3067
Improvements
- Blind people no longet get the darkness mood debuff.
- Reduced min colony wealth to 150k for firing archonexus endgame quest.
- Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
- Allow starting the bestowing ceremony via right click.
- Added anima grass growth rate from meditiation penlaty to anima tree based on proximity to artificial buildings.
- Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
- Building damage factors are drawn for projectile weapons in their info card.
- Metallic fence and walls now use stuff-specific ui and blueprint graphics.
- Mechanoid breach raids spawn with one breacher.
- Breach raids never have 'drop-in' arrival mode.
- Prisoners now produce a mood malus if they escape.
- Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
- Biosculpter pod plays a sound when nutrition is added.
Fixes
- Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead
- Fix: Pawns can end up with overlapping apparel requirements.
- Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
- Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
- Fix: Dromedary description mentions it is not rideable, but it is.
- Fix: Pawns walking over structures causes construction to halt.
- Fix: Trees adjacent to no-cut growing zones are cut down.
- Fix: Essential roles can be removed.
- Fix: Stacking building damage factors don't display if they have the same value.
- Fix: Typo on anima tree linking ritual.
- Fix: Ability.Activate only starts cooldown if there are any ability components.
- Fix: Deep drills produce chunks over themselves and their interaction cells.
- Fix: Enter closes form caravan UI.
- Fix: Musical instruments don't give recreation.
- Fix: Biosculpter pod only shows pawn label for an occupant not who it is biotuned to.
- Fixes to anima tree linking feedback for spectator role.
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.
- Auto-slaughter config allows you to control bonded animal slaughter specifically.
- Suspend dryads currently in cocoons.
- Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
- Fix: Dryads prioritize rest over drafted follow.
- 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: Checking all beds instead of just humanlike ones for room owner.
- Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
Version/1.3.3074
- Allowed saving all ideos and allowed saving ideos in-game.
- Allow non-ideo members to participate in leader speech.
- 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.
- 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.
- Integrated new meal graphics.
- Improvements to ideoligion save/load UI.
- Ensure Tunneler meme always has the MiningYield_High precept.
Fixes:
- Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
- 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: 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: Farskip with Relic gives debuff from losing the relic.
- Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.
- Fix 5234: Pawns can build turrets when prohibited by precepts.
- Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
Version/1.3.3076
Improvements
- Added temperature tough issue and precept. This makes some believers mind extreme temperatures less.
- Clarified in description that the medical specialist won't do violence.
- Clarified spacedrone self-destruct delay info in quest description.
- Archonexus quest now warns players beforehand that research will reset
- Tuned down apostate memory thoughts and adjusted labels.
- Rebalance tree connector thoughts.
Fixes
- Fix: Dryads are affected by disease incidents.
- 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: Prisoners lost during farskip.
- Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
- 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.
Version/1.3.3080
Improvements
- Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing.
- Change harmful aging thought minimum age from 20 to 25
- Added temperature precept icon.
- Add more constraints to Empire faction ideo generation. They are no longer proselytizers. This makes it less annoying to host them. (This will only apply to new games.)
- Increased plant harvest yield stats' max values.
Fixes
- Fix: Pawns without eyes cannot wear blindfolds
- Fix: NullReferenceException for wearing color thought if apparel does not have colorable (like apparel from mods)
- Fix: Pawns who prefer indoors do outdoor joy activities
- Fix: Dryads can bond with pawns other than the connected one.
- Fix: Dye doesn't deteriorate.
- Fix: Deserter quest doesn't count as raiding.
- Fix: Biosculpters fail to eject their contents when uninstalled.
- Fix: Rusted car only appears in north orientation.
- Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map.
- Fix: Generated ideo building def gets overriden to a random one during initialization.
- Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors.
- Fix: Dryad and Gaumaker pods can spawn over graves.
- Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog.
- Fix: Typo in shooting specialist role description
Version/1.3.3087
New stuff
- 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
- 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
- Vegetarian meals now allow animal products as ingredients.
- 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.
- Removed allowed area assignment UI for dryads since they ignore it anyway.
- Reword ideo preset categories' descriptions.
- We now reset biosculpter timers after archonexus resettlement.
- We now reset prevent various events from happening too early after new archonexus settlement.
- Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk.
- Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
- Improvements to unsuitable caravan food warning based on feedback.
- Add a "drag to reorder" label on colonist creation screen for clarity.
- Updated player-created names.
- Colorize the Tree Connection ritual icon to match the Gauranlen color.
Technical
- PawnRenderer weapon drawing now supports Graphic_Random.
- Limit awaking on clamor to ancient complex insects and mechs.
Fixes
- Fix: Classic ideo preset can have tattoos for tribal player.
- Fix: Ideology loads before royalty when resetting mods config.
- Fix: Ideology about.xml file is missing <loadAfter> to be loaded after core mod.
- 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: Outdated anima tree description.
- 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/1.3.3101
New stuff
- Add new fluid ideo system. This allows you to start the game with a "fluid" ideoligion that has only one meme. Over time, you gain development points on that ideoligion by completing rituals and other ideoligion-related actions. With *nough development points, you can reform the ideoligion to alter memes or precepts, change styles, change structure, and more.
- Add darklight braziers.
- Predators no longer hunt animals on the other side of fences. Predators can still randomly wander into animal pens.
- Add an alert to thell the player when a predator has wandered into a pen in use.
- 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 bionic tongue that replaces tongue.
- 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 copy/paste gizmos for biosculpter nutrition settings.
- Added toggleable texture compression and atlas texture compression in the options menu.
Improvements
- Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
- 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.
- We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
- On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
- Extractable trees are no longer auto-minifiable in caravan forming dialog.
- We now hide quests that are ended by starting a new archonexus settlement
- Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
- Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
- Tweaked the archonexus "choose items to take to new colony" dialog formatting.
- The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
- Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
- Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
- Change ritual quality check graphics to look less like togglable ones for better UI clarity.
- 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.
- Pawns now recover from berserk trance on being downed.
- 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.
- Skulls now keep track of the name of the pawn they originated from.
- Update descriptions of individualist and collectivist memes.
- Wind turbine, skullspike and neural supercharger can now be walked through like most other buildings.
- Biosculpters now list what will be cured and what can possibly be cured in the tooltip for the healing cycle if the biosculpter is tuned to a pawn.
- 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.
- Add note about work to deconstruct to 'work to build' stat description.
- Adjust some thought descriptions so that they still make sense for blind people.
- Timbershrooms can now grow wild in caves.
- Minified things now inherit their inner thing's flammability.
- Removed culture restrictions when choosing ideoligion
- More informative float menu options for not being able to enter a biosculpter.
- Split biosculpter healing cycle into two distinct cycles: Medic and bioregeneration. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs.
- Changed extract tree hotkey to be the same as uninstalling.
- Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
Tuning
- Dryad spawn days reduced from 8 to 6.
- Increase impact of 'lost role' thought from -5 to -15.
- Reduce production specialist crafting speed buff from +70% to +50%.
- Reduce intensity of 'ate meat' opinion maluses for vegetarians.
- Reduce biosculpter age reversal cycle duration from 10 to 8 days.
- Reduce nutrition requirements of healing and age reversal biosculpter cycles from 10 to 5.
- Woodmaker dryad output every 2 days increased from 25 wood to 32 wood.
- Reduced dryad transform delay from 6 days to 5 days.
- Adjust mood impact of relic-in-ritual-room thought.
- Barkskin dryad blunt armor increased from 30% to 40%, sharp armor increased from 60% to 70%.
- Gauranlen seeds now have a market value of $70 instead of $0.
Technical
- Change IsPsychicallySensitive from >= to >.
- Turn psychic sensitivity checks into a property.
- Merged two translation keys regarding building precept alerts into one.
- Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
- Add unused legacy AllThingsGlowing room requirement back in for back compat
- Refactor: Separate method for loading multiple comma separated MayRequire mods
- Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job.
- Performance improvements to animal slaughter dialog, debug tables and debug option screens.
- Add missing gender constants for deity, foeLeader and founder.
- Implemented ideo thoughts debug output.
- Moved ThingWithSources to a comp.
- Change to ritual obligation trigger CopyTo based on feedback.
- Ensure CompHasSources does not start with a null list.
- Added some new player-created names. Adjusted one name per request.
Fixes
- 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: Skull extraction blood is labeled as being from the extractor.
- Fix: Skull extraction drops blood when corpse is already a skeleton
- 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: Destroying Gauranlen tree while dryads are in healing pod or cocoon causes errors and keeps dryads inside.
- Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
- Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
- Fix: Bionic / archotech eye is visible under the burka.
- Fix: Colonists try to rope to pen an animal in a mental state, resulting in getting stuck.
- Fix: Ancient beds not showing sleeping pawn body.
- Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.
- Fix: There are some duplicate ideoligion icons.
- Fix: Pawns can get stuck picking up and dropping medicine after returning on a caravan.
- Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
- Fix regression: Bestower doesn't care about roof collapsing on top of him.
- Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
- Fix: Skeletons don't draw apparel.
- Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. Several other fixes to bestowing ceremony.
- 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: Totemic boards and ideoligion rugs are not flammable.
- 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: Ideo reform dialog does not support more than 5 memes horizontally.
- 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.