RimWorld Wiki:To-do

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

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

Outdated pages and pages that need updated/more images

Outdated

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Pages to be rewritten

Image(s) wanted

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Pages that need images

Pages wanted

Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'

Ideology pages

Remember to add the Template: Ideology banner to these pages.

Stubs

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Stubs


Pages to be Moved

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Pages to be moved

Pages to be Recoded

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Pages to be recoded

Pages using duplicate arguments in template calls

This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see Category:Pages using duplicate arguments in template calls


Market Value Calculated, not set

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Unverified articles

This automated list is not always up to date. For a more accurate list, see Category:Unverified articles

... further results

General To-do List

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

  • Pages: Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. Mayoculpa (talk) 12:19, 5 February 2020 (UTC)
  • Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
  • Menus#Schedule needs a section and image for showing the addition of meditation by Royalty. Harakoni (talk) 05:02, 29 October 2020 (UTC)
  • Market values: Mindscrew, Flatscreen television & Ground-penetrating scanner have market values at odds with their calculated market value. They could be manually set or there could be a bug in the market value calculation (like there is for prestige armor) or the articles could be wrong. They need to be checked in game. Harakoni (talk) 08:10, 29 April 2021 (UTC)
  • Properties: Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obviousm, would be good. Harakoni (talk) 01:07, 14 October 2021 (UTC)

Updates and maintenance needed on the Wiki

  • Freshen up the frontpage, and if nothing else, change from a table to div setup --> In progress by Pangaea
  • Add an Admin noticeboard --> DONE by Pangaea
    • Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed Harakoni (talk) 08:10, 29 April 2021 (UTC)
  • Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
  • Update some of the default footer pages, as they seem outdated currently --> Partially done by Pangaea
  • Given a fitting license, borrow content from other wikis and improve and expand our Help sections
  • Add articles for each technology and skill, with fitting templates
  • Purge outdated SMW entities: (see Statistics) --> DONE by Hypolite
  • Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
  • An RSS feed for news would be nice, but looks like we'd need this extension for it. Could perhaps put it on the frontpage then. Pangaea (talk) 13:21, 1 August 2019 (UTC)
  • Template: STDT tables don't play nice with Template: infobox main and ToC as described here. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in MediaWiki:Common.css as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. Harakoni (talk) 11:43, 1 January 2021 (UTC)
  • Finish the page Help:Templates#Creating_a_template.

Suggestions

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

Large projects

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

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

Page type Suggested detail/sections
Plants
  • For plantables: Growing section using Template: Grow Table
  • For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
  • Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand
Animals
  • Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
Drugs
  • Acquistion/crafting information standardized
  • Summary
    • High effects - both hediff, as well as recreation add and mood buff, and duration. Split into Instantaneous and Duration - e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.
    • Tolerance and Severity gains
    • Addiction effects
    • Withdrawal effects
    • Effects for mtb to chemical damage etc.
  • Analysis
    • Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)
    • Comparison of production compared to other drugs in the same class as part of above
    • Comparison of economies, like is currently available for Flake and Yayo, but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.
Weapons Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. Additionally, a way to display quality information for different materials is also needed. Talk to User: Harakoni for this last bit - ideas are in teh workds for updating Template: Weapon Quality Table but work is needed.
Production facilities Workbenches like the smithy, tailoring becnh etc.
  • Acquisition - self evident
  • Summary - general information about it use, with the use of Template:Recipe List to what is produced there (except when theres only 1 thing produced there)
  • Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.
  • Template:Building_Material_Table
Diseases
Recreation Standardized recreation comparison - tables with time to recreate etc.
Traps IEDs and spike traps. Standardisation and comparisons - see Security table for start.
Sculpture Sculpture, Small sculpture, Large sculpture, Grand sculpture, Terror sculpture
Artificial body parts Almost all of them need a dedicated summary section of their mechanics
Illumination area Add similar images in style/quality/content to Standing lamp#Illumination area by User:SyntaxTerror to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.

Pawn stats

The following stats are the ones currently in the game as of Version/1.2.2753, several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant capacity Harakoni (talk) 05:52, 17 November 2020 (UTC)

Updated Stat Source
Ex.png Move Speed Stats_Pawns_General.xml
Ex.png Mental Break Threshold Stats_Pawns_General.xml
Ex.png Psychic Sensitivity Stats_Pawns_General.xml
Ex.png Toxic Sensitivity Stats_Pawns_General.xml
Ex.png Global Learning Factor Stats_Pawns_General.xml
Ex.png Hunger Rate Multiplier Stats_Pawns_General.xml
Check.png Rest Rate Multiplier Stats_Pawns_General.xml
Check.png Eating Speed Stats_Pawns_General.xml
Check.png Minimum Comfortable Temperature Stats_Pawns_General.xml
Check.png Maximum Comfortable Temperature Stats_Pawns_General.xml
Ex.png Immunity Gain Speed Stats_Pawns_General.xml
Check.png Carrying Capacity Stats_Pawns_General.xml
Ex.png Meat Amount Stats_Pawns_General.xml
Ex.png Leather Amount Stats_Pawns_General.xml
Ex.png Minimum Handling Skill Stats_Pawns_General.xml
Ex.png Pain Shock Threshold Stats_Pawns_General.xml
Check.png Foraged Food Amount Stats_Pawns_General.xml
Check.png Smelting Speed Stats_Pawns_WorkRecipes.xml
Check.png General Labor Speed Stats_Pawns_WorkRecipes.xml
Check.png Drug Synthesis Speed Stats_Pawns_WorkRecipes.xml
Ex.png Cooking Speed Stats_Pawns_WorkRecipes.xml
Check.png Food Poison Chance Stats_Pawns_WorkRecipes.xml
Check.png Drug Cooking Speed Stats_Pawns_WorkRecipes.xml
Check.png Butchery Speed Stats_Pawns_WorkRecipes.xml
Check.png Mechanoid Shredding Speed Stats_Pawns_WorkRecipes.xml
Check.png Butchery Efficiency Stats_Pawns_WorkRecipes.xml
Check.png Mechanoid Shredding Efficiency Stats_Pawns_WorkRecipes.xml
Ex.png Melee DPS Stats_Pawns_Combat.xml
Ex.png Melee Armor Penetration Stats_Pawns_Combat.xml
Ex.png Melee Hit Chance Stats_Pawns_Combat.xml
Ex.png Melee Dodge Chance Stats_Pawns_Combat.xml
Ex.png Shooting Accuracy Stats_Pawns_Combat.xml
Check.png Aiming Time Stats_Pawns_Combat.xml
Ex.png Trap Spring Chance Stats_Pawns_Combat.xml
Ex.png Incoming Damage Multiplier Stats_Pawns_Combat.xml
Check.png Medical Tend Speed Stats_Pawns_WorkMedical.xml
Ex.png Medical Tend Quality Stats_Pawns_WorkMedical.xml
Check.png Medical Operation Speed Stats_Pawns_WorkMedical.xml
Ex.png Medical Surgery Success Chance Stats_Pawns_WorkMedical.xml
Check.png Negotiation Ability Stats_Pawns_Social.xml
Ex.png Beauty - Pawn Beauty Stats_Pawns_Social.xml
Check.png Arrest Success Chance Stats_Pawns_Social.xml
Check.png Trade Price Improvement Stats_Pawns_Social.xml
Check.png Social Impact Stats_Pawns_Social.xml
Check.png Tame Animal Chance Stats_Pawns_Social.xml
Check.png Train Animal Chance Stats_Pawns_Social.xml
Ex.png Global Work Speed Stats_Pawns_WorkGeneral.xml
Check.png Mining Speed Stats_Pawns_WorkGeneral.xml
Check.png Deep Drilling Speed Stats_Pawns_WorkGeneral.xml
Check.png Mining Yield Stats_Pawns_WorkGeneral.xml
Check.png Smoothing Speed Stats_Pawns_WorkGeneral.xml
Check.png Research Speed Stats_Pawns_WorkGeneral.xml
Check.png Animal Gather Speed Stats_Pawns_WorkGeneral.xml
Check.png Animal Gather Yield Stats_Pawns_WorkGeneral.xml
Check.png Plant Work Speed Stats_Pawns_WorkGeneral.xml
Check.png Plant Harvest Yield Stats_Pawns_WorkGeneral.xml
Ex.png Hunting Stealth Stats_Pawns_WorkGeneral.xml
Check.png Construction Speed Stats_Pawns_WorkGeneral.xml
Check.png Construct Success Chance Stats_Pawns_WorkGeneral.xml
Check.png Repair Success Chance Stats_Pawns_WorkGeneral.xml
Ex.png Neural Heat Limit Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Recovery Rate Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Meditation Focus Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)

Version/1.3.3200

Combat - Turrets

  • Turret ammo cost is no longer factored by difficulty.
  • Reduced uranium slug turret cost per shot from 3 uranium to 2.666.

Combat - Enemies

  • Added a way to make special per-faction raid strategy probabilities.
  • Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
  • Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
  • Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).
  • Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
  • Adjusted human factions' raid strategy selection weights for slightly more variation.

Food handling

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

Misc improvements

  • Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
  • Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
  • When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
  • Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
  • Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip.
  • Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
  • Added a loading tip describing fixed wealth mode.
  • Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).

Fixes

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

Version/1.3.3159

Caravan improvements

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

Archonexus improvements

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

Misc improvements

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

Fixes

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

Version/1.3.3117

Yet another update. Slowly falling behind here. Harakoni (talk) 02:55, 10 September 2021 (UTC)

Multi-ideo colony viability

  • Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
  • Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
  • Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
  • Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
  • Ritual setup dialog now says what ideoligion the ritual comes from.

New stuff

  • Gaining, changing, or removing a role now requires a simple ritual.
  • Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.
  • While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
  • Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.
  • You can now randomize fluid ideos before applying changes.
  • You can now randomize normal memes during fluid ideo reforming.
  • Added a "build door" gizmo that displays when a wall or wall blueprint is selected.

Improvements

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

Fixes

  • Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
  • Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
  • Fix: Text of funeral ritual states bonus awards are available after randomizing name.
  • Fix: Totemic sculpture is pixelated.
  • Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
  • Fix: Research command ability icon is pixelated on non-uniform ui scales.
  • Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
  • Fix: Sunlamp does not trigger blinding light for Darkness pawns.
  • Fix: Wild people can be enslaved while arrested.
  • Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
  • Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
  • Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
  • Fix: Regression * Colonists no longer automatically take yayo and a few other drugs.
  • Fix: When a faction is defeated the faction goodwill number and relation label overlap.
  • Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
  • Fix: You can assign a role changer of non-player ideo on the ritual config screen.
  • Fix: Bestower sometimes arrives malnourished.
  • Fix: Gaumaker pods can destroy the tree they are spawned from
  • Fix: Ritual timings are 1 day off.
  • Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
  • Fix: Gaumaker pods can destroy the tree they are spawned from.
  • Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
  • Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
  • Fix: Wardens stop suppressing slaves if suppression > 50%.
  • Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
  • Fix: Skip abilities don't update cover grid.

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

Improvements

  • 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.
  • Update descriptions of individualist and collectivist memes.
  • 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.
  • Minified things now inherit their inner thing's flammability.
  • Removed culture restrictions when choosing ideoligion
  • 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 intensity of 'ate meat' opinion maluses for vegetarians.
  • Reduced dryad transform delay from 6 days to 5 days.
  • Adjust mood impact of relic-in-ritual-room thought.

Technical

  • Change IsPsychicallySensitive from >= to >.
  • Turn psychic sensitivity checks into a property.
  • Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
  • Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job
  • Add missing gender constants for deity, foeLeader and founder.
  • 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: 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: 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: 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.
  • 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: You can start conversion ritual with a moral guide that can't speak.
  • Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
  • Fix: Cannibal ideo pawns do not prefer human leather apparel.
  • Fix: Non-colonist can be chosen as scarification target.
  • Fix: Wild dryads can wander in, only to leave right away.

Version/1.3.3087

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
  • Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
  • Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
  • We now reset prevent various events from happening too early after new archonexus settlement.
  • 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.
  • Add a "drag to reorder" label on colonist creation screen for clarity.
  • 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: Ancient complex insects that heard a clamor are not fully awoken.
  • Fix: Hunters finishing off their prey counts as slaughtering an animal.
  • Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
  • Fix: Gauranlen spawn cycle not correct after new archonexus settlement
  • Fix: Savage Tribe shows what it will buy.
  • Fix: Item style overrides information is not shown on ideo preset screen.
  • Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
  • Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
  • Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
  • Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
  • Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
  • Fix: Positive goodwill reward given when labourers miss shuttle
  • Fix: Mentally broken pawn appears as participant for anima linking ritual.
  • Fix: Tribal members do not become hostile when arrested in terminal hack quest.
  • Fix: Passive cave insects block bestowing ceremony.
  • Fix: Badly formatted relic name in relic hunt quest description.

Version/1.3.3080

Improvements

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

Fixes

  • Fix: Pawns who prefer indoors do outdoor joy activities
  • Fix: Dryads can bond with pawns other than the connected one.
  • Fix: Deserter quest doesn't count as raiding.
  • 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: Dryad and Gaumaker pods can spawn over graves.

Version/1.3.3076

Improvements

  • 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: In desert areas, Gaumaker dryads never form a gaumaker pod.
  • Fix: Gauranlen seeds can be assigned to plant under a roof.
  • 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.

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.
  • 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.
  • 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/1.3.3072

  • 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/1.3.3067

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.
  • 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.

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.
  • Fixes to anima tree linking feedback for spectator role.

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.

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.

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.
  • 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

  • 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: 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: 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: 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.

Update 1.2.2753

1.2.2753

Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though Harakoni (talk) 07:13, 12 September 2020 (UTC)

  • When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly. DONE. Jimyoda (talk) 18:54, 2 April 2021 (UTC)
  • You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
  • If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
  • Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
  • Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers. No need to document. Jimyoda (talk) 22:05, 17 March 2021 (UTC)
  • Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
  • We now automatically add appropriate bedrolls to caravan.
  • Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
  • Allow quick loading via permit shuttle from non-home maps with no hostiles.

Adjustments

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

Fixes

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

1.2.2719 and 1.1.2654 Update

1.2.2719 and 1.1.2654 Update

As always. This time around, no need to strikeout completed items- just delete them right away. PigeonGuru ( talk | contribs | assist ) 04:51, 20 August 2020 (UTC)

The 1.2 release of RimWorld adds a variety of new content and a few new systems.

There are a few major parts to this update.

New stuff: Base game

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

New stuff: Royalty expansion

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

Improvements and adjustments

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

Technical

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

Bugfixes

  • Fix: Anima tree doesn't heal properly.
  • Fix: Joy meditation can cause pawns to fall out of bed.
  • Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
  • Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
  • Fix: Many neural heat gizmos shown if many psycasters are selected.
  • Fix: Pawns interrupting their throne meditation for other jobs.
  • Fix: Insect glowpods affect anima meditation.
  • Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
  • Fix: Humans with 0% hearing get thoughts from listening to instruments.
  • Fix: Pawn can get random inspiration while not capable of being conscious.
  • Fix: Peace talks can generate for factions with goodwill rewards disabled.
  • Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
  • Fix: Banishing quest lodgers causes "banished" thoughts.
  • Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
  • Fix: Psylink counts as an artificial part for a transhumanist.
  • Fix: Pawns not gaining comfort from throne while meditating.
  • Fix: Colonists can lose their psylink entirely when being resurrected.
  • Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
  • Fix: Pawn in cryptosleep requires bedroom.
  • Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
  • Fix: It's possible to use doors as electricity-less coolers.
  • Fix: Just claimed artificial structures don't affect nature focus objects.
  • Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
  • Fix: Mechanoids not waking up if you skip them.
  • Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
  • Fix: Empire is hostile to neutral ancients by default.
  • Fix: Incorrect calculation for packaged survival meal bulk recipe.
  • Fix: Wild men who are incapable of violence can hunt animals for food.
  • Fix: Shuttles sometimes land on natural roofs.
  • Fix: Some enemies spawn with smoke launchers who shouldn't.

Improvements

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

Tuning

  • Increase rewards per points for quests game-wide.
  • Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
  • Double the rate of nuzzling by animals to buff mood-oriented pets. Already done. Ickputzdirwech (talk) 08:13, 22 September 2021 (UTC)
  • Extend the thought for when you buried someone in a sarcophagus.
  • Reduce monument sizes about 15%.
  • Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
  • Reduce anima tree regrowth check cycle from 40 days to 30 days.
  • Ship chunks now leave a component if killed, even if not deconstructed.
  • Reduce blood rot severity per day gain from 60% to 40%. Already done. Jimyoda (talk) 14:28, 2 April 2021 (UTC)
  • Reduce chance for diseases in caravans by 4x.
  • Min market value for neuroformer quest rewards reduced from 720 to 600.
  • Reduced the selection weight of hostile factions as quest askers to 15%.
  • Disabled paralysis in hospitality quests.

Fixes

  • Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
  • Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.

1.1 Update

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

New features

  • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance. Already done. Jimyoda (talk) 16:30, 5 April 2021 (UTC)
  • Added smoke grenadier enemy. Added by User:Harakoni . Jimyoda (talk) 14:25, 2 April 2021 (UTC)
  • Added a planet population slider to the planet generation parameters. DONE. Jimyoda (talk) 02:03, 2 April 2021 (UTC)
  • Added heatstroke alert for colonists and tame animals.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.

Adjustments

  • Faction icons are now differentiated by shape as well as color, to help out colorblind players. Already done, page has image with updated graphics. Jimyoda (talk) 16:32, 5 April 2021 (UTC)
  • Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
  • Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile). Already done. Jimyoda (talk) 16:33, 5 April 2021 (UTC)
  • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
  • Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
  • Downed pawns can now be loaded into transport pods like prisoners.
  • Added confirmation dialog before attacking friendly factions. Minor detail, no documentation needed. Jimyoda (talk) 16:49, 5 April 2021 (UTC)
  • Pawns now really like the pawn who rescued them.
  • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
  • Trade interface now shows the next restock time for settlements.
  • Open caskets now look different from closed ones.
  • Colonists attending a party gain recreation value.
  • Player can now inspect the contents of cryptosleep caskets on a new tab.
  • Stomach is no longer a vital organ. Already done. Jimyoda (talk) 16:49, 5 April 2021 (UTC)
  • Changed animal rescue radius from 30 to 75.
  • Interface now reports the chance of a successful arrest before you try to make it.
  • Changed caravan reform to be allowed with sleeping hostiles on site.
  • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
  • Rebalanced mechanoid bodypart coverages
  • Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
  • Trade price improvement from negotiator is now reported on the trade screen. Already done. Jimyoda (talk) 16:49, 5 April 2021 (UTC)
  • Tattered apparel and unhappy nudity alerts now shows how many are affected.
  • Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
  • Placing turrets now shows min and max range, not just max range.
  • Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
  • Credits now list the memory of colonists who died. DONE. Jimyoda (talk) 16:49, 5 April 2021 (UTC)

Fixes

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

Beta 19/ 1.0 Update

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

New features

  • Improved caravaning:
    • Added Caravan tab with caravan loading progress
    • Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
    • Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
    • Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
  • New designators: Mass-forbid and unforbid
  • New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals Already done. Jimyoda (talk) 17:05, 23 March 2021 (UTC)
  • New type of attack: Kick sand/water in eyes
  • You can now smooth natural rough rock walls into high-quality walls
  • Workbench bills can now be assigned to specific colonists
  • Added "Show what will buy" window which shows all items a trader will buy
  • Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
  • Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
  • Workbench bills can now be copied and pasted
  • Colonists now opportunistically haul things while working if their current target is roughly in the same direction
  • It's now possible to mass-cancel all designations with a designator's right-click menu
  • It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
  • You can now drag and reorder colonists in the colonist bar
  • Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.

Adjustments

  • Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Confirmed speed modifier correct on Environment#Terrain Jimyoda (talk) 01:46, 1 April 2021 (UTC)
  • Doctors can draw medicine from the same stack at the same time
  • Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
  • Insects will no longer attack the colony when harmed by raiders
  • Hives will no longer spawn close to enemy bases
  • Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
  • No more random deaths from meteorites falling on colonists
  • Caravan members now slowly gain social recreation when the caravan is not moving
  • It's no longer possible to build roof over trees
  • Plant cut/harvest time now depends on the plant's growth
  • Mechanoids now always die on downed
  • Nutrient paste dispensers are now orange when they can be used by prisoners
  • Doing passionate work now affects mood instead of recreation
  • Exotic goods outlander traders will no longer trade furniture
  • Some traders will now buy only some types of animals, not all
  • Adjusted doctors and patients work priorities a bit so they do urgent work first
  • Most crafting benches are now uninstallable and reinstallable
  • Inspired colonists now get a special icon in the colonist bar
  • Colonists will now take pemmican to inventory (like meals)
  • Ores mined by non-colonists (e.g. insects) now spawn forbidden
  • Combined ribs into rib cage
  • Animals' melee damage now scales with life stage
  • Graves now show the person's date of death
  • Added medical care column to the Assign tab
  • Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
  • Minor starvation (below 25% severity) no longer causes miscarriages
  • Pets and bonded animals no longer disturb sleep
  • When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
  • Enemies no longer use single use rocket launchers during caravan ambushes
  • Various floors now require research.
  • Projectile impacts now wake up nearby people and animals
  • Explosive weapons now explode when set on fire
  • Improved following behavior so animals following their master will now try to stay close to him
  • Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)

Balance

  • Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
  • World quest destinations appear 10% closer to the player bases.
  • Table search radius 25 -> 32
  • The “expectations” thoughts progress more rapidly.
  • Doubled initial blight size, increase spread rate by 30%.
  • For all cases where a world quest has a time limit, increase the time limit by 50%
  • Poison ship part plant-killing circle stops expanding at radius 50.
  • Wounds are 50% less likely to become permanent scars.
  • Increased delay before auto-undraft by 20%.
  • Shallow water movement cost 12 -> 22Confirmed speed modifier correct on Environment#Terrain. Jimyoda (talk) 00:01, 1 April 2021 (UTC)
  • Equalized mood penalties for being too hot and too cold. Already done. Jimyoda (talk) 22:21, 6 April 2021 (UTC)
  • Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
  • Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
  • Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
  • Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
  • World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
  • Small adjustments to some biome disease frequencies and animal densities
  • Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
  • Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
  • Increased base infection chances.

Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.

  • Trade requests will give more time and much richer rewards, especially for poor colonies.
  • Deep drills cost more and mine slower.

Plants

    • All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow. Confirmed currently documented values. Ickputzdirwech (talk) 11:13, 23 September 2021 (UTC)
    • Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
    • Healroot grow days 6.5 -> 12, sow and harvest work increased significantly. Confirmed currently documented values. Ickputzdirwech (talk) 11:13, 23 September 2021 (UTC)
    • Reduced daylily and rose lifespans. Confirmed correct values as of current game version. Jimyoda (talk) 23:47, 31 March 2021 (UTC)
    • Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%. Confirmed currently documented values. Ickputzdirwech (talk) 11:13, 23 September 2021 (UTC)

Buildings

    • Reduced all costs to build the ship components by 30% Already done. Jimyoda (talk) 02:48, 15 March 2021 (UTC)
    • Slowed constructing buildings with all stone types by 20%

Animal

    • Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
    • Adjusted many animal market values and movement speeds.
    • Animals leather amount increased 50% across the board
    • Animal train chance reduced 25%.
    • Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
    • Obedience training steps 1 -> 3. Nothing to update. Number of steps is tiny detail and not documented. Jimyoda (talk) 14:34, 29 March 2021 (UTC)
    • All insects main attack cooldowns 2.5 -> 2.9 Outdated already, but the wiki has the right value of 2. Ickputzdirwech (talk) 09:14, 22 September 2021 (UTC)
    • Nuzzle target search distance 15 -> 40 Tiny detail. No need to document this. Jimyoda (talk) 23:42, 31 March 2021 (UTC)
    • Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3 Already done. Ickputzdirwech (talk) 09:14, 22 September 2021 (UTC)

Drugs

    • Hop plant min grow skill 7 -> 3 Already updated. Jimyoda (talk) 21:30, 14 March 2021 (UTC)
    • Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity Already updated. Jimyoda (talk) 21:30, 14 March 2021 (UTC)
    • Alcohol severity per day -1.0 -> 0.75, so it lasts longer
    • Alcohol mood gains all increase +2 Already updated. Jimyoda (talk) 21:30, 14 March 2021 (UTC)

Ranged weapons

    • Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size. Jimyoda (talk) 20:45, 12 March 2021 (UTC)
    • Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing). Jimyoda (talk) 20:44, 12 March 2021 (UTC)

Melee

    • Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
    • Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
^ These appear to be done already. Jimyoda (talk) 20:13, 12 March 2021 (UTC)

Updates needed before 1.0

Modding

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

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