RimWorld Wiki:To-do
There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{Stub}} to make our job a bit easier.
If you want to suggest something that needs to be done, sign your post with ~~~~ - Zesty (talk)
Pages that need rewrites, creation, content, or updated/more images[edit]
Pages to be rewritten[edit]
This automated list displays a random selection of up to #20 pages out of #123 designated as in need of rewrites. For a complete, see Category:Pages to be rewritten.
- Minigun (Rewrite Reason Section:Verify content post 1.6 update to this and other weapons)
- Mental inspiration (Rewrite Reason Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section)
- Luciferium (Rewrite Reason Section:Reports of inconsistency - verify and detail)
- Lua/doc (Rewrite Reason Lots of bad links that have been disabled to remove them from wanted pages, but the documentation needs to be updated to see what is actually necessary.)
- Assignment (Rewrite Reason Ancient and pretty much an orphan. interlinking, merge, deletion, update?)
- Growing zone (Rewrite Reason Format standardization - complete separation of Summary and Analysis, cleanup, and stub - growing zone options and their gizmo images, mechanics inc. harvesting/cutting/crop swapping/etc, harvest yield factors (difficulty, skill, RNG, etc))
- Cape (Rewrite Reason 1) Appears to be defined in core now, but requires Royalty or Biotech to be present? Verify and rewrite/retag accordingly 2) Format standard - summary section needed with info from other sections moved there)
- Unnatural darkness (Rewrite Reason Section:Only non-mentally broken colonists are affected by the damage in the darkness - NPCs (friendly or enemy) and pawns on mental breaks they not be harmed (note: event suppresses many other events so only NPC fact rarely relevant). Unknown if NPCs affected by mood penalty. Unknown raider immunity is bug or intended. Note: if mental break pawn recovers in dark, can then die. If animals (tamed &/or wild) and player mechanoids, immune, make specific note. Wb downed pawns?)
- Unique weapons (Rewrite Reason Section:Section is for analysis, it doesn't need to rote replicate the effects, thatd what the table is for. Should only replicate where it goes into more depth than is possible in the table or where it facilitates analysis)
- Temperature (Rewrite Reason Tone, conciseness, verification and mechanics)
- Twisted meat (Rewrite Reason Section:Analysis info in summary, formatting. Don't lose info, move it, but also see insect meat as example for summary. Reports that ascetic prevents mood debuff, if true, add to Trait page as well)
- Infestation (Rewrite Reason Section:Broadest to narrowest information style. Reduce verbosity, Section:Strategy style formatting, easiest first. Split tactics. Conciseness)
- Pila (Rewrite Reason Section:Version 1.6 buffed pila. Content here needs to be reassessed.)
- Extreme Heat Guide (Rewrite Reason Fact check and Verification for current version needed)
- Backstories (Rewrite Reason Section:What pages are up to date, what should be obsoleted)
- Hive (Rewrite Reason Cleanup and Format Standardisation. Also generates heat. How much etc.)
- Floors (Rewrite Reason Section:Tone, detail, cleanup and expansion - bring information around to mechanical effects (e.g. Cleanliness good because directly affects impressiveness/research speed etc). Potential split needed - Summary (effects of flooring) and analysis (Selection and strategies) per Format Standard)
- Revolver (Rewrite Reason Section:Version 1.6 buffed revolver. Content here needs to be reassessed.)
- Skills (Rewrite Reason Section:1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) Ideoligion#Ranching precept inc effect and order of operations, Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.)
- Straw matting (Rewrite Reason Section:Account for new cleaning time factor of other floors)
Image(s) wanted[edit]
This automated list displays a random selection of up to #50 pages out of #71 designated as in need of images. For a complete, see Category:Pages that need images.
- Camping (Image Wanted Reason Should include Camp gizmo image in a gallery section)
- Corrosive heart (Image Wanted Reason Section:1) AoE of spray in standard style of Category: Images - Graphics)
- Chicken (Image Wanted Reason Flying animation)
- Caravan (Image Wanted Reason Section:Shows bases from A16, they have significantly changed since.)
(Image Wanted Reason Current version. similarly bright and clear, showing initial infection in a largr field)- Carrier vs human hauler.mp4 (Image Wanted Reason Cleaner version with the exact same test but with lifter as well)
- Mech low-shield (Image Wanted Reason Radius and safe tiles. See File:Low shield pack radius.jpg and File:Skip shield radius.jpg)
- Monitor lizard egg (fert.) (Image Wanted Reason Sprite/s)
- Stone chunk (Image Wanted Reason Section:Vacstone)
- Sea turtle egg (fert.) (Image Wanted Reason Sprite/s)
- Sea turtle egg (unfert.) (Image Wanted Reason Sprite/s)
- Sleep suppressor (Image Wanted Reason Section:AoE in standard style)
- Wallraise (Image Wanted Reason Section:webm of the spell being cast with clear image of the resulting rocks, ideally on a sterile tile backdrop)
- World generation (Image Wanted Reason Screenshots of each stage)
- Error creating thumbnail: File with dimensions greater than 12.5 MP(Image Wanted Reason Smaller version that can actually be displayed by the wiki. Otherwise delete this page)
- Wall torch lamp (Image Wanted Reason Section:Cleaner images including unlit states. Will need to be extracted)
(Image Wanted Reason Detonate on tiles to show chemfuel puddle distribution?)- Incinerator (Image Wanted Reason Section:AoE see hellcat rifle for example)
- IED antigrain warhead trap (Image Wanted Reason Images of damage AoE with damage drop off indicated in a style similar to File:Skip shield radius.jpg.)
(Image Wanted Reason Brighter, clearer image)- IED tox trap (Image Wanted Reason Images of AoE in a style similar to File:Skip shield radius.jpg. NOTE: displayed AoE IS NOT the AoE of the final gas cloud, but also cloud densities may be relevant)
- Heron egg (fert.) (Image Wanted Reason Sprite/s)
- Triple rocket launcher (Image Wanted Reason Webm of use would be instructive and allow playing on the page)
- Tox pack (Image Wanted Reason Section:AoE image in standard style)
- Antigrain warhead (Image Wanted Reason Images of damage AoE with damage drop off indicated and stack AoE (1 shell and full stack) with damage drop off indicated, in a style similar to File:Firefoam shell radius.png but unlike other shells it'll need to be customised or have multiple images to display damage drop off)
(Image Wanted Reason Clavicle is part of shoulder (alongside arm and hand). Waist is missing. Head is part of neck. Full-, Upper- and Lower-Head missing.)- Ancient mechanoid shell (Image Wanted Reason There are 9 other variants to be added to image gallery)
- Autocannon turret (Image Wanted Reason Section:Concise, small infographic of the cover bug)
- Nutrition (Image Wanted Reason Icon - See Talk:Nutrition)
- Nociosphere (Image Wanted Reason Section:Abilites (combat and pain field) AOEs)
- Large thruster (Image Wanted Reason Section:Exclusion zone)
- Gas (Image Wanted Reason Illustrative examples of spreading, dissipation, and other mechanics.)
- Gravship hull (Image Wanted Reason Section:Angled mechanics need images, including but not limited to clear, bright in-situ images)
- Gravship shield generator (Image Wanted Reason 1) AoE in the standard style for the Summary 2) Embrasure use of shield on radius edge for the Analysis)
- Bluebird egg (fert.) (Image Wanted Reason Sprite/s)
- Biomutation pulser (Image Wanted Reason Section:Gizmos)
- Boomshroom (Image Wanted Reason Explosive AOE in the standard style.)
- Biomes (Image Wanted Reason Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot)
- Bioferrite harvester (Image Wanted Reason Section:Gizmos and UI)
- Damage Types (Image Wanted Reason Stun mote and electrical sparking effect)
- Doomsday rocket launcher (Image Wanted Reason Webm of use would be instructive and allow playing on the page)
- Duck (Image Wanted Reason Flying animation)
- Development mode (Image Wanted Reason See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated)
- Penguin egg (unfert.) (Image Wanted Reason Sprite/s)
(Image Wanted Reason A proper extracted version of the amplifier. Will required downloading an old version of the game)
- Rocketswarm launcher (Image Wanted Reason Section:Webm of use would be instructive and allow playing on the page)
- Rusted open container (Image Wanted Reason Sprite/s)
- Uranium slug turret (Image Wanted Reason Section:Concise, small infographic of the cover bug)
- Frenzy inducer (Image Wanted Reason Section:AoE in standard style)
- Flamingo egg (unfert.) (Image Wanted Reason Sprite/s)
Pages wanted[edit]
Ancient container should be ancient container (medium) ancient container (small) and maybe ancient container (large)
- mechanoid relay
- crashed mechanoid relay
- ancient blast door
- ancient grav reactor
- ancient grav engine
- ancient security terminal
- egg sac
- ancient stockpile entrance
- mechanoid drop pod
- ancient terraformer
- cerebrex core
- destroyed cerebrex core
- cerebrex stabilizer
- surveying scanner
- mechhive birther
- ancient defender turret
- wasp trap
- cave entrance
- sulfur spout
- burrow wall
- ancient vent
- ancient emergency light
- ancient light
- mechanoid light
- outfit stand
- kid outfit stand
- medicine pallet
- survival meal pallet
- component box
- advanced component box
- steel scrap box
- malfunctioning transport pod
- chemfuel canister
- rusted safe
- steel scrap pallet
- ancient research bench
- ancient electric smithy
- ancient electric stove
- ancient fueled stove
- rusted filing cabinet
- ancient ammo box
- broken autocannon turret
- busted mortar
- ancient shelf
- ancient small shelf
- ancient destroyed console
- ancient destroyed console
- insect sludge, ancient tile, ancient concrete, ancient wood floor, broken asphalt, shallow lava, deep lava, cooled lava, volcanic rock
- Music - we likely can't host the actual songs though, ideally they're legally available elsewhere to link to or embed, but page has page has value regardless.
- Raised rocks
- Monument (Exists as redirect, but should be own page)
- Burning power cell
- Burnout low-shield

- Stone family disambiguation pages with links to all the blocks, terrains, walls, etc.
- Information panel - find the actual name used in-game if one exists, if not use one from the patch notes.
Stubs[edit]
This automated list displays a random selection of up to #50 pages out of #1109 designated as in need of additional content. For a complete, see Category:Stubs.
- Damage per Second (Stub Reason Section:1 ) Ranged DPS bands 2) melee DPS inc True DPS)
- Deathrest (Stub Reason Needs to be turned into something equivlaent to the need pages with similar depth in mechanics, times to thresholds etc, Section:How fast does deathrest need increase? Deathrest moodlets)
- Reproduction (Stub Reason Section:How much less nutrition, Section:Stillborn thoughts. Use Template:Thought with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum, Section:Verify nutrition changes, Section:What happens when raiders, slaves, and friendlies give birth on your tile?)
- Rough stone (Stub Reason General)
- Ripthorn (Stub Reason This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details)
- Neurosis pulse (Stub Reason General - Missing real summary and analysis. Also needs participant kinds and numbers)
- Neural Heat Recovery Rate (Stub Reason 1) Two-way links 2) Factor in additional offsets 3) Bioferrite and Neural Heat Recovery Rate Offset)
- Nerve spiker (Stub Reason Details- how long is stun does it provides every time, define living target eyc, Section:Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?)
- Growth Vat Occupant Speed (Stub Reason Section:General Version history)
- Gauss cannon (Stub Reason General also categories. Note Category: Odyssey (Buildings) is not correct as thats the architect buildings)
- Glucosoid pump (Stub Reason Section:1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?)
- Gauranlen moss (Stub Reason This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details)
- Ancient uplink
- Ancient air conditioner (Stub Reason This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details)
- Ancient chembarrel pallet (Stub Reason This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details)
- Ancient dropship engine (Stub Reason This page is included in the Ruins project - a standardized format is needed for these pages, and is in development. See that page for details)
- Strawberry plant (Stub Reason This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details)
- Sea turtle (Stub Reason General but also specifically habitates)
- Solar generator (Stub Reason Section:Need analysis of how latitude affects power generation and graph of daily light cycle)
- Stoneskin gland (Stub Reason Section:General, also see also standard of Prosthetic leg re capacities et al)
- Small shambler swarm (Stub Reason This page is included in the Raids project - a standardized format is needed for these pages, and is in development. See that page for details)
- Milk (Stub Reason Section:Needs analysis of Nutrition production efficiency as a staple food (i.e. when compared to any other raw food inc. vegetables), and for a meat-equvialent (compare to meat, variant meats, and eggs) both in terms of Nutrition Out/Nutrition In and in terms of Nutrition Out/Pawn Work in)
- Mental break (Stub Reason 1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are "aggressive" or "violent" and thus affected by Dead calm/Hyper-aggressive/Aggressive - information should be linked to or replicated on Genes 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire., Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function, Section:Mechanic details + numbers.)
- Medicine (Stub Reason Tend speed)
- Metalhorror (Stub Reason Section:Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger? Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?
do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?
A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded. your own colonists excluded.) - Mech Work Speed Offset (Stub Reason 1) Two-way links 2) Account for cerebrex node)
- Melee Hit Chance Outdoors Lit (Stub Reason 1) Two-way links)
- Quail egg (unfert.) (Stub Reason Unfert versions of all eggs exist now)
- Insect lair
- Insulation - Cold (Material Factor) (Stub Reason 1) Two-way links, Section:General)
- Carrier dryad (Stub Reason Section:for how slow they are compared to humans and by extension humanns in File:Carrier vs human hauler.mp4)
- Centipede gunner (Stub Reason Section:As an enemy. As an ally: Comparisons to lighter mechs, in terms of firepower. General value proposition (when build?).)
- Cleanliness (Stat) (Stub Reason 1) Two-way links, Section:General Version history)
- Chokevine (Stub Reason This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details)
- Bliss lobotomy (Stub Reason General, also format standard, categories, and wiki interlinking to page. dead calm. slavery effect)
- Berserk pulse (Stub Reason General - insufficient mechanical detail, and analysis is currently just a Copy-paste of minor tactics previously on Psycasts - needs verification, rewriting, formatting, and expansion)
- Beauty (Stub Reason Section:Mechanics of indoor/outdoor beauty divides - what is classified as as indoors? Not a room, not a roofed room, etc?)
- Bamboo tree (Stub Reason This page is included in the Plants project - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details)
- Beam repeater (Stub Reason Section:Shield interactions mechanics, damage type mechanics, clarify beam graser mechanics are different and note how)
- Ore (Stub Reason Expand into super page and integrate into ore pages)
- Vacstone (Stub Reason general)
- Vacsuit (Stub Reason needs logic documenting how it appears on raiders; it uses the game's pawn apparel generator and so is a bit difficult to untangle)
- Equipment (Stub Reason General, but also maybe turned into a redirect?)
- Flesh sack (Stub Reason In-game loot verification, plus any missing infobox data. non maintenance category, reports of one always containing a shard, do enemies react to its destruction (note specifically which regardless of if answer is yes or not))
- Flamingo egg (unfert.) (Stub Reason Unfert versions of all eggs exist now)
- Hive (Stub Reason Previous Version of page said hive will initially generate with up to 200 combat power of insectoids and can have up to 500 points of insectoids at one time alive at one time. Updated number for initial spawn and sustained number needed)
- Psilocap (Stub Reason General, also specifically stack limit, Section:Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable, Section:LetterInspirationBeginPsilocap, mentalbreakreason_psilocap)
- Prairie dog
- Twisted meat (Stub Reason Section:General analysis stub - needs value judgement, acquisition strat analysis (fleshmass heart and butchery at least), usage)
- Work site (Stub Reason General)
Pages that need fact checking or details[edit]
This automated list displays a random selection of up to #50 pages out of #373 designated as in need of fact checking or additional details. For a complete, see Category:Pages that need fact checking.
Pages to be Moved[edit]
This automated list displays a random selection of up to #20 pages out of #11 designated as in need of moving. For a complete, see Category:Pages to be moved.
- Reproduction (Move Reason Section:We've discussed moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics)
- Recreation (Move Reason Section:Not an actual move, but this info needs to be distributed to grave and sarcophagus, Section:Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required)
- Raider (Move Reason Move non-raid strategy sections to their respective pages. e.g. scyther recommendations to scyther tribal recommendations to Tribes.)
- Rescue (Move Reason Stub, linkage, integrally tied. Alt: Medical system related pages?)
- Basics (Move Reason Guide outside of guide space)
- Deterioration (Move Reason Section:This is not unique to deterioration, but to any HP loss. Might be best to leave a summary here and link to Market Value, Max Hit Points, and/or Apparel as needed for details)
- Psycasts (Move Reason Section:Detail and structure missing from there should be moved. This should be repurposed as a quick summary (i.e. its mana that places a mid term limit not just a short term limit like heat, this is short list of focuses types and the comparison table, see Psyfocus for more detail))
- Plants (Move Reason Section:Alternative destination: Food production. Avoid redundency. Those pages are way more specific while this page covers all plants not just food plants)
- Saturation (Move Reason Name not used in game move to Food, and update other pages)
- Malnutrition (Move Reason Standardisation. Alternatively should all ailments have a summary on Ailments and a page of details? Discussion needed)
- Traits (Move Reason Section:While some of this info can likely be kept in this page, most of it should move to Pawn selection once that page has been created)
Pages to be Split[edit]
This automated list displays a random selection of up to #20 pages out of #10 designated as in need of moving. For a complete, see Category:Pages to be split.
- Transport pod (Split Reason Transport pods and npc drop pods are different buildings, have different mechanics, and different stats.)
- Mood (Split Reason Split this back into Mood and Thoughts. Page is unworkably large, and needs a TOC which it can't have without being massive.)
- Golden cube (Split Reason Section:Would be easier to do stats atc. - leave brief summary here, with link to that page)
- Biomes (Split Reason A number of biomes still need individual pages)
- Environment (Split Reason Section:Individual pages for each terrain. Then make and distribute nav template)
- Concrete (Split Reason Section:If it's a different floor type, Split it)
- Psycasts (Split Reason Section:Possibly be replicated or transcluded on to the ailments page, but bears discussion)
- Skills (Split Reason Section:Split into individual skill pages and leave short summsries and links here. will allow better explanations of what traiks each skill and how, and allow training considerations to be added)
- Noctolith (Split Reason Partial split/merge. Strip noctolith of details about UD amd have that be primary page with this page being about mechanics specific to the structures themselves. Link to UD for other mechanics)
- Rituals (Split Reason Individual pages for each ritual ala psycasts with a primary table providing the basics and links to it. This is too disjointed. Nav template also necessary)
Pages to be Merged[edit]
This automated list displays a random selection of up to #50 pages out of #19 designated as in need of merging with other pages. For a complete, see Category:Pages to be merged.
Pages to be Recoded[edit]
This automated list displays a random selection of up to #20 pages out of #127 designated as in need of recoding. For a complete, see Category:Pages to be recoded.
- Wall Mount Note (Recode Reason Roll out to relevant pages)
- War queen (Recode Reason Section:Verify melee verbs are correct given weirdness about the turret)
- STDT (Recode Reason Coherent list of what color is used for what types of things and update templates accordingly)
- Sleep suppressor (Recode Reason Section:Time in/until state like Comfort and other stat pages - for both gain and decay)
- Stat Factors Table (Recode Reason 1) The capacity detection system (the huge switch statement) is only a proof of concept and its a cludge with a lot of needless memory usage atm. Needs to be refined but I've run out of time and can't do code on a phone -- Harakoni (Wiki Moderator) (talk 2) For midcolumn limited stats like Research Speed and Entity Study Rate - could do Base/Manip 110/Sight 110/Manip + sight 110)
- Infobox main (Recode Reason 1) Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin. 3) link to stuff types on mat pages 3) specialTrainables = 4) maxPreyBodySize 5) true melee dps implementation breaks when pagename != name var 6) room type for buildings and weight)
- Gorehulk (Recode Reason Section:Body type missing)
- Lore (Recode Reason Section:Add a toggle to hide all the places that are just "Blah - exists" or "Blah = this planet type" - alternatively reformatting such that they don't get their own row without being more interesting)
- Cotton plant (Recode Reason Section:Verify and Automate math)
- Chairs (Recode Reason Section:Toggleable table of chairs)
- Cerebrex core (Recode Reason unfinished table)
- Body Part Weapon Table Row (Recode Reason True DPS melee calculator)
- Mechanoid relay (Recode Reason Two infoboxes is messing up some properties. Is the post crashed version a different building mechanically? If so, split. If not, delete infobox and add gallery to keep picture of it crashed)
- Admin noticeboard (Recode Reason Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed)
- Quests (Recode Reason Section:Weapon list via tag system or alternatively just make a small pawnkind table)
- Tunneler (Recode Reason Section:Add the actual mining speed stat of the tunneler to the table below, to allow for direct comparison to human miners. If it is already in mining speed and work speed, convert language to reflect that)
- Trees (Recode Reason Section:New biomes)
- Flesh whip (Recode Reason Section:Uses the displayed DPS but this value is not accurate and doesn't account for Melee Verb system. Use Template: True Melee DPS Calculator)
- Noctol (Recode Reason Section:"Noctol" body type not supported.)
- Deconstruct (Recode Reason Automate lists)
Pages using duplicate arguments in template calls[edit]
This category is currently empty. Good work!
Pages with wrong property definitions[edit]
This automated list displays a random selection of up to #50 pages out of #3 designated as in need of recoding. For a complete, see Property:Has improper value for.
Unverified articles[edit]
This automated list displays a random selection of up to #10 pages out of #898 that have not been verified. For a complete, see Category:Unverified articles.
Category checks[edit]
Page category check[edit]
The following pages (ordered by Modification date) only have a maintenance category defined and lack a content category:
Fleshmass neural lump, Revenant flesh chunk, Gray flesh sample, Revenant invisibility, Stat/Categories, Stat/Core Abilities, Stat/Core Apparel, Stat/Core Basics General, Stat/Core Basics Special, Stat/Core Pawns Social, Stat/Core Stuff, Stat/Core Weapons Melee, Stat/Core Weapons Ranged, Stat/Core Pawns General, Monolith fragment, Shambler swarm animals, Shambler swarm, Shambler assault, Small shambler swarm, ... further results
The last checked page has a Modification date of: 16 October 2024 03:53:14. There are still more to go.
File category check[edit]
The following files (ordered by Modification date) don't have a file category set: ... further results
The last checked file has a Modification date of: 13 August 2024 13:20:49. There are still more to go.
Copyright checks[edit]
No license[edit]
The following files (ordered by Modification date) don't have a license template: ... further results
The last checked page has a Modification date of: 1 October 2023 12:17:01. There are still more to go.
Incomplete license[edit]
The following query returns up to #10 out of #42 random files that have a license template but with incomplete information:
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... further results
General To-do List[edit]
Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)
- Deathrest capacity is reset when gene splicing even if its replaced in the new pack.
- Should Template: Intricate template be rolled out and, if so, to which templates?
- Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
- Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
- Properties: Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. Harakoni (talk) 01:07, 14 October 2021 (UTC)
- Goodwill template: Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. Harakoni (Wiki Moderator) (talk) 04:37, 17 October 2022 (UTC)
- Insectoid pollution stimulus: effects need to be added to the relevant insectoid pages, and possible ailments. - Harakoni (Wiki Moderator) (talk) 12:24, 12 November 2022 (UTC)
- Pyromaniac mood boosts: different firey objects add stacks to a moodlet for pyromaniacs. these stacks should be noted on the individual pages.
- Floor pages have a lot of pages that don't fit the format standard, lots of summary info in the intro etc. Creating and implementing standards accorss these pages would be good.
- Terrain pages, and associated nav box. see Category: Terrain and Terrain
- Audio for a mumber of pages - no music but weapons and animals would be a good start. see harp and dromedary for implementation examples
- fuel infobox example - make sure all fueled buildings are set up similarly.
- Insectoid nav template similar to Template:Nav/mechanoids
- New terrains and floors added by Odyssey
- Farkskip passenger shuttle interaction
Content templates[edit]
The following need content templates made for them - i.e. standardized pieces of text for use on several pages with a shared attribute that can be updated from one centralized page. These typically aren't hard to code but do have the basics of template design so are great for anyone beginners and veterans to attempt. Most of the skill is in writing the actual prose. please see the category linked above for lots of examples to copy. Also feel free to reach out to me if you need a hand - Harakoni (Wiki Moderator) (talk)
| Suggested page | Suggested pages | Suggested content |
|---|---|---|
| Template: Containment Note | Entity pages | Page created but template not started. Containment requirements, maybe graph of escape rate/containent, bioferrite harvest rate, Electroharvester yield etc. In the vein of Template: Acquisition. |
| Template: Egg Summary Note | Egg pages | Suggest having two modes - one for fert one for unfert. Have fertilisation mechanics, tempersture ruining, laying, egg boxes, use as meat replacement, hatching eetc. |
| ??? | Apparel selectable as ideoligious | That it can be selected, link to the relevant sectiok of ideoligion, mood effects for selection using the Template: Thought as appropriate. |
| Template: Noble Apparel Note | All clothes that are appropriate clothing for nobles | templatize the spiel on coronet et al and then roll out to the prestige armor pages. cover moodlets, who requires each rank, coverage weirdness, etc. |
| Template: Turret Summary Note | Turret pages | A default spiel for player turrets covering the shared mechanics of turrets. Targeting, power requirement, ammo requirement, accuracy, smoke interactions etc. |
| Template: Maintenance Note | Not a set of pages, but for things that occasionally break down and need a component to fix | A standardized format for the Summary sections is needed (as well as an entry on Component).
See Breakdown for details. |
| Template: Body Part Installation Note | Artificial body parts and body part pages |
|
Updates and maintenance needed on the Wiki[edit]
- Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
- Update some of the default footer pages, as they seem outdated currently -->
Partially doneby 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)-->DONEby Hypolite- Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
- Template: STDT tables don't play nice with Template: infobox main and ToC as described here. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in MediaWiki:Common.css as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. Harakoni (talk) 11:43, 1 January 2021 (UTC)
- Finish the page Help:Templates#Creating_a_template.
Suggestions[edit]
- Install the MobileFrontend-extension -- Crasheripot
- LinkSuggest: Useful for new users to easier create links without knowing the ins and outs of the page names.
- RandomSelection: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as Witcher 3.
Large projects[edit]
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below Harakoni (talk) 05:50, 3 August 2021 (UTC)
- Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. Harakoni (Wiki Moderator) (talk) 04:54, 19 March 2022 (UTC)
| Page type | Suggested detail/sections | Contributors |
|---|---|---|
| Rituals and accoutrements | Ritual mechanics to be finalized in a comprehensive state and then rolled out properly to all the pages about ideoligion items. | |
| Categories/All | The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc | Contributors |
| Plants |
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc. This also involes ensuring every page has a variant gallery and has all the stats in the infobox Some suggestions (more needed):
|
|
| Animals |
|
|
| Weapons | Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. | |
| Production facilities | Workbenches like the smithy, tailoring becnh etc.
|
|
| Diseases | ||
| Recreation | Standardized recreation comparison - tables with time to recreate etc. | |
| Traps | IEDs and spike traps. Standardisation and comparisons - see Security table for start. | |
| Sculpture | Sculpture, Small sculpture, Large sculpture, Grand sculpture, Terror sculpture | |
| Factions |
And then add other sections and subsections as needed. |
|
| Artificial body parts | Almost all of them need a dedicated summary section of their mechanics | |
| Illumination area | Add similar images in style/quality/content to Standing lamp#Illumination area by User:SyntaxTerror to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc. | |
| Materials, resources, and Ore | Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of Template:Ingredient List. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to Harakoni (Wiki Moderator) (talk) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials. | |
| Ruins | Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear.
Notable things format has to account for:
|
|
| Raid strategies | Given the detail that can be gone into, the length of Raiders as is, the analysis that applies to each raid type, it might be best to split them into their own pages. This could be all major threats. | |
| Raw foods | What they do, food poisoning chance (inclduing how chances are rolled when eating more than 1 piece), how they are cooked into meals, how nutrition is used (e.g. eating, making into meals, making into biofuel, biosculpter pods etc), what diets and what nutrition types relate to what foods (e.g. animal diets and what is used for fine meal vs carnivore meal vs vegetarian, ideological constraints etc), and unique meat mechanics (harbinger trees, wargs and ghouls) |
Butchery project[edit]
There are a factors to butchering that need to be verified by actual in-game testing (not just assumptions, word of mouth, or trusting current page information and/or version histories) in the current version, have their specific mechanics determined, and then disseminated to the various relevant points including:
- Butcher spot
- Butcher table
- Animals#Slaughtering
- Corpse
- Orders#Slaughter
- Meat Amount
- Leather Amount
- Malnutrition (Maybe, see below)
- Butchery Efficiency (Only if the factors affect the pawn stat)
The following are the things to be checked - don't delete wrong issues, mark them with a
. Feel free to add issues you think need to be checked.
| Issue | Issue Confirmed | Mechanics | Mechanics Confirmed |
|---|---|---|---|
| Difficulty affect butchery yield | By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% | ||
| The 66% multiplier for damaged corpses applies to both meat and leather | As stated in issue | ||
| "euthanize by cut" operation doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) | As stated in issue | ||
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a psychic shock lance that does not cause a brain burn) | As stated in issue but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? | The function StatPart_NotCarefullySlaughtered checks all Hediffs of the pawn, looking for injury types. The only ones that do not trigger this are "Execution cut" and permanent injures (ex: scars). Killing a pawn w/o injures would also not trigger this. | |
| The Animal Sacrifice ritual |
As stated in issue | ||
| Malnutrition causes lower meat returns | Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% | ||
| If above is correct, does Malnutrition also affect leather yield | As stated in issue | The base leather is 40 for most animals. Exceptions are humans (75), goose(36), insectoids, driads, chickens, ducks and mechanoids(0). This values is directly modified by missing limbs and body size (larger animal species, young). See below for "Multiplier for missing body parts" stat. Malnutrition does not affect leather yield. | |
| Lost body parts reduce meat yield | What are the mechanics of this? Is it body part coverage based? | "Multiplier for missing body parts" stat, used by both meat & leather yield. Each body part has it's own % of total meat/ leather. A human missing a leg (+foot) = -14% leather and meat yield, an arm (+hand and all fingers) = 9%. Internal organs (1 lung = 3%) and eyes (both = 1%) contribute to both meat and leather yield. Artificial limbs are considered missing entirely, for all intents and purposes. | |
| Ideology changed mood penalty for butchering humans. Instead of flat -6 it now stacks 5 times and depend on cannibalism precept. |
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.
Odyssey and 1.6[edit]
Weather updates add room type and weight to infobox add vaccum resistance to every apparel that has them add airtight to all buildings
animal training[edit]
Abilities needed to be added to pages
- Spelopede - Dig
- Megasloth - Dig
- Megavole - Dig
- Larva - Sludge Spew
- HiveQueen - Egg Spew
- Thrumbo - Thrumbo Roar
Grizzly Bear/Polar Bear- AttackCougar/Panther - AttackCat - ComfortDogs - ComfortMonkey - ComfortElephant - War TrumpetMegaspider - AttackPig/Boar - ForageRaccoon - ForageWarg - AttackTimber/Arctic Wolf - AttackCrow - AttackSeal - ComfortLocust - ForageBog Hound - AttackMastodon - War TrumpetAlpha Thrumbo - Terror RoarGorilla - ForagePanda - Comfort
1.6.4630[edit]
- 1.6.4566 - Fix: Optimisation to JobGiver_BoardOrLeaveGravship.
- 1.6.4566 - Fix: Animals can't fish on ocean water in some circumstances.
- 1.6.4566 - Fix: Shuttles arriving to pick up a pawn on a pocket map will now land on the parent map instead.
- 1.6.4566 - Fix: Grav engine floating orb graphic cut off at the top.
- 1.6.4566 - Fix: Void structures could end up with negative progress.
- 1.6.4566 - Fix: Shuttle leaving if all pawns on map enter a pocket map.
- 1.6.4566 - Fix: Pawns sometimes wandering to (0, 0), especially with fleshmass hearts.
- 1.6.4566 - Fix: Void provocation fails silently on maps which can't support harbinger trees.
- 1.6.4566 - Fix: Void provocation wasn't bypassing earliest day requirements for incidents.
- 1.6.4566 - Fix: Incorrect label on ghoul/shambler discovery.
- 1.6.4566 - Fix: Error in GameComponent_PawnDuplicator when running without Anomaly.
- 1.6.4566 - Fix: LanguageWorker_Italian missing a null check in WithIndefiniteArticle method.
- 1.6.4566 - Fix: Techprints in loot (e.g. ancient danger) don't respect techprint commonality.
- 1.6.4566 - Fix: Possible error if a ritual spot is deleted while a ritual is in progress.
- 1.6.4566 - Fix: Gravship launch ritual not added retroactively to saves.
- 1.6.4566 - Fix: Ghouls couldn't right-click-use serums, and mechs could erroneously use them via the gizmo.
- 1.6.4566 - Fix: Metalhorror fifth timer not respecting VTR, causing gray flesh to take much longer to spawn.
- 1.6.4566 - Fix: Error attempting to generate creepjoiner relations.
- 1.6.4566 - Fix: Z-Clipping with some world object textures.
- 1.6.4566 - Fix: Raided thought not getting applied in some quests.
- 1.6.4566 - Fix: Gravcore quest sites were not settleable (not retroactive).
- 1.6.4566 - Fix: Maps weren't considered a player home if a gravship landed on it after it had already generated.
- 1.6.4566 - Fix: Several issues with transporting fleshmass hearts on gravships.
- 1.6.4566 - Fix: Infant illness doesn't change phases due to an oversight.
- 1.6.4566 - Fix: Labyrinth teleporting targets to non-origin maps if origin Obelisk was destroyed.
- 1.6.4566 - Fix: Pawns getting stuck when running while on fire if blocked by an enemy.
- 1.6.4566 - Fix: Seeds not always being deterministic.
- 1.6.4566 - Fix: Pawn apparel using map biome vacuum flag rather than planet layer flag.
- 1.6.4566 - Fix: Removing world layers not removing connections or destroying world objects.
- 1.6.4566 - Fix: Shuttles sometimes landing out of bounds.
- 1.6.4566 - Fix: Wasp stuns no longer affect mechs or turrets.
- 1.6.4566 - Fix: Pawns could plant special seeds outside their allowed area.
- 1.6.4566 - Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.
- 1.6.4566 - Fix: Performance issue when selecting a lot of beds on a late game map.
- 1.6.4566 - Fix: Prisoner and non prisoner beds can get mixed up when loading save if rooms are separated by paste dispensers.
- 1.6.4566 - Fix: Errored ship jobs now clean themselves up properly.
- 1.6.4566 - Fix: Turret top offset is (erroneously) rotated by turret angle.
- 1.6.4566 - Fix: Bills on launch map get set to drop on floor when gravship leaves.
- 1.6.4566 - Fix: Some explosive buildings explode twice when the wick ends.
- 1.6.4566 - Fix: Shuttles could disappear when landing if their contents were bugged.
- 1.6.4566 - Fix: Missing null check in DirectXmlCrossRefLoader.
- 1.6.4566 - Updated player creative content.
1.6.4566[edit]
Gravships have received some quality-of-life changes.
- 1.6.4566 - The new gravship launch interface lets you get your colony's animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.
- 1.6.4566 - The pilot console now has a "view range" tool that shows your gravship's range without going through the whole launch process.
- 1.6.4566 - Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings - only the necessary roof.
- 1.6.4566 - When you’re in orbit, colonists won't automatically take off their life-saving, vacuum-resistant apparel if they're in a dangerous vacuum.
- 1.6.4566 - Mechanitors can summon the mechanoid bosses… in spaaaace!
- 1.6.4566 - We rebalanced the starjack xenotype to make them more useful in space - they have a new low gravity adapted gene which makes them faster and better workers while in orbit.
Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away. And just in time for the colder seasons, there are new snowy visuals for trees and some plants!
- 1.6.4566 - Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship.
- 1.6.4566 - Added a "view range" option to the pilot console which lets you quickly see the range of your gravship.
- 1.6.4566 - Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.
- 1.6.4566 - Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.
- 1.6.4566 - Bridges built in space now have unique art for their borders.
Improvements & Balance Changes[edit]
- 1.6.4566 - Fishing now has its own category in the work tab.
- 1.6.4566 - Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.
- 1.6.4566 - The final mechhive raid will now be 50% stronger.
- 1.6.4566 - Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.
- 1.6.4566 - Mechanitors can now summon mechanoid bosses while in space.
- 1.6.4566 - Insect lair entrances are now collapsable.
- 1.6.4566 - Added the ability to sow timbershrooms in glowforests with tree sowing research.
- 1.6.4566 - Shuttles are no longer blocked from landing on items.
- 1.6.4566 - Passenger shuttles no longer destroy more roof than they need to when landing.
- 1.6.4566 - Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.
- 1.6.4566 - Sentience catalyst now removes roaming and fence-blocked status from animals.
- 1.6.4566 - The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.
- 1.6.4566 - Worshipful village raids now occur every 24 hours and are smaller in size.
- 1.6.4566 - Gravships can once again land at worshipful villages.
- 1.6.4566 - Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.
- 1.6.4566 - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.
- 1.6.4566 - Planning designator shows map boundary outline in space.
- 1.6.4566 - Increased perceived path cost of shallow lava to discourage dangerous pathing.
- 1.6.4566 - More pawns from the Royalty and Ideology expansions can now spawn as starjacks.
- 1.6.4566 - Hermit crabs no longer walk sideways. They also live considerably longer.
- 1.6.4566 - Raiders won't try to ignite buildings when they are in a vacuum.
- 1.6.4566 - Bestowing ceremony can now be accepted in space.
- 1.6.4566 - Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet.
- 1.6.4566 - Prevented meteors from landing directly on top of grav anchors.
- 1.6.4566 - Added info on the grav anchor to the gravship launch confirmation.
- 1.6.4566 - Improved credits layout to reduce the vertical size.
- 1.6.4566 - Updated links in the main menu.
- 1.6.4566 - Added confirmation if reforming caravan would cause your gravship to be lost.
- 1.6.4566 - Landing a gravship on polluted terrain now slowly fades the pollution visuals in.
- 1.6.4566 - Updated creative content rewards.
Performance[edit]
- 1.6.4566 - Reduce time required to load a 100% world save file.
- 1.6.4566 - Reduce time to generate a 100% world by about 40%.
- 1.6.4566 - Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.
- 1.6.4566 - Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.
- 1.6.4566 - Improve performance when hovering a world tile out of gravship range.
Technical & Modding[edit]
- 1.6.4566 - Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs
- 1.6.4566 - Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.
- 1.6.4566 - Increased max radius of GenRadial to 80 and optimize radius calculations.
- 1.6.4566 - We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.
- 1.6.4566 - Fix: plant.wildBiomes wasn't checking for duplicate entries in biomes. (Only affects mods.)
- 1.6.4566 - Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs
Fixes[edit]
- 1.6.4566 - Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.
- 1.6.4566 - Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.
- 1.6.4566 - Fix: Can't sell weapons held in outfit stands.
- 1.6.4566 - Fix: Pawns using the incorrect seat on couches when socially relaxing.
- 1.6.4566 - Fix: Properly fail strange signal quest if player loses their home map.
- 1.6.4566 - Fix: Animals not checking reservations on fishing cells.
- 1.6.4566 - Fix: Animals able to fish through foundations.
- 1.6.4566 - Fix: Unable to remove pawns from being the target on certain psychic rituals.
- 1.6.4566 - Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.
- 1.6.4566 - Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.
- 1.6.4566 - Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.
- 1.6.4566 - Fix: Shuttle load list getting reset after launching.
- 1.6.4566 - Fix: Lava emergence could go through walls in specific situations.
- 1.6.4566 - Fix: Pawns not getting comfort from chairs while fishing.
- 1.6.4566 - Fix: Raiders pathing directly through doors to trash newly blocked things.
- 1.6.4566 - Fix: Loot on settlements spawning in inaccessible locations.
- 1.6.4566 - Fix: Vac barriers not exchanging temperatures properly when off.
- 1.6.4566 - Fix: Disabling mining via scenario not disabling vein mining.
- 1.6.4566 - Fix: Incorrect description on burst shot count stat.
- 1.6.4566 - Fix: Corpses spawning in some occupied settlement room types.
- 1.6.4566 - Fix: Clarify attack target description.
- 1.6.4566 - Fix: Game not switching to appropriate map when gravship cutscene happens.
- 1.6.4566 - Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.
- 1.6.4566 - Fix: Certain sites not receiving incidents when landed at via gravship.
- 1.6.4566 - Fix: Mining charges yielding only one mineable resource per tile.
- 1.6.4566 - Fix: Space world objects not showing the orbital ITab.
- 1.6.4566 - Fix: Basic gravtech appearing in schematics.
- 1.6.4566 - Fix: Out of bounds error when launching gravship.
- 1.6.4566 - Fix: Pursuing mechanoids scenario part now handles gravship anchors better.
- 1.6.4566 - Fix: Lag when imperial shuttle is on map with lots of haulables.
- 1.6.4566 - Fix: Bad temperatures preventing gravship launch.
- 1.6.4566 - Fix: Bestowing ceremony couldn't be started if recipient has no free cells around them.
- 1.6.4566 - Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.
- 1.6.4566 - Fix: Incorrect venerated animal message when no colonists capable of hunting.
- 1.6.4566 - Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.
- 1.6.4566 - Fix: Mech booster rendering behind other buildings.
- 1.6.4566 - Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)
- 1.6.4566 - Fix: Some apparel being incorrectly set to medieval tech level.
- 1.6.4566 - Fix: Lectern north and south graphics were swapped.
- 1.6.4566 - Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it's considered a drug.
- 1.6.4566 - Fix: Cloudwatching in space now always says stargazing.
- 1.6.4566 - Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.
- 1.6.4566 - Fix: Labyrinths returning pawns to a different map than the one they were on.
- 1.6.4566 - Fix: Wall blueprints not getting removed when attached wall blueprint is removed.
- 1.6.4566 - Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).
- 1.6.4566 - Fix: Several issues with shuttle and transport pod range calculations.
- 1.6.4566 - Fix: Concurrent thread modification exception when accessing map pawns.
- 1.6.4566 - Fix: Confusing UI/messages when trying to use mortars in blind fog.
- 1.6.4566 - Fix: Unique sniper rifles with high range not showing range.
- 1.6.4566 - Fix: Error trying to move onto a layer with no valid settlement locations.
- 1.6.4566 - Fix: No fuel information given when targeting player settlements during gravship launch.
- 1.6.4566 - Fix: Improve gravship placement logic on mechhives.
- 1.6.4566 - Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.
- 1.6.4566 - Fix: Error with bandit camp pawn lend quest with multiple maps.
- 1.6.4566 - Fix: Ideo buildings have incorrect names unless regenerated manually.
- 1.6.4566 - Fix: Statues weren’t saving style of apparel (fix not retroactive).
- 1.6.4566 - Fix: UI icons for ores weren’t rendering correctly (e.g. in search).
- 1.6.4566 - Fix: Certain quests in saves converted from 1.5 were instantly expiring.
- 1.6.4566 - Fix: Space settlement cannon connections were replacing interior terrain.
- 1.6.4566 - Fix: Archonexus quests in space were using incorrect world object for new faction settlements.
- 1.6.4566 - Fix: Small differences in move speed weren’t being reflected accurately over long distances.
- 1.6.4566 - Fix: Drop pod raids were failing to execute in space with low threat point values.
- 1.6.4566 - Fix: Colony animals were choosing to nuzzle friendly shamblers & ghouls.
- 1.6.4566 - Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.
- 1.6.4566 - Fix: Things carried by lifters & animals are now counted for the purposes of bills.
- 1.6.4566 - Fix: Incorrect entries in empire town names.
- 1.6.4566 - Fix: Mechhive quest was taking a long time to refire after failing it.
- 1.6.4566 - Fix: Allow roof punching if pursuing mechanoids can't find any non-roofed cells.
- 1.6.4566 - Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.
- 1.6.4566 - Fix: Biosculpter pods weren’t curing scaria infections.
- 1.6.4566 - Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.
- 1.6.4566 - Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.
- 1.6.4566 - Fix: Was possible to toggle auto-refuel on refuelables that don't allow it, via hotkey.
- 1.6.4566 - Fix: Gravships weren’t able to land on outposts.
- 1.6.4566 - Fix: Error generating trade request quests in space.
- 1.6.4566 - Fix: Smoke launcher, EMP launcher, and toxbomb launcher were incorrectly marked as incendiary weapons.
- 1.6.4566 - Fix: Animals with 0% wildness were requiring level 1 handling skill.
- 1.6.4566 - Fix: Incorrect plant weights on maps with limited fertile terrain.
- 1.6.4566 - Fix: Several gravtech and mechtech researches could still appear in schematics.
- 1.6.4566 - Fix: Quest lords were being added to incorrect maps in some circumstances
- 1.6.4566 - Fix: Typo in mastodon description.
- 1.6.4566 - Fix: Player shuttle could be lost if settling/camping on map with not much land.
- 1.6.4566 - Fix: Incorrect inspect string on thruster if it's broken down.
- 1.6.4566 - Fix: Grav engine was rendering behind some buildings north of it.
- 1.6.4566 - Fix: Mech relay was rendering behind buildings north of it.
- 1.6.4566 - Fix: In some cases, mechs were trying to do all work types.
- 1.6.4566 - Fix: Error from bugged zones when landing ship.
- 1.6.4566 - Fix: "Vegetarian disliked" precepts descriptions are now more accurate.
1.6.4543[edit]
- 1.6.4543 - Changed Odyssey’s end credits music to use the correct track.
- 1.6.4543 - Changed music track “Impermanent Waves” to be a non-combat song on the planet and in-orbit.
- 1.6.4543 - Quest shuttles no longer attempt to land on water, which was causing issues where they would warp into your base and destroy your buildings.
- 1.6.4543 - Pawns now move more rapidly when pathing to water in order to go swimming.
- 1.6.4543 - Dormant mechs no longer block pawn paths.
- 1.6.4543 - Gravship facilities on invalid substructure are no longer considered connected.
- 1.6.4543 - The game will now attempt to clean up invalid scenario parts when loading a save.
- 1.6.4543 - Improve translatability of orbital trader names.
- 1.6.4543 - Updated the French language worker.
Fixes[edit]
- 1.6.4543 - Fix: Royalty shuttles were able to land on unsuitable terrain, potentially losing their contents.
- 1.6.4543 - Fix: Psychic drones/soothes not affecting space maps.
- 1.6.4543 - Fix: Sounds in mods failing to load on Linux if there's a space in the file path.
- 1.6.4543 - Fix: Inability to search for items on corpses.
- 1.6.4543 - Fix: Certain wardening workgivers (take to bed, execute, interrogate, etc.) couldn't be prioritized when the prisoner/slave was already reserved.
- 1.6.4543 - Fix: "Can't accept this quest in orbit" preventing accepting joiner from ideology ritual done on planet surface, if there is an orbit map.
- 1.6.4543 - Fix: Vacuum resistance stat not being cached, causing significant performance issues with lots of blueprints on the map.
- 1.6.4543 - Fix: Gravship wreckage quest not being allowed to generate after archonexus if using gravship scenario.
- 1.6.4543 - Fix: Error when launching with mech cluster building on ship.
- 1.6.4543 - Fix: Torrential rain flooding through bridges.
- 1.6.4543 - Fix: Vacuum overlay not updating after gravship takeoff.
- 1.6.4543 - Fix: Scribe_References unable to save reference to the World, breaks incident queue for incidents targeting world.
- 1.6.4543 - Fix: Incorrect lerping in HitFactorFromShooter.
- 1.6.4543 - Fix: GraphicData copy method doesn't copy cornerOverlayPath, throwing an error if used for a building which can be player- constructed.
- 1.6.4543 - Fix: RangedWeapon_WarmupMultiplier stat not actually being applied.
- 1.6.4543 - Fix: Pawns that are immune to rot stink still get the moodlet for exposure to it.
- 1.6.4543 - Fix: Confusing letter for left-behind world pawn giving birth.
- 1.6.4543 - Fix: "Meme shipborn is not allowed" when trying to load a saved ideology into the traders guild faction's ideoligion.
- 1.6.4543 - Fix: Rottables rot in settlement trade inventory.
- 1.6.4543 - Fix: Pawns are deleted if dryads are taken on gravship without their gauranlen tree.
- 1.6.4543 - Fix: Several apparel packs (cerebrex node, turret packs, etc.) were not allowed to be taken during the archonexus restart.
1.6.4535[edit]
- 1.6.4535 - Made crater descriptions more generic.
- 1.6.4535 - Clarified the gravcore description.
- 1.6.4535 - Made ritual text more generic to fit more situations.
- 1.6.4535 - Added flooring to subroom prefabs on orbital platforms.
- 1.6.4535 - Reduced the chance of the gravship landing spot being over deep water.
- 1.6.4535 - Prevented hospitality quests from being acceptable in space due to it causing various bugs.
- 1.6.4535 - Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders
- 1.6.4535 - Prevented traps spawning next to exterior doors.
- 1.6.4535 - Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.
- 1.6.4535 - Updated some player names per request.
Fixes[edit]
- 1.6.4535 - Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.
- 1.6.4535 - Fix: Flickables are reset to be powered on when gravship launches.
- 1.6.4535 - Fix: Power connections are scrambled on gravship launch.
- 1.6.4535 - Fix: Diagonal walls could incorrectly leak room vacuum.
- 1.6.4535 - Fix: Issues with shuttle crash quest after moving maps.
- 1.6.4535 - Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).
- 1.6.4535 - Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.
- 1.6.4535 - Fix: Roof overlay not updated after gravship leaves grav anchored map.
- 1.6.4535 - Fix: Roof zones are left on map after gravships leave.
- 1.6.4535 - Fix: Lava emergence causing freezes in very specific circumstances.
- 1.6.4535 - Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.
- 1.6.4535 - Fix: Draw styles were using area instead of selected cell number.
- 1.6.4535 - Fix: VTR issues with frenzy field and sleep suppression.
- 1.6.4535 - Fix: Gravship overlapping prison cell for "prisoner willing to join" quest.
- 1.6.4535 - Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.
- 1.6.4535 - Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.
- 1.6.4535 - Fix: Wolverine wasn't configured to be a predator despite having prey size.
- 1.6.4535 - Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.
- 1.6.4535 - Fix: Strange signal quest disappearing if target map is destroyed.
- 1.6.4535 - Fix: Pawns won't fish if the closest water body to them has no fishable cells.
- 1.6.4535 - Fix: Error in PawnsAvailable quest part after switching maps.
- 1.6.4535 - Fix: Improve fallback for spawning shuttle on map from caravan.
- 1.6.4535 - Fix: Shuttles now properly apply peace talk outcomes on landing.
- 1.6.4535 - Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.
- 1.6.4535 - Fix: Cypress tree being destroyed by floodwater, unlike all other trees.
- 1.6.4535 - Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).
- 1.6.4535 - Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.
- 1.6.4535 - Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.
- 1.6.4535 - Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.
- 1.6.4535 - Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.
- 1.6.4535 - Fix: Quest pawn arrival could break in space.
- 1.6.4535 - Fix: UI cascade error when pawn targeted with skip dies.
- 1.6.4535 - Fix: Tended goodwill being reset if the pawn is downed again after being tended.
- 1.6.4535 - Fix: Error when accepting bestower quest.
- 1.6.4535 - Fix: Incorrect index calculations in river flow code.
- 1.6.4535 - Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.
- 1.6.4535 - Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.
- 1.6.4535 - Fix: Linux build didn’t inherit launch arguments configured in Steam.
- 1.6.4535 - Fix: Apparel setup was not passing parent tag def into render node.
- 1.6.4535 - Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.
- 1.6.4535 - Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.
- 1.6.4535 - Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.
- 1.6.4535 - Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.
- 1.6.4535 - Fix: Strange signal quest was acceptable in space.
- 1.6.4535 - Fix: Apocriton doesn't have parts for heavy shield apparel.
- 1.6.4535 - Fix: Incorrect message when trying to set prisoner as pilot.
- 1.6.4535 - Fix: Typo in plant grove description.
- 1.6.4535 - Fix: Typo in mechhive location description.
- 1.6.4535 - Fix: Typo in lava snail description.
1.6.4528[edit]
- 1.6.4528 - Vultures are more resistant to rot stink and other environmental toxins.
- 1.6.4528 - Reduced cover effectiveness of passenger shuttle
- 1.6.4528 - Animals specialist now increases fishing speed and fishing yield.
- 1.6.4528 - "Fungus preferred" precept is now compatible with the darkness meme, allowing more options in glowforest.
- 1.6.4528 - In the glowforest, reduced caravan movement difficulty and disease occurrence.
- 1.6.4528 - Removed HP from gravcores to prevent them from being accidentally destroyed.
- 1.6.4528 - Disabled gravship landing on worshipful village.
- 1.6.4528 - No longer possible to open the world map during the gravship cutscene.
- 1.6.4528 - Clarified the basic gravtech description.
- 1.6.4528 - Clarified how gravship substructure is removed.
- 1.6.4528 - Added “remove foundation” to the floor architect category.
- 1.6.4528 - Updated some player names per request.
Performance[edit]
- 1.6.4528 - Performance improvements in the glowforest.
- 1.6.4528 - Improved load times on Mac.
- 1.6.4528 - Add debug checks to strip out several heavy profilerblocks.
- 1.6.4528 - Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.
- 1.6.4528 - Fix: Significant performance drop when the world map is open.
- 1.6.4528 - Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).
- 1.6.4528 - Fix: Bad performance in royal title quest when throne room isn't enclosed.
- 1.6.4528 - Fix: Significant performance drop when the terrain tab on the world map is open.
Fixes[edit]
- 1.6.4528 - Fix: Gaining soaking wet thought when swimming for recreation.
- 1.6.4528 - Fix: Rain sometimes appears pixelated.
- 1.6.4528 - Fix: Pawns left behind with a grav anchor lose their allowed areas.
- 1.6.4528 - Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.
- 1.6.4528 - Fix: Interior courtyard loot rooms could generate cutoff.
- 1.6.4528 - Fix: Typo in Odyssey AncientOrbitalCorridor def name.
- 1.6.4528 - Fix: Ancient garrison corridor spawning life support units.
- 1.6.4528 - Fix: Possible exception in quest info if player silent faction is null.
- 1.6.4528 - Fix: Rare pathfinding exception with missing faction.
- 1.6.4528 - Fix: "Type [name] does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method."
- 1.6.4528 - Fix: Mechhive assembler last raid tick not saved.
- 1.6.4528 - Fix: Bluebird eggs hatch into crows.
- 1.6.4528 - Fix: Issue with modded statues due to xenotype being set before kindDef.
- 1.6.4528 - Fix: Can't repair conduits through blocked corners.
- 1.6.4528 - Fix: Can't extinguish fires on walls that are only diagonally reachable.
- 1.6.4528 - Fix: Gravship rotation code not respecting default placing rotation of modded content.
- 1.6.4528 - Fix: Fire on full impassable edifices exposed to vacuum not decaying.
- 1.6.4528 - Fix: Error when trying to enter pocket map with no home map.
- 1.6.4528 - Fix: Shuttle mass doesn't update when using “unload all” gizmo.
- 1.6.4528 - Fix: Collection modified error on gravship launch.
- 1.6.4528 - Fix: Possible to have gravcore subquest fire while in flight.
- 1.6.4528 - Fix: Potential fix for trader stock getting cleared.
- 1.6.4528 - Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.
- 1.6.4528 - Fix: Ancient mercenaries spawning outside building on cave maps.
- 1.6.4528 - Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.
- 1.6.4528 - Fix: Bugged quest generation with refugee betrayal offer after changing maps.
- 1.6.4528 - Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.
- 1.6.4528 - Fix: Clean room float menu option is now visible in ancient stockpile.
- 1.6.4528 - Fix: Modded substructure variants not linking properly.
- 1.6.4528 - Fix: Flesh tentacle on statue no longer moves.
- 1.6.4528 - Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.
- 1.6.4528 - Fix: Terrain blueprints showing up during gravship landing.
- 1.6.4528 - Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.
- 1.6.4528 - Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.
- 1.6.4528 - Fix: Power grid not updating properly when gravship leaves map with grav anchor.
- 1.6.4528 - Fix: Translation issues in credits.
- 1.6.4528 - Fix: Splashes and watermills were not respecting river flow direction.
- 1.6.4528 - Fix: Ideo apparel no longer overrides vacsuits in pawn generation.
- 1.6.4528 - Fix: Several issues with fish changing and other water body logic.
- 1.6.4528 - Fix: Error when camping after merging shuttle caravans.
- 1.6.4528 - Fix: Outdated description on ancient mining charges and ancient explosives crate.
- 1.6.4528 - Fix: Throne room requirement error spam on gravship jump.
- 1.6.4528 - Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.
- 1.6.4528 - Fix: Ancient and mech drop pod textures not consistent.
- 1.6.4528 - Fix: Prevent vacsuits from spawning on planetary pawns.
- 1.6.4528 - Fix: XML tags are now stripped out of search results.
- 1.6.4528 - Fix: Possible for pawns to fish through bridges/substructure.
- 1.6.4528 - Fix: Mechs can get grav nausea.
- 1.6.4528 - Fix: Typo in cerebrex node description.
- 1.6.4528 - Fix: Issue with baking atlases that are smaller than 512x512.
- 1.6.4528 - Fix: Possible manhunter quest generation error on polluted ice sheet.
- 1.6.4528 - Fix: Beam repeater not considered ultratech for ideology.
- 1.6.4528 - Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.
- 1.6.4528 - Fix: Passenger shuttle skyfallers wrong size.
- 1.6.4528 - Fix: Clean up some cutscene vars causing error on load.
- 1.6.4528 - Fix: Dev hack gizmo not firing quest event signals.
- 1.6.4528 - Fix: Error while loading mech resurrection bills without a mech.
- 1.6.4528 - Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.
- 1.6.4528 - Fix: Prevent archean trees from being planted on ice.
- 1.6.4528 - Fix: Gravship shield generator not blocking mortars.
- 1.6.4528 - Fix: Minified electric inhibitor produces error.
- 1.6.4528 - Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.
- 1.6.4528 - Fix: Dormant charging mechs aren't loaded into shuttles.
- 1.6.4528 - Fix: Birds don't fly out of the map when trapped and starving.
- 1.6.4528 - Fix: Added back-compat support for infestation quests loading with invalid maps.
- 1.6.4528 - Fix: New xml reader does not read the "Class" attribute on dictionary elements.
- 1.6.4528 - Fix: Some textures are invisible on Linux.
- 1.6.4528 - Fix: Potential fix for grav engines being destroyed due to landing under a mountain.
Version 1.6[edit]
New stuff - base game[edit]
Better planning[edit]
- 1.6.4518 - Plans can be recoloured to help differentiate them.
- 1.6.4518 - Plans now work like zones: contiguous regions of the same color are joined together, and can be selected as a whole.
- 1.6.4518 - Plans can be copied and pasted. You can double-click a specific plan, or use the “copy selection” command to draw an area over all of the plans you want to copy. You can rotate these copied plans with the Q and E keys (rebindable).
- 1.6.4518 - Plan regions can be renamed to remind you what they’re for.
- 1.6.4518 - When right-clicking plan or zone gizmos, a dropdown appears where you can hide or show all plans and zones.
Designator draw styles[edit]
- 1.6.4518 - Many designators (like orders, placing walls and floors, painting, etc.) now have a switchable “draw style” that changes how they behave when you click and drag them. These can be cycled through with the Q and E keys (rebindable).
- 1.6.4518 - The draw styles include:
- 1.6.4518 - Line: The normal wall drag behavior.
- 1.6.4518 - Angled line: A line at an angle you control.
- 1.6.4518 - Filled rectangle: The normal floor drag behavior.
- 1.6.4518 - Empty rectangle: A rectangular outline.
- 1.6.4518 - Filled oval: A circular shape within the bounds of the dragged area
- 1.6.4518 - Empty oval: A circular outline within the bounds of the dragged area
- 1.6.4518 - Note that designators don’t always have all of the draw styles. For example, wood-chopping in a diagonal line is not useful.
- 1.6.4518 - Squares (and circles) are now easy to make - holding the control key while using certain designators forces them into a square.
- 1.6.4518 - Added a “remember draw styles” game option. When enabled, the last draw style you used for a particular designator will be remembered. For example, if you were to use the empty oval draw style to build circular walls, the next time you place wall blueprints, the empty oval style will still be selected.
Blueprints[edit]
- 1.6.4518 - Blueprints can now be placed over similar buildings, letting you easily change material or upgrade a building.
- 1.6.4518 - This applies to walls, conduits, doors, sandbags, barriers, fences, chairs, and beds. For example, you can place a plasteel wall blueprint over an existing wooden wall, or place a double bed blueprint over a single bed.
Caravan camps[edit]
- 1.6.4518 - Caravans can set up camp while travelling. This creates a temporary map to play on that can be quickly abandoned. This allows you to pause your caravan’s journey and stabilize in cases of injury, starvation, or sickness.
- 1.6.4518 - Camps will be attacked if the caravan is not reformed after 4 days.
Map generation[edit]
- 1.6.4518 - Rivers, mountains, caves, and coasts are now considered “map features” which will show in the tile inspect pane and information window on the world map.
- 1.6.4518 - Rivers should generally look smoother and curve more nicely. Rivers that cut through rock will have walkable areas on either side and larger rivers will create canyons. Rivers will also do a better job at matching the angle of the river on the world map.
- 1.6.4518 - Rivers in certain biomes now generate with riverbank terrain, which has high fertility.
- 1.6.4518 - Rock generation is now more varied and interesting.
- 1.6.4518 - Coasts have more interesting shapes, and are no longer constrained to the four cardinal directions.
- 1.6.4518 - Mountain directions are no longer constrained to the four cardinal directions, and will be slightly more varied in shape.
- 1.6.4518 - Added support for plants that grow in water. Cypress trees now grow in mud and marsh.
- 1.6.4518 - Insects hives always spawn surrounded by glow pods.
- 1.6.4518 - Maps generated for quest sites are now all at least 200x200.
Flight[edit]
- 1.6.4518 - Some birds can fly! This includes chickens, ducks, and geese.
- 1.6.4518 - Flying increases a creature’s movement speed, ignores terrain move speed penalties, and allows passing over some obstacles like fences. Flying creatures do not trigger traps.
- 1.6.4518 - Flying animals can enter the map by flying, landing anywhere on the map, instead of arriving at the map edge.
- 1.6.4518 - Flying animals can also leave the map by flying. This can happen naturally, or if they’re startled (for example, by a gunshot).
Search improvements[edit]
- 1.6.4518 - The in-game search bar is better at finding things. It now searches for def names, thing labels, and renamed things.
- 1.6.4518 - The search bar now looks in pawn inventories and containers.
- 1.6.4518 - The in-game search bar can be used on the world map to find things.
- 1.6.4518 - Increased the maximum search characters from 15 to 30, so you can type more into the search bar.
- 1.6.4518 - Added a search bar to save and load menus.
Art[edit]
- 1.6.4518 - Made improvements to the water shader so it shows the sky’s reflection.
- 1.6.4518 - Added water ripples when pawns walk across water.
- 1.6.4518 - Updated art for large desiccated birds.
- 1.6.4518 - Updated sandbag filth texture
- 1.6.4518 - Ducks, bears, and devourers now have unique visuals when moving on water.
UI[edit]
- 1.6.4518 - Added a “Jump to…” gizmo to the world map which shows player colonies, caravans, and quest locations.
- 1.6.4518 - World objects with active maps now have a green border around them.
- 1.6.4518 - World objects which are searched now have a yellow border around them.
- 1.6.4518 - Added separate toggle on world screen for important world objects such as colonies, quest locations, and active maps.
- 1.6.4518 - Added debug options to show TPS and FPS counters and a memory usage breakdown.
- 1.6.4518 - Added a “Make default” button for policies.
- 1.6.4518 - New settlements are now tracked on the history graph.
- 1.6.4518 - Bills can now be renamed.
- 1.6.4518 - In the "manage areas" window, you can now change the color of an area by clicking the colored square.
Quality of life[edit]
- 1.6.4518 - Added a deconstruct conduits designator.
- 1.6.4518 - Colonists can now be ordered to dress other pawns, including prisoners.
- 1.6.4518 - Added a toggle to special trees to prevent them from being cut down by the cut plants/harvest plants designator.
- 1.6.4518 - Added a toggle to hackables to mark them as auto-hackable. Colonists assigned to research will automatically hack them.
- 1.6.4518 - Added a gizmo to pod launchers to toggle auto-building transport pods.
- 1.6.4518 - Added a gizmo to order a pawn to eject fuel from refuelable buildings.
- 1.6.4518 - Added a cooldown to the message that occurs when an item deteriorates in a storage zone. Now you won't get spammed if you're throwing old clothes in a river.
Performance[edit]
We made major performance optimizations targeting mid-to-late game colonies. On an example machine, we saw 20-30% additional TPS in late game colonies. We rewrote many systems to spread out their workload. The pathfinding system is now fully multithreaded and batched, and the lighting system is also multithreaded. Pawns/Things are now ticked less often in certain circumstances (e.g. when off camera). There are also several optimizations to minor systems and fixes to major memory leaks.
We significantly reduced game launch times in version 1.6! For example, on our development machines version 1.5 previously launched in 18.57s with all expansions. Now version 1.6 launches in 4.66s - and that's with an additional expansion!
Note that your startup times and TPS improvements may differ from our tests due to bottlenecks unique to your PC or mods.
Scaria changes[edit]
- 1.6.4518 - Scaria now changes a pawn’s appearance to look red, mangy, and covered in sores.
- 1.6.4518 - Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria.
- 1.6.4518 - Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.
- 1.6.4518 - Wounds from scaria-infected pawns can cause "scaria infections". Scaria infections work like regular infections, but when they reach 100% the pawn gets scaria instead of dying.
- 1.6.4518 - Humans can now get scaria from “scaria infections”. When afflicted, humans go into a permanent berserk rage that lasts until they die or are cured of their scaria infection.
Caravan improvements[edit]
- 1.6.4518 - Items that are waiting to be loaded into a caravan can be cancelled in the caravan tab. Similarly, items that are loaded into a caravan can be removed using the caravan tab.
- 1.6.4518 - Caravans that are in the process of forming can now be forced to depart immediately. Colonists will leave the map as soon as possible, without loading any additional items, roping any animals, or picking up any incapacitated pawns. Anything not loaded into the caravan will be left behind.
- 1.6.4518 - Caravans now take the shortest path to the map exit, instead of leaving the map in the direction they would be travelling in.
Insect behaviour improvements[edit]
- 1.6.4518 - Fixed a number of inconsistencies and issues with insect behaviour. Their AI should now generally be less buggy. 🪲
- 1.6.4518 - Improved several targeting and hostility issues with insects.
- 1.6.4518 - Improved insect behaviour if they lose their group AI or are spawned without it.
- 1.6.4518 - Fixed insects losing their group AI after they went to sleep or were downed.
- 1.6.4518 - Fixed insects losing aggression when the last hive on the map is destroyed.
- 1.6.4518 - Fixed insects fleeing gunshots.
UI[edit]
- 1.6.4518 - Relevant icons now display on float menu entries. This should help you quickly find the right option in a crowded menu.
- 1.6.4518 - Disabled float menu entries are now more verbose, and there should be less generic disabled messages.
- 1.6.4518 - Remaining equipment charges (e.g. utility packs) are now shown in tooltips.
- 1.6.4518 - Added some red text beneath the list of ingredients for a surgery in the tooltip, detailing prosthetics that would be replaced, if the surgery would replace any existing prosthetics.
- 1.6.4518 - Merged automatic refuel toggle, current fuel display, and configuration of target fuel into one gizmo.
- 1.6.4518 - Improved move speed stat report for current terrain.
- 1.6.4518 - Added cooler and vent as related build commands for walls.
- 1.6.4518 - Removed alert for hunters with non-ranged weapons. Added a message when designating animals to be hunted with either no hunters or no hunters with ranged weapons.
- 1.6.4518 - Pawn headgear is no longer shown in the “create characters” screen.
- 1.6.4518 - Various buildings now show “off” on their inspect pane when not working.
- 1.6.4518 - Add “features” row to world tile inspector (alt key).
- 1.6.4518 - Planet & terrain tabs are now shown when selecting sites and settlements.
- 1.6.4518 - Speed controls are now disabled while the game is force paused.
- 1.6.4518 - Added warnings when trying to settle in several extreme biomes.
- 1.6.4518 - Added/disabled needs from traits now show in that trait’s tooltip.
- 1.6.4518 - Animal training checkboxes are now paintable (click and drag)..
- 1.6.4518 - Shuttle/transport pod “cancel load” gizmo now displays as “unload all” if there is nothing left to load.
- 1.6.4518 - Made improvements to trainability stat readout.
- 1.6.4518 - Adjusted ordering of world map toggles.
- 1.6.4518 - Made minor UI tweaks to ritual dialog.
- 1.6.4518 - Improved readability of disabled gizmos.
- 1.6.4518 - Accept hotkey (return) now works in more places.
- 1.6.4518 - Reward preference checkboxes are now paintable (click and drag).
- 1.6.4518 - The growth speed information on a plant’s inspect pane is now more condensed.
Quality of life[edit]
- 1.6.4518 - Joiners from quest rewards now display their highest skill instead of not providing any information.
- 1.6.4518 - Steam geysers are now highlighted when placing geothermal generators.
- 1.6.4518 - Sarcophagi are now prioritised higher than graves by default.
- 1.6.4518 - Items will now be moved out of the way before pawns construct doors.
- 1.6.4518 - Pawns with hauling disabled will still return books to bookshelves.
- 1.6.4518 - Medical drugs are now excluded by default from the “burn drugs” bill.
- 1.6.4518 - You can order colonists to extinguish other burning colonists via a right-click command.
- 1.6.4518 - Items with no quality are now ignored by quality settings in filters. Previously, these items were treated as normal quality. This created issues if, for example, you wanted to create an apparel policy that only used good or better quality apparel.
- 1.6.4518 - If all colonists are downed on a temporary map (like a quest location), the map will no longer close. Instead, these maps will be closed if all colony-controlled pawns die.
Room balance changes[edit]
- 1.6.4518 - Added a small mood buff to mediocre bedrooms, and reduced the mood debuff of awful bedrooms.
- 1.6.4518 - Some production buildings now have a work speed penalty if they are not in the correct room. E.g. Research bench works best when it's in a laboratory. (This makes it more rewarding to create reasonable-looking bases with purpose-specific rooms instead of cramming everything into a single giant room.)
- 1.6.4518 - Updated several building work types.
- 1.6.4518 - Adjusted room type calculations to deprioritize store rooms, and prioritize more important rooms.
- 1.6.4518 - Capped the contribution from medical beds towards a room becoming a hospital. This prevents a medical bed from turning a barracks into a hospital.
Armor balance changes[edit]
- 1.6.4518 - Flak vests no longer cover shoulders.
Other balance changes[edit]
- 1.6.4518 - Surgery success chances benefit more from sterile conditions.
- 1.6.4518 - Construction failure is more forgiving. A minimum of 1 of each resource is always returned after a botched construction.
- 1.6.4518 - Subsequent maps after the player’s starting map will now have fewer mineable resources and a lower chance of ancient dangers. This is adjustable via a slider in the storyteller settings.
- 1.6.4518 - Sieges can now happen after reaching 500 threat points (down from 700).
- 1.6.4518 - Slightly increased ancient soldier initial resistance.
- 1.6.4518 - Shaman merchants will now buy animal parts like tusks and horns.
- 1.6.4518 - Reduced time before pawns defending an enemy settlement decide to launch an assault down from 4.2 days to 10 hours.
- 1.6.4518 - Workbenches that are outdoors now get an 80% workspeed multiplier (from 90%).
- 1.6.4518 - Reduced the beauty penalty for natural filth (rock rubble, sand, dirt) if it's outside.
- 1.6.4518 - Ancient beds now provide slightly less comfort (0.55 down from 0.75).
- 1.6.4518 - Colonists now read slower in darkness.
Miscellaneous[edit]
- 1.6.4518 - Pathfinding will be significantly more accurate, especially at larger distances.
- 1.6.4518 - Changed plant generation to ensure that some plants can always spawn on extremely hot maps.
- 1.6.4518 - Waterproof conduits can now be built on mud.
- 1.6.4518 - More junk can be deconstructed.
- 1.6.4518 - Attack option is no longer shown when ordering drafted pawns to move to ancient junk on hostile maps.
- 1.6.4518 - Scatterables no longer render on top of floors.
- 1.6.4518 - Some animals like ducks will now seek out bodies of water. They will also no longer prefer to path over land more than water.
- 1.6.4518 - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.
- 1.6.4518 - The player’s starting spot now chooses a buildable location in the largest contiguous open area.
- 1.6.4518 - Agarilux no longer die from the cold.
- 1.6.4518 - Cleaned up the pawn stat panel.
- 1.6.4518 - Reduced the speedup at 3x speed when the player has no active maps.
- 1.6.4518 - Non-colonist pawns attempting to exit the map can now use map portals if they are on a pocket map. For example, they will exit the pit gate when trying to leave instead of just wandering forever.
- 1.6.4518 - Colonists are more likely to feed kibble to downed animals. No more feeding lavish meals to sick iguanas!
Improvements and adjustments - Royalty[edit]
Miscellaneous[edit]
- 1.6.4518 - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).
Improvements and adjustments - Ideology[edit]
Improved ancient complex generation[edit]
- 1.6.4518 - Ancient complexes now have more interesting and realistic layouts. You'll find hallways, living areas, workshops - along with all the same deadly traps!
Miscellaneous[edit]
- 1.6.4518 - Improved ancient complex generation.
- 1.6.4518 - The “Small spaces: Don’t care” issue has been renamed to “Indoors: Preferred” to better represent the actual gameplay function, and has also been changed to medium impact.
- 1.6.4518 - The indoors need no longer requires an overhead mountain to raise the need past 50%.
- 1.6.4518 - The float menu to add precepts has been reorganised. For example instead of adding “precept/Execution: Required” it is now “precept/Execution/Required”, and is now sorted alphabetically.
- 1.6.4518 - Pawns will now play drums for recreation.
- 1.6.4518 - You can now see the name of a colonist's favorite color by hovering over it in their bio.
Improvements and adjustments - Biotech[edit]
New gene - Webbed phalanges[edit]
- 1.6.4518 - Ignores movement speed penalties from water terrain.
- 1.6.4518 - Decreases manipulation by 5%.
New gene - Indoor dweller[edit]
- 1.6.4518 - Disables the outdoors need.
Miscellaneous[edit]
- 1.6.4518 - Children who are learning a lesson will now display who is teaching that lesson on their inspect pane (to make it easier to figure out who the teacher is if they are not attending the lesson).
- 1.6.4518 - When deconstructing wastepack atomizers, the nano structuring chip is now returned.
- 1.6.4518 - Growth tier 8 now provides 3 or 4 passion choices (up from 3).
- 1.6.4518 - Added scrollbar to selected gene list in xenotype editor.
- 1.6.4518 - The gene extractor’s "Insert person" float menu is now ordered by colonist/prisoner and then alphabetically.
- 1.6.4518 - Reduced market value of xenogerms to avoid easy money with high-skilled pawns.
Improvements and adjustments - Anomaly[edit]
Miscellaneous[edit]
- 1.6.4518 - Scaled up brain damage from chronophagy significantly at old ages, as effects like tough or robust can reduce it.
- 1.6.4518 - Minor improvements to undercave generation.
- 1.6.4518 - "Need holding platforms" alert can no longer occur before day 4 to reduce early-game noise. The alert title is also consistent with similar alerts.
- 1.6.4518 - Added lab coat to default worker apparel policy.
- 1.6.4518 - Reduced the radius of deadlife IED traps.
Dev tools[edit]
- 1.6.4518 - Added dev tool to set the stuff of a thing.
- 1.6.4518 - Added dev tool to set a tile’s biome.
- 1.6.4518 - Fixed dev tool options not updating when switching between world and map.
- 1.6.4518 - Added dev command to generate maps on world tile.
- 1.6.4518 - Added noise visualisation tools to map and world.
- 1.6.4518 - Added debug output for trader animal tags.
- 1.6.4518 - Added dev tools to unlock all apparel.
- 1.6.4518 - Added prefab creation and spawning tools.
Technical[edit]
- 1.6.4518 - Updated from Unity 2019.4.30 -> 2022.3.35
Terrain[edit]
- 1.6.4518 - Added new “foundations” terrain layer which sits above natural terrain but below floors. Bridges are now in the foundation layer.
- 1.6.4518 - Added new “temporary” terrain layer which sits above floors.
- 1.6.4518 - Biomes can now define several terrain types to be used by the map generator when generating beaches, water, etc.
- 1.6.4518 - Terrain can now be a light source and heat source.
Miscellaneous[edit]
- 1.6.4518 - Added dynamic setup nodes, state driven node graphics, curve driven animations, and optimizations to the pawn render system.
- 1.6.4518 - Dynamic node setup allows for easy addition of render nodes on a pawn at runtime with scripts. For example, apparel, hediffs, traits, genes, ect.
- 1.6.4518 - Graphic states allow for the quick changing of a pawn’s graphics during gameplay, for example, in animations. You can tag a keyframe with a graphic state and the renderer will use that graphic to render by default. You can also specify graphics for each graphic state in the render node per pawn as required.
- 1.6.4518 - Curve driven animations allow you to define animation data in a way more familiar to animators, rather than setting exact offsets. You can now express changes in offset/angle/scale as curves over time, allowing for much smoother animations.
- 1.6.4518 - Added support for plants that grow on any terrain regardless of fertility.
- 1.6.4518 - The float menu has been rewritten to be much more modder friendly and fault-tolerant.
- 1.6.4518 - Mutants have been rewritten to be more modder friendly.
- 1.6.4518 - Refactors to map portal/pocket map code to be more modder friendly.
- 1.6.4518 - Allow mod authors to declare alternative package IDs for mod requirements.
- 1.6.4518 - Moved world pather into layer to prevent out of range exceptions in modded content. We previously had a global pathfinder, whereas in 1.6 we require you to specify the exact layer you want to pathfind on to prevent simple scripting mistakes.
- 1.6.4518 - Added support for different fog colors.
- 1.6.4518 - Plants can now have unique min and max growth temperatures.
Performance[edit]
- 1.6.4518 - Several game systems now have a variable tick rate (VTR), which means they run less often depending on their state, and the player's view state. With this Things in the game can now easily contain delta based logic, running as slow as 4Hz (compared to the standard 60Hz update rate).
- 1.6.4518 - Significantly reduced game launch times.
- 1.6.4518 - Rewrote pathfinder to be entirely multithreaded and batched, using Unity’s burst technology.
- 1.6.4518 - Rewrote the glow grid to be burst multithreaded.
- 1.6.4518 - Optimized caravan foraging calculations.
- 1.6.4518 - Optimized egg-laying pawns.
- 1.6.4518 - Optimized caching statistics.
- 1.6.4518 - Optimized many alerts.
- 1.6.4518 - Optimized multiple ideology precepts and royal title requirements.
- 1.6.4518 - Optimized the hauling system.
- 1.6.4518 - Optimized animal pen food calculations.
- 1.6.4518 - Multiple other smaller optimisations across many systems.
- 1.6.4518 - Fixed multiple long-standing memory leaks which could result in reduced performance and available system resources, especially on long play sessions or sessions which involve frequent reloading of saves.
- 1.6.4518 - Very minor optimization to pawn cell sharing logic.
- 1.6.4518 - Fix: Massive lag spike related to caravans with lots of food.
- 1.6.4518 - Fix: Major stutter when pawns are trying to exit the map.
- 1.6.4518 - Optimisations to holding platforms.
Modding[edit]
- 1.6.4518 - All modding-related changes can be found in the [Public] Modder Primer for 1.6.
Art[edit]
- 1.6.4518 - Added new visuals for immature trees that are leafless.
UI[edit]
- 1.6.4518 - When using the search feature, items that are equipped by a pawn or in a container have a special icon.
- 1.6.4518 - Items in caravan animals' inventories now show up in map search.
- 1.6.4518 - On the world map, the fuel range for launchables is now shown in addition to their max range.
- 1.6.4518 - The deathpall “corpse raised” message now has a 24-hour cooldown so it's less spammy.
- 1.6.4518 - Show all range indicators when hovering "attack" gizmo for multiple pawns with different weapons.
Miscellaneous[edit]
- 1.6.4518 - Added Vietnamese language support.
- 1.6.4518 - Loosened watermill placement rules to make them easier to place on diagonal rivers.
- 1.6.4518 - When hovering over an entry in the "add operation" list, show if it would restore a missing body part.
- 1.6.4518 - Update prison cell thoughts to reflect the changes to awful and mediocre bedroom thoughts.
Technical/Performance[edit]
- 1.6.4518 - Added a new XML loader which loads defs roughly 40% faster.
- 1.6.4518 - The game now targets your monitor's refresh rate instead of 60fps (this may be overridden by driver settings).
- 1.6.4518 - Some performance optimizations, particularly to maps with lots of pawns or things needing hauling.
- 1.6.4518 - Increase log message count cap, cap stacking errors at 99.
- 1.6.4518 - Added filters to the log window to filter by severity.
- 1.6.4518 - All room types can be bigger. This prevents a big room from having a "none" role.
- 1.6.4518 - Add error if def type is missing when loading XML.
- 1.6.4518 - New compute shader texture compression is disabled on lower VRAM graphics cards, can also be disabled manually using –disable-compute-shaders command line argument.
- 1.6.4518 - Minor improvements to XML load time from file.
- 1.6.4518 - Small optimization to RadialCellsAround.
- 1.6.4518 - Small optimization to hostility checks (avoiding calling IsPsychologicallyInvisible where possible).
- 1.6.4518 - Changed static resources to only be disposed upon game exit.
- 1.6.4518 - Pawn.ExitMap is now virtual for modding purposes.
- 1.6.4518 - Make a couple methods in Building_TurretGun virtual for modding purposes.
- 1.6.4518 - Improve error message when failing to load a list item due to an invalid class name.
Dev Tools[edit]
- 1.6.4518 - Added a dev tool to spawn drop pod raids at a location within a radius.
- 1.6.4518 - Added a dev gizmo to fix break downs.
Bugfixes[edit]
- 1.6.4518 - Many fixes to quests not supporting nomadic and multiple colonies.
- 1.6.4518 - Several misc string adjustments and typos fixed.
- 1.6.4518 - Fixes for Anomaly content while the Monolith is despawned.
- 1.6.4518 - Fix: Smart raiders now correctly avoid some traps.
- 1.6.4518 - Fix: Nearsighted accuracy factor being applied incorrectly.
- 1.6.4518 - Fix: Corpses can spawn in unwalkable areas.
- 1.6.4518 - Fix: "SpacedroneSelfDestructsIn" translation key in wrong expansion.
- 1.6.4518 - Fix: Cached incidents being skipped if the target is the wrong type. E.g. Ambush.
- 1.6.4518 - Fix: Non-home maps no longer get deleted when all pawns on it enter a pocket map
- 1.6.4518 - Fix: Things that are supposed to draw offscreen do not.
- 1.6.4518 - Fix: Raid strategies forced into parms aren't used when they're considered "incompatible".
- 1.6.4518 - Fix: Incorrect average medicine quality on medical bills.
- 1.6.4518 - Fix: Factionless quick target buildings not quick targetable.
- 1.6.4518 - Fix: Neurotrainer use label was forced lowercase.
- 1.6.4518 - Fix: Index out of range error when giving disease to pawn on pocket map.
- 1.6.4518 - Fix: Animal gets stuck "standing" when trying to be roped.
- 1.6.4518 - Fix: Child cannot capture entities unless designated first.
- 1.6.4518 - Fix: Exception when selecting a quest pawn that hadn't landed yet.
- 1.6.4518 - Fix: Crafting bills can go into negative amounts.
- 1.6.4518 - Fix: Exception in DrawThoughtGroup for IdeoBuildingDisrespected.
- 1.6.4518 - Fix: Add disabled float menu text for rescuing pawn with medical care disabled.
- 1.6.4518 - Fix: "Clean room" job doesn't detect if there's no path available.
- 1.6.4518 - Fix: Activation float menu option for void monolith appears but does nothing if pawn cannot reach monolith.
- 1.6.4518 - Fix: Unsuitable food appearing in float menu on pawns with ideo restriction.
- 1.6.4518 - Fix: Baby icon rendering.
- 1.6.4518 - Fix: BuildingBase defaults to Item altitudeLayer.
- 1.6.4518 - Fix: Colonists unable to place certain items on certain terrain.
- 1.6.4518 - Fix: Child pocket maps aren't considered when checking if map can be removed.
- 1.6.4518 - Fix: Crash to desktop when testing if a trade request can occur.
- 1.6.4518 - Fix: Improved spawn selection in maps with structures.
- 1.6.4518 - Fix: Enumeration error when destroying buildings.
- 1.6.4518 - Fix: Shelves spawned in ruins no longer have storage enabled.
- 1.6.4518 - Fix: Error in meditation pulse shader.
- 1.6.4518 - Fix: Minor correction to pocket map wealth.
- 1.6.4518 - Fix: After childbirth in a shared bed, husband won't sleep in it until reassigned.
- 1.6.4518 - Fix: Pawns would sit at unclaimed chairs.
- 1.6.4518 - Fix: Drop pods coming through thick roofs in some situations.
- 1.6.4518 - Fix: Pawns from other factions walking directly over sleeping mechanoids wakes them up.
- 1.6.4518 - Fix: Pawns think ritual seating isn't the ideo style.
- 1.6.4518 - Fix: Animals without a food need are now tameable.
- 1.6.4518 - Fix: Drop pods not giving message error if destination is out of range.
- 1.6.4518 - Fix: Various skyfallers landing on unaffordable terrain.
- 1.6.4518 - Fix: Heaters ticking when minified.
- 1.6.4518 - Fix: Factions with xenotype occasionally fail to generate pawns.
- 1.6.4518 - Fix: Reference to mechanitor corpse in letter lost when saving.
- 1.6.4518 - Fix: Combat command throwing exception when pawn leaves map.
- 1.6.4518 - Fix: Refugee betrayal causing exception if not on original map.
- 1.6.4518 - Fix: Creepjoiner letter breaks if unspawned.
- 1.6.4518 - Fix: Strange Signal quest spawning monolith in fogged area.
- 1.6.4518 - Fix: Pawns could haul from fogged cells.
- 1.6.4518 - Fix: Unknown mech gestation job state UI error.
- 1.6.4518 - Fix: Exception when attempting to extinguish fires which have been destroyed.
- 1.6.4518 - Fix: Possible to carry bestowers to shuttles when not downed.
- 1.6.4518 - Fix: Several joy jobs could select fogged cells.
- 1.6.4518 - Fix: Properly clear stat caches when starting a new scenario (for pawn generation).
- 1.6.4518 - Fix: Labyrinth layout being flushed incorrectly.
- 1.6.4518 - Fix: Creepjoiner error if map is destroyed.
- 1.6.4518 - Fix: Pawns can refuel fogged generators.
- 1.6.4518 - Fix: Screen breaking in screenshot mode when loading game.
- 1.6.4518 - Fix: Animal graphics using wrong shader.
- 1.6.4518 - Fix: World UI label in incorrect pos at high UI scales.
- 1.6.4518 - Fix: Biosculpter select gizmo shows wrong rotation and scale.
- 1.6.4518 - Fix: Distress signal building faction not cleared.
- 1.6.4518 - Fix: Error cleaning up ritual with dead target.
- 1.6.4518 - Fix: Ingest error if no spot is available.
- 1.6.4518 - Fix: Jobgiver error on emptying waste from standard recharger.
- 1.6.4518 - Fix: Settlements/outposts sometimes having unfogged rooms.
- 1.6.4518 - Fix: Mountain graphics overlapping on smaller world tiles.
- 1.6.4518 - Fix: Pawn AI attempting to flee when no exit is possible.
- 1.6.4518 - Fix: Recreation gain flickering.
- 1.6.4518 - Fix: UI thing icons not supporting multiple materials, fixed color issue with UI textures.
- 1.6.4518 - Fix: Add missing Anomaly preview in mod page.
- 1.6.4518 - Fix: Blueprints disappearing on save load in specific circumstances.
- 1.6.4518 - Fix: Self-tending NPCs don't reserve themselves.
- 1.6.4518 - Fix: "Collection was modified" error when springing trap.
- 1.6.4518 - Fix: World map icons are now sorted correctly.
- 1.6.4518 - Fix: Significant lag hovering over recreation bar.
- 1.6.4518 - Fix: AI casting on barricades.
- 1.6.4518 - Fix: Colors for blueprints incorrect in UI icons.
- 1.6.4518 - Fix: Pawns now prioritise reading on tables over other surfaces.
- 1.6.4518 - Fix: Devourers/jumping pawns couldn't land on legal cells.
- 1.6.4518 - Fix: Pawns placing materials in far away blueprints in certain circumstances.
- 1.6.4518 - Fix: Exception when opening ornate door.
- 1.6.4518 - Fix: Book thing set maker now respects qualityGenerator.
- 1.6.4518 - Fix: Self-shutdown mechs are now carryable like other pawns via float menu.
- 1.6.4518 - Fix: Issues with downed/crawling pawns and lords.
- 1.6.4518 - Fix: Being roped now ends roaming mental state.
- 1.6.4518 - Fix: Prevent xenogerms from spawning in cargo pods.
- 1.6.4518 - Fix: Sleeping mechanoids getting removed from lords.
- 1.6.4518 - Fix: Exception in pawn health tracker.
- 1.6.4518 - Fix: Complex shader not clipping in UI.
- 1.6.4518 - Fix: Refuelables using power when flicked off.
- 1.6.4518 - Fix: Refueling could use fogged chemfuel.
- 1.6.4518 - Fix: Loudspeakers showing needs power icon even when flicked off.
- 1.6.4518 - Fix: Ingest reservation warning.
- 1.6.4518 - Fix: Emancipating slaves/prisoners on pocket maps.
- 1.6.4518 - Fix: Pawns no longer unload stocked medicine when returning from caravan/pocket map.
- 1.6.4518 - Fix: Prioritized work/job queue is now cleared on entering a map portal.
- 1.6.4518 - Fix: Update rules around deconstructability of mech buildings.
- 1.6.4518 - Fix: Traders exiting the map immediately if they can’t find a path to the colony.
- 1.6.4518 - Fix: Openable container graphics being visible under empty graphics.
- 1.6.4518 - Fix: Exception when trading.
- 1.6.4518 - Fix: Error when reinstalling wall lamp on wall that was just deconstructed.
- 1.6.4518 - Fix: Reduce scale of several styled helmets.
- 1.6.4518 - Fix: Various bugs and inconsistent behavior with invalid scenarios.
- 1.6.4518 - Fix: Bugged settlements are now removed from the world.
- 1.6.4518 - Fix: Audio clips not streaming on non-Windows platforms.
- 1.6.4518 - Fix: Double designate if pressing hotkey and gizmo on same frame.
- 1.6.4518 - Fix: Hidden cable connectors not drawing in power net mode.
- 1.6.4518 - Fix: Alpha for non-complex UI icons.
- 1.6.4518 - Fix: Arresting a colonist no longer cares about that colonist's allowed area.
- 1.6.4518 - Fix: Error on mine vein designation.
- 1.6.4518 - Fix: Pollution dump quests will now stack wastepacks as much as possible.
- 1.6.4518 - Fix: Explosions moving through closed doors.
- 1.6.4518 - Fix: Various indestructible buildings shouldn't be targetable.
- 1.6.4518 - Fix: Fogged items are no longer counted on resource readout.
- 1.6.4518 - Fix: Precious lumps now avoid structures.
- 1.6.4518 - Fix: Light level stat offset applying to move speed stat on non pawns.
- 1.6.4518 - Fix: Self tend now checks reservations.
- 1.6.4518 - Fix: Rare case where pawns can meditate in another pawns room.
- 1.6.4518 - Fix: Exception when pawn with no hunger need is on a shuttle.
- 1.6.4518 - Fix: Can't force warden to release reserved prisoner via float menu.
- 1.6.4518 - Fix: Carried pawns can no longer be stripped.
- 1.6.4518 - Fix: Raiders attacking junk.
- 1.6.4518 - Fix: Numerical animal names are now capitalised properly.
- 1.6.4518 - Fix: Refugee doesn't properly join faction if they're the last refugee.
- 1.6.4518 - Fix: New game Anomaly threats tooltip now updates as you move the slider.
- 1.6.4518 - Fix: Error if tantrum target is hauled.
- 1.6.4518 - Fix: Moonwalking pawns during ritual.
- 1.6.4518 - Fix: No speaker showing leader role filled in ritual dialog.
- 1.6.4518 - Fix: Monolith proximity letter no longer fires if player has already activated monolith.
- 1.6.4518 - Fix: Destroying bases can select wrong strings for message.
- 1.6.4518 - Fix: Wastepack producers now show the correct count of wastepacks.
- 1.6.4518 - Fix: Expiring quest alert now shows quest closest to expiry.
- 1.6.4518 - Fix: Possible for bestower to stand in location where bestowing ceremony can't take place.
- 1.6.4518 - Fix: Pack animals not unloading some items.
- 1.6.4518 - Fix: Loading before chronophagy cancels ritual.
- 1.6.4518 - Fix: Doors now block wind.
- 1.6.4518 - Fix: Align meal stacking rules with meal colour rules, fix animal product + veg meals being considered green meals.
- 1.6.4518 - Fix: Error when assigning prisoner bed against their ideo.
- 1.6.4518 - Fix: Issues with loading apparel abilities.
- 1.6.4518 - Fix: Despawned ghouls are now shown on colonist bar & schedule tab.
- 1.6.4518 - Fix: Hauling things inside containers breaking job.
- 1.6.4518 - Fix: Map portal transferrables not updating when editing to load list.
- 1.6.4518 - Fix: Incorrect arrest float menu item for wild man.
- 1.6.4518 - Fix: Feed patient float menu option no longer shows for prisoners if a warden could do it.
- 1.6.4518 - Fix: "Trapped underground" thought was occurring under thin roof.
- 1.6.4518 - Fix: Bug where pawns can be left out of drum dance party.
- 1.6.4518 - Fix: Pawns kicked out of bed after vomiting.
- 1.6.4518 - Fix: Double reservation on bed.
- 1.6.4518 - Fix: World edge marker visibility adjustments.
- 1.6.4518 - Fix: Exception during floordrawing job.
- 1.6.4518 - Fix: No drawing appears when child does floordrawing on a bridge.
- 1.6.4518 - Fix: Pawns attempt to CarryToBuilding when they cannot reach building or pawn.
- 1.6.4518 - Fix: Fingerspike corpses are no longer left on distress signal maps.
- 1.6.4518 - Fix: Using psychic slaughter on a large animal voids excess meat.
- 1.6.4518 - Fix: Error when body part is removed via death acidifier.
- 1.6.4518 - Fix: Pawns avoid fog if player-controlled and undrafted.
- 1.6.4518 - Fix: Prison break interval not showing on wild people.
- 1.6.4518 - Fix: Cocoon spawned insects do not have the correct faction.
- 1.6.4518 - Fix: Hit point percentage is not shown on books in trade window.
- 1.6.4518 - Fix: Remove transferrables separated by rot progress causing hauling/loading bugs.
- 1.6.4518 - Fix: Plant growth percentage now rounds down.
- 1.6.4518 - Fix: Outposts no longer always spawn directly in the centre of the map.
- 1.6.4518 - Fix: Babies can still get tentacle arms from unnatural healing.
- 1.6.4518 - Fix: Error when settling map from caravan.
- 1.6.4518 - Fix: Allies in fog unable to target enemies causing 10 jobs error.
- 1.6.4518 - Fix: Growing zone plant age text missing "year".
- 1.6.4518 - Fix: Remove instant load from shuttles.
- 1.6.4518 - Fix: 10 jobs in 1 tick during cultist psychic ritual.
- 1.6.4518 - Fix: Entity transfers can interrupt another entity transfer job.
- 1.6.4518 - Fix: Random mental states on animals caused by hediffs will now always be manhunter.
- 1.6.4518 - Fix: Prison error when right clicking on meal in deep water.
- 1.6.4518 - Fix: Shelf item rendering changing when region regenerated.
- 1.6.4518 - Fix: Nociosphere AI error if target is not hittable.
- 1.6.4518 - Fix: Snowhare UI icon scale.
- 1.6.4518 - Fix: Resource pod crashes now avoid water.
- 1.6.4518 - Fix: Exception when despawned royal dies.
- 1.6.4518 - Fix: Bug in updating to load list on transporters.
- 1.6.4518 - Fix: Pawns not drawing if leaning out of a fogged cell.
- 1.6.4518 - Fix: 10 ticks error when pawn tries to attend ritual at the position they were already standing.
- 1.6.4518 - Fix: Various exceptions and missing labels with scenario quest parts.
- 1.6.4518 - Fix: Reduce the cover effectiveness of some Anomaly buildings that were unreasonably high.
- 1.6.4518 - Fix: Prevent history graph recordings if the player has no home map.
- 1.6.4518 - Fix: Tainted clothing dyeing loop if the same color is set twice.
- 1.6.4518 - Fix: Error accessing map floor wealth in weird circumstances.
- 1.6.4518 - Fix: Pawns could select fogged resources for construction.
- 1.6.4518 - Fix: Factions with raids disabled will no longer be used for timed detection raids.
- 1.6.4518 - Fix: Apocriton 10 jobs error due to being able to cast longjump too often.
- 1.6.4518 - Fix: Unfinished items could not be stored.
- 1.6.4518 - Fix: Missing weapon information on hediffs in health tab.
- 1.6.4518 - Fix: Mech allegiance overlay not working without biotech enabled.
- 1.6.4518 - Fix: Error if pawn lost haul carry capacity during a haul job.
- 1.6.4518 - Fix: Gray pall not occurring in ambient horror mode.
- 1.6.4518 - Fix: Cloned royal title memories causing NREs.
- 1.6.4518 - Fix: Correct plural label for muffalo. (It’s like buffalo.)
- 1.6.4518 - Fix: Timed raids not showing alert in some scenarios.
- 1.6.4518 - Fix: Error when deleting last world planner node.
- 1.6.4518 - Fix: Exception when factionless animal tries to cast ability.
- 1.6.4518 - Fix: Spectator preview not showing if ideology isn't installed.
- 1.6.4518 - Fix: Defoliator and Psychic Droner sleeping mechs don't wake when melee attacked.
- 1.6.4518 - Fix: No hack option with drafted pawns.
- 1.6.4518 - Fix: Immutable stat caching error on tutorial start.
- 1.6.4518 - Fix: Thing icons being flipped if they were horizontal.
- 1.6.4518 - Fix: Pawn mass stat not showing.
- 1.6.4518 - Fix: Untranslated shuttle string when Royalty disabled.
- 1.6.4518 - Fix: Shuttles couldn't land on hidden conduits.
- 1.6.4518 - Fix: Fogged pawns counted as active threats on map.
- 1.6.4518 - Fix: Collection was modified error in TryIssueJobPackage for BringBabyToSafety.
- 1.6.4518 - Fix: Various sources of non-deterministic map/world generation.
- 1.6.4518 - Fix: Symbol resolver using out of bounds rects, added warning when trying to modify out of bounds terrain.
- 1.6.4518 - Fix: Some jobs could select fogged destinations.
- 1.6.4518 - Fix: Cube sculptures consumed inspirations.
- 1.6.4518 - Fix: Various apparel and pawn kinds missing their toxic environment resistance if Biotech is not loaded.
- 1.6.4518 - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.
- 1.6.4518 - Fix: Exception when trying to open new colony menu with invalid scenario.
- 1.6.4518 - Fix: Biome terrainPatchMakers are now prioritised in the order defined in XML.
- 1.6.4518 - Fix: Small memory leak from Gizmo_GrowthTier.
- 1.6.4518 - Fix: Pawns unloading food incorrectly when returning from a caravan/transporter.
- 1.6.4518 - Fix: Exception when dead manhunter is cause of death for faction pawn.
- 1.6.4518 - Fix: Possible enumeration exception in giving died thoughts.
- 1.6.4518 - Fix: Pawns trying to pack food into their inventory when they're already over encumbered.
- 1.6.4518 - Fix: Stage then attack timer is lost on Save-Reload.
- 1.6.4518 - Fix: Allow holding open of factionless doors.
- 1.6.4518 - Fix: Can't paint floors under buildings if unaffordable terrain beneath.
- 1.6.4518 - Fix: Add egg reward weighting.
- 1.6.4518 - Fix: No incidents occurring on destroyed hostile settlements until claimed.
- 1.6.4518 - Fix: Stage and assault strategy could throw error.
- 1.6.4518 - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.
- 1.6.4518 - Fix: Randy not respecting max threat interval correctly in new colonies.
- 1.6.4518 - Fix: Stat effect factors on hediffs not appearing in tooltip.
- 1.6.4518 - Fix: Null pawns could be returned from pawn map queries.
- 1.6.4518 - Fix: Wick animation not removed when explosive doesn't destroy itself.
- 1.6.4518 - Fix: Conduits no longer cause monument destruction.
- 1.6.4518 - Fix: Items sometimes showing up twice in “enter map portal” dialog (e.g. enter pit gate).
- 1.6.4518 - Fix: Exception that occurs sometimes when leaving pocket map.
- 1.6.4518 - Fix: Lodgers now show up in leave pocket map dialog.
- 1.6.4518 - Fix: Caching bugs with regions.
- 1.6.4518 - Fix: Transferring silver in gift dialog now properly updates mass usage.
- 1.6.4518 - Fix: Double newlines in a couple of alerts.
- 1.6.4518 - Fix: Last weather being stuck upon loading.
- 1.6.4518 - Fix: Accidental access of disabled work type in illegal case in genes.
- 1.6.4518 - Fix: "Faction has null relation with" spam.
- 1.6.4518 - Fix: Strange signal quest no longer ends if it hasn't been accepted before moving maps.
- 1.6.4518 - Fix: Exception in AttackTargetFinder with no EquipmentSource.
- 1.6.4518 - Fix: “Can't finish loading” message not firing on shuttles after first time.
- 1.6.4518 - Fix: Shuttle mass not updating when removing items via load dialog.
- 1.6.4518 - Fix: Anima tree shadow volume.
- 1.6.4518 - Fix: Improved opportunistic hauling from valid zones.
- 1.6.4518 - Fix: Sickly world pawns can get diseases and die, and send funeral letters.
- 1.6.4518 - Fix: Cancelling all mine designations now cancels mine vein designations too.
- 1.6.4518 - Fix: Add a check right before entering transporters in case something was added to the load list.
- 1.6.4518 - Fix: Was possible to target world map transporters when launching transport pod.
- 1.6.4518 - Fix: Prevent animal hospitality quest from running if you have no pawns capable of animal handling.
- 1.6.4518 - Fix: Waiting royal shuttles now consider pocket maps when checking if their pawns are there.
- 1.6.4518 - Fix: Ground penetrating scanner no longer works on sea ice biomes.
- 1.6.4518 - Fix: Ground penetrating scanner no longer finds ore under bridges.
- 1.6.4518 - Fix: Civilians dying doesn't end shuttle crash quest.
- 1.6.4518 - Fix: Mech clusters should no longer ever break through mountain roofs.
- 1.6.4518 - Fix: Open gray box rendering upside down.
- 1.6.4518 - Fix: Pawns leaving rituals are not properly removed from assignments.
- 1.6.4518 - Fix: False alert about needing a doctor if a baby is hungry.
- 1.6.4518 - Fix: Texture loading memory leak.
- 1.6.4518 - Fix: Relationship letter revealing fogged pawns.
- 1.6.4518 - Fix: Exception triggering manhunter from turret damage.
- 1.6.4518 - Fix: Exception when fabricor tries to hack.
- 1.6.4518 - Fix: Some gizmos grouping when multiple selected.
- 1.6.4518 - Fix: Implied defs (and some others) don't set up defNameHash.
- 1.6.4518 - Fix: NRE when generating prisoner willing to join site.
- 1.6.4518 - Fix: Improve thing set maker logic so the first option doesn't have to reach the min value.
- 1.6.4518 - Fix: "Constructed TargetInfo with no map" when pawn with no corpse dies to a partially-blocked attack.
- 1.6.4518 - Fix: Haul to cell doesn't cancel when the destination position becomes forbidden.
- 1.6.4518 - Fix: Creepjoiners could depart on maps without an exit.
- 1.6.4518 - Fix: Adjust shadow offset for biotech trees to better match the tree's position.
- 1.6.4518 - Fix: Debug quests always having 10000 points.
- 1.6.4518 - Fix: Dye flammability was missing. It now matches tinctoria plant.
- 1.6.4518 - Fix: Colonists not unloading food that their policy does not allow.
- 1.6.4518 - Fix: Pawns get stuck merging items in a zone which has a target item outside of allowed area.
- 1.6.4518 - Fix: "CompUseEffect_SpawnFleshbeastFromTargetPawns requires a CompTargetable".
- 1.6.4518 - Fix: Hovering over some memes could produce errors.
- 1.6.4518 - Fix: Possible exception when carried thing is nulled after loading.
- 1.6.4518 - Fix: Close any opened main tabs when jumping to or from world map.
- 1.6.4518 - Fix: Errors when pawns are locked in 1x1 rooms in some scenarios.
- 1.6.4518 - Fix: "round" capitalization issue.
- 1.6.4518 - Fix: Several inconsistencies with “Load Transporters” dialog.
- 1.6.4518 - Fix: If a texture defined in modded content cannot be loaded, the game now ensures it always has a default “missing texture” instead of potentially breaking the game.
- 1.6.4518 - Fix: Tribalwear and kid clothing were missing from several default clothing assignments.
- 1.6.4518 - Fix: Eating/Babies feeding don't show as gaining food in needs tab.
- 1.6.4518 - Fix: Animals with complex cutout shaders not drawing correct rot color, added support for life stage rotting graphics.
- 1.6.4518 - Fix: Was possible to queue up multiple persona weapons for bonding.
- 1.6.4518 - Fix: Doctor not taking newborn baby to mother.
- 1.6.4518 - Fix: Mutually hostile check not working if instigator or target were destroyed.
- 1.6.4518 - Fix: Throne alert showing for non-player thrones.
- 1.6.4518 - Fix: Cannot release prisoners with the same faction as warden in un-exitable maps.
- 1.6.4518 - Fix: Add cover to buildings that were missing it (genebank, nature shrines).
- 1.6.4518 - Fix: Ritual shaders and their masking behaviour.
- 1.6.4518 - Fix: Bonded animal died thought is no longer removed when their corpse is destroyed.
- 1.6.4518 - Fix: Royal Ascent was still mentioning 'count' rather than 'archon'.
- 1.6.4518 - Fix: Royalty crashed shuttle quest showing title/bedroom requirements of endgame quest.
- 1.6.4518 - Genies are no longer disproportionately selected for early game raids.
- 1.6.4518 - The growth points progress bar on children now renders properly instead of always rendering as if no progress to the next tier had been made.
- 1.6.4518 - Fixed an issue which caused apocritons to be able to use their long jump ability much more often than intended.
- 1.6.4518 - Fix: Mechanitor complexes would fail to fire if exostrider quest never completed.
- 1.6.4518 - Fix: Favorite colors pulling colors from the wrong place.
- 1.6.4518 - Fix: Anything reading policy bloating savefiles.
- 1.6.4518 - Fix: Missing unit on max power output stat (4000 -> 4000 W).
- 1.6.4518 - Fix: Cancelling burnable rituals no longer triggers the outcome.
- 1.6.4518 - Fix: Several instances where abilities treated entities as animals for targeting.
- 1.6.4518 - Fix: A number of animals were missing eating / hearing capacities.
- 1.6.4518 - Fix: Turning off dev mode while dev palette is open causes it to still block input as though it were open.
- 1.6.4518 - Fix: Same Ideology faction relation offset no longer applies when Ideology is disabled.
- 1.6.4518 - Fix: Friendly exited map tended goodwill offset never firing.
- 1.6.4518 - Fix: Deadlife dust not resetting shambler lifespan if Biotech not enabled.
- 1.6.4518 - Fix: Atmospheric heaters continued working after they ran out of fuel.
- 1.6.4518 - Fix: Not possible to capture held entity if it stops being downed.
- 1.6.4518 - Fix: Quest gen could sometimes have an invalid map, causing bugged quests.
- 1.6.4518 - Fix: Some corpses have their relations hidden when resurrected.
- 1.6.4518 - Fix: Wastepack infestations will now fallback to a cell near where the wastepacks were destroyed.
- 1.6.4518 - Fix: Exception when metalhorrors hibernate.
- 1.6.4518 - Fix: Terrain not displaying on correct layer.
- 1.6.4518 - Fix: Possible error generating relations for creepjoiners.
- 1.6.4518 - Fix: ModLister double-initializing and taking 2x as long as it should.
- 1.6.4518 - Fix: Error when game can’t find a starting pet due to low animal handling skill.
- 1.6.4518 - Fix: Pawns can’t ever sow plants on maps where the biome temperature wouldn’t let them be sown, even if actual temperature is fine.
- 1.6.4518 - Fix: Non-QWERTY keyboard camera dolly keys not rebindable.
- 1.6.4518 - Fix: Mech tab is visible for a few seconds at the start of a new game.
- 1.6.4518 - Fix: Mechs tab does not reappear instantly when switching to a map with a mechanitor.
- 1.6.4518 - Fix: Nociosphere pain range radius not being accurate on non-square maps.
- 1.6.4518 - Fix: Hemogen target not save/loading correctly.
- 1.6.4518 - Fix: Exception when no terrain scatter alternatives exist.
- 1.6.4518 - Fix: Error due to unfinished things after minifying crafting bench.
- 1.6.4518 - Fix: Error with sacrifice/execution rituals due to slaughtered pawn being removed from ritual.
- 1.6.4518 - Fix: Inverted logic for checking if banishing someone on an inhospitable tile.
- 1.6.4518 - Fix: Shuttles and transport pods now tick their contents.
- 1.6.4518 - Fix: Babies no longer prevent "Uniform thoughts" thought.
- 1.6.4518 - Fix: Opportunistic hauling issues when storing item from bill.
- 1.6.4518 - Fix: Visiting sick pawns not causing interactions.
- 1.6.4518 - Fix: Large body special filter not appearing in configs correctly.
- 1.6.4518 - Fix: Exception in BreadthFirstTraverse due to hauling.
- 1.6.4518 - Fix: Cleaning translation files for English deletes Keyed files with no replacement..
- 1.6.4518 - Fix: Incorrect newlines in Building_PlantGrower inspect string.
- 1.6.4518 - Fix: Error about null map when egg in egg box is ruined.
- 1.6.4518 - Fix: Lung rot not working without Biotech or Anomaly.
- 1.6.4518 - Fix: ToxicEnvironmentResistance incorrectly locked behind Biotech DLC.
- 1.6.4518 - Fix: Missing new lines in quest reward text.
- 1.6.4518 - Fix: Manhunters not attacking factionless humans.
- 1.6.4518 - Fix: Small issues with caravan report strings.
- 1.6.4518 - Fix: HediffGiver_RandomDrugEffect would never fire.
- 1.6.4518 - Fix: Error with nature running due to allowed areas.
- 1.6.4518 - Fix: Performance issues when targeting far away tiles on launchables.
- 1.6.4518 - Fix: Player can no longer reform caravans if one of their colonists is in an aggressive mental state.
- 1.6.4518 - Fix: Hospitality quest able to target maps with no colonists on them.
- 1.6.4518 - Fix: Pawns walking through open forbidden doors circumstantially.
- 1.6.4518 - Fix: 10 jobs 10 ticks error could incorrectly fire in very specific circumstances.
- 1.6.4518 - Fix: Pawns meleeing sleeping insects unprovoked.
- 1.6.4518 - Fix: Error trying to capture entities with zero manipulation capacity.
- 1.6.4518 - Fix: Pawns could try to attack targets from disallowed positions.
- 1.6.4518 - Fix: Gather for child birth gizmo not showing in some circumstances.
- 1.6.4518 - Fix: Error with monolith after resettling from Archonexus quest.
- 1.6.4518 - Fix: Some creepjoiner downsides not firing.
- 1.6.4518 - Fix: Rituals can be interrupted if pawn becomes undowned.
- 1.6.4518 - Fix: Farskip map radius showing on caravan.
- 1.6.4518 - Fix: "Attack begun" letters firing erroneously at some quest sites.
- 1.6.4518 - Fix: Several things rotatable when they shouldn’t be.
- 1.6.4518 - Fix: Clean up bugged rituals in ideo on load.
- 1.6.4518 - Fix: Incorrect log file location in settings on Mac.
- 1.6.4518 - Fix: Error when attempting to call mech boss group with no mech faction.
- 1.6.4518 - Fix: Error during sacrifice ritual if sacrificee reference is lost.
- 1.6.4518 - Fix: ManTurrets job only firing one mortar shell.
- 1.6.4518 - Fix: Condition causers don't have a faction set.
- 1.6.4518 - Fix: Wanderer joins event doesn't give information on best skill.
- 1.6.4518 - Fix: 10 jobs 10 ticks error when suppressing platform surrounded by chunks.
- 1.6.4518 - Fix: Equipped weapons with a Normal ticker are having their verbs ticked twice.
- 1.6.4518 - Fix: 10 jobs 10 ticks error attempting to satisfy drug dependency when drug is on fire.
- 1.6.4518 - Fix: "Destroying assets is not permitted" warning when changing language in editor.
- 1.6.4518 - Fix: Generalize gizmo descriptions for leaving / cancelling rituals.
- 1.6.4518 - Fix: Rocketswarm turret cannot be reloaded nor fired if not fully fueled.
- 1.6.4518 - Fix: Pawn generation error when generating new map after changing language.
- 1.6.4518 - Fix: Ambush during ancient complex looting does not attack accessible sleeping player pawns.
- 1.6.4518 - Fix: Royal tribute collector stuck in infinite loop.
- 1.6.4518 - Fix: 10 jobs 10 ticks error from pawns trying to carry drugs when over mass limit.
- 1.6.4518 - Fix: Mute ideo leader capable of begin leader speech by using float menu.
- 1.6.4518 - Fix: Sizing of UI Icons for sculptures.
- 1.6.4518 - Fix: Research hidden prerequisites don't show if no non-hidden prerequisites exist.
- 1.6.4518 - Fix: Incoming transporters/gravships will now prevent maps from being removed.
- 1.6.4518 - Fix: Bill permanently reserved after canceling job authors work.
- 1.6.4518 - Fix: Multiple active gizmo sliders all move if one is moved.
- 1.6.4518 - Fix: Prioritize deep drilling with mech gives exception.
- 1.6.4518 - Fix: Assaulters could try and flee or leave from unexitable maps.
- 1.6.4518 - Fix: Ancient mech gestator tank missing top altitude bias.
- 1.6.4518 - Fix: Start bestowing ceremony fails if bestower is self-tending at that time.
- 1.6.4518 - Fix: Equipping weapon tutorial can't be completed if starting with a baby.
- 1.6.4518 - Fix: Forced traits in scenarios do not apply their skill bonuses.
- 1.6.4518 - Fix: Changing a xenotype to highmate in the tutorial breaks the game until you generate a new world.
- 1.6.4518 - Fix: It's possible to be attacked by a sightstealer in the tutorial before you're allowed to draft pawns.
- 1.6.4518 - Fix: Update the text for nudity precepts to clarify that clothing can be worn during unsafe temperatures.
- 1.6.4518 - Fix: Error when hauling mechs to mech charger.
- 1.6.4518 - Fix: 'Horn' has a space before it when randomizing ideo relic names.
- 1.6.4518 - Fix: Scheduling an operation to give go-juice to a guest with dependency says it'll make the faction hate you, it doesn't.
- 1.6.4518 - Fix: Apparel issues with mods that add colonists with different body parts.
- 1.6.4518 - Fix: Books are lost when a book shelf is uninstalled and destroyed.
- 1.6.4518 - Fix: Mechanoids need babysitting to deep drill.
- 1.6.4518 - Fix: Unnatural corpse fails to explode on death.
- 1.6.4518 - Fix: Add handling for things made from stuff being loaded without stuff.
- 1.6.4518 - Fix: Weapons with abilities that don't run out of charges (fire EMP) are listed as 0/0 charges.
- 1.6.4518 - Fix: Confusing message about "no hunter has a valid hunting weapon" when designating hunt with all hunters sick.
Anomaly DLC[edit]
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.
Post 1.5 release versions[edit]
They need to be hunted down and added both as individual pages but also here for implementation.
Version/1.5.4062[edit]
New stuff - base game[edit]
Mechanoid water emergence and slag chunks[edit]
- 1.5.4062 - Mechanoids can now emerge from bodies of water to attack your colony.
- 1.5.4062 - Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
Crawling[edit]
- 1.5.4062 - When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
- 1.5.4062 - Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.
New wanderers after a “game over”[edit]
- 1.5.4062 - When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.
UI and art[edit]
- 1.5.4062 - Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
- 1.5.4062 - Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
- 1.5.4062 - Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
- 1.5.4062 - Added a 12 / 24 hour clock option.
- 1.5.4062 - Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
- 1.5.4062 - Redesigned the prisoner tab.
- 1.5.4062 - Redesigned the health tab.
- 1.5.4062 - New and improved weapon art.
- 1.5.4062 - Improved plant art and added immature and leafless variants.
Miscellaneous[edit]
- 1.5.4062 - Added “Clean room” command for colonists.
- 1.5.4062 - Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
- 1.5.4062 - Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
- 1.5.4062 - Added the ability to dismiss traders.
- 1.5.4062 - Added new options on the world map to easily send caravans.
- 1.5.4062 - Added new SFX for animals eating.
- 1.5.4062 - Added new jungle night ambience SFX. This removes the old high-pitched noises.
- 1.5.4062 - Added and updated SFX for melee & ranged hit impacts.
- 1.5.4062 - You can now dismiss messages by right clicking them.
Improvements and adjustments - base game[edit]
Pawns[edit]
- 1.5.4062 - Allowed capturing carried pawns.
- 1.5.4062 - Improved construction hauling.
- 1.5.4062 - Ensure beggars never show up with the requested item in their inventory.
- 1.5.4062 - Confused wandering has a max duration of 2 days.
- 1.5.4062 - Non-player faction animals with no lord eventually leave the map.
- 1.5.4062 - Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
- 1.5.4062 - Increase target prone accuracy modifier from 20% to 50%.
- 1.5.4062 - Added north and south facing artwork for all dessicated animals.
- 1.5.4062 - Tending to non-hostile factions improves goodwill.
- 1.5.4062 - Killed leavings are deterministic instead of random on death.
- 1.5.4062 - Invisible pawns no longer block hostiles from pathing through them.
- 1.5.4062 - Improved firefighting so colonists prioritize putting out nearby fires.
- 1.5.4062 - Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
- 1.5.4062 - Starting colonists have a chance to spawn with possessions related to their traits.
UI and art[edit]
- 1.5.4062 - Improved research UI.
- 1.5.4062 - Improved policy UI.
- 1.5.4062 - Changed visuals for tainted apparel
- 1.5.4062 - Added a corpse color modifier and changed rotting corpse colors.
- 1.5.4062 - Display progress on research projects in project tooltip.
- 1.5.4062 - Research benches display research speed factors on the inspect pane instead of work speed.
- 1.5.4062 - Clicking the "Need research" alert opens the research tab.
- 1.5.4062 - Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
- 1.5.4062 - New pawns will always be placed to the right side of the colonist bar.
- 1.5.4062 - Allow targeting via the colonist bar.
- 1.5.4062 - Adjust stat names slightly so they fit better in tooltips.
- 1.5.4062 - Zones are renamed by the button on the inspect pane instead of by the gizmo.
- 1.5.4062 - Add thought title to thought tooltip in case it's too long for the needs card.
- 1.5.4062 - Food now shows its ingredients in the tooltip in caravan/trade dialogs.
- 1.5.4062 - Ingredients in menus are now sorted from highest quantity to lowest.
- 1.5.4062 - Added research project info to research bench inspect panes.
- 1.5.4062 - Egg box has a "select contained thing" gizmo.
- 1.5.4062 - Replaced X button texture with trash can for all "delete" instances.
- 1.5.4062 - List "efficiency" of added parts in point form like other hediff effects.
- 1.5.4062 - Relabel misc injury to "wound".
- 1.5.4062 - Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
- 1.5.4062 - Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
- 1.5.4062 - “Select contained thing” gizmo now displays the thing as the icon.
- 1.5.4062 - Update Ludeon logo on main menu links.
- 1.5.4062 - Reorganized some buildables on the furniture architect tab.
Miscellaneous[edit]
- 1.5.4062 - Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
- 1.5.4062 - Show message when various abilities' cooldown ends.
- 1.5.4062 - Undergrounder trait description mentions pawns will be unhappy outdoors.
- 1.5.4062 - Added an option to increase/decrease the number of autosaves the game will keep (1-25)
- 1.5.4062 - Infestations now refund/minify any buildings they destroy.
- 1.5.4062 - Update bridges to be the same color as wood floors.
- 1.5.4062 - Moved natural hair ColorDefs to Core from Ideology.
- 1.5.4062 - Meteorite strikes will no longer hit monuments.
- 1.5.4062 - Fires produce light.
- 1.5.4062 - Things to load into transport pods can now be changed at any time.
- 1.5.4062 - Numpad enter can now be used in dialogs the same way that return can.
- 1.5.4062 - Scale damage to buildings from fire/burn damage by their flammability.
- 1.5.4062 - Removed some spot building exploits.
- 1.5.4062 - Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
- 1.5.4062 - Adjusted some backstories to align with universe canon.
- 1.5.4062 - Improve descriptions of hediffs for prosthetics.
- 1.5.4062 - Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
- 1.5.4062 - Updated flame damage to scale with building flammability.
- 1.5.4062 - Added "resources to make" stat entry for buildables.
- 1.5.4062 - Created an "ingredients" stat entry for craftable ThingDefs.
- 1.5.4062 - Added a duplicate area button to the area management window.
- 1.5.4062 - Added new Core tips.
Improvements and adjustments - Royalty[edit]
- 1.5.4062 - Bestower and guards exit the map more quickly.
Improvements and adjustments - Ideology[edit]
- 1.5.4062 - Ideoligion pawn column is not drawn in Ideology disabled mode.
- 1.5.4062 - Trader inventories try to use the styles available for their primary ideoligion.
- 1.5.4062 - Update drug policy records when pawn leaves biosculptor pods.
- 1.5.4062 - Moral guide abilities now wake up sleeping pawns.
- 1.5.4062 - "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
Improvements and adjustments - Biotech[edit]
- 1.5.4062 - Adjusted wastepack incident to consider pollution.
- 1.5.4062 - Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
- 1.5.4062 - Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
- 1.5.4062 - Remove reference to damage over time in acid spray gene description.
- 1.5.4062 - Added more acid filth texture options for acid spray so it never looks tiled.
- 1.5.4062 - Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
- 1.5.4062 - Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
- 1.5.4062 - Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
- 1.5.4062 - Berserk and similar psycasts no longer work on bosses.
- 1.5.4062 - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
- 1.5.4062 - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
- 1.5.4062 - Babies in caravans now ignore drug policies like they do on map.
- 1.5.4062 - Added float menu option to take baby to a safe location.
Dev tools[edit]
- 1.5.4062 - Added “Start game with dev palette on” settings option.
- 1.5.4062 - Only show names for official mods in incident chances debug output.
- 1.5.4062 - Added more columns to incident chances debug output.
- 1.5.4062 - Added tools for unfogging and refogging rects of the map.
- 1.5.4062 - Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
- 1.5.4062 - Added debug tool for spawning pawns of a specific lifestage.
- 1.5.4062 - Added tool for tending all bleeding hediffs.
- 1.5.4062 - Added "destroy part" option to apply damage dev tool.
- 1.5.4062 - Added pinnable "add hediff" debug action.
- 1.5.4062 - Dev palette entries no longer re-cache their labels.
- 1.5.4062 - Added "None" option for "Set faction" dev tool.
- 1.5.4062 - Added an editor window for authoring SimpleCurve objects.
- 1.5.4062 - Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
- 1.5.4062 - Smooth surface applies instantly if in godmode.
- 1.5.4062 - Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
- 1.5.4062 - Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
- 1.5.4062 - Added “Music debugger”
Technical[edit]
- 1.5.4062 - Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
- 1.5.4062 - Implemented asset hot-reload for developer/modder ease.
- 1.5.4062 - Added support for maps which don’t have a corresponding world tile.
- 1.5.4062 - Added new virtual relationship record system. Maintains relationship information without bloating save files.
- 1.5.4062 - Pawn rendering is now multithreaded.
- 1.5.4062 - Added a new super-fast dynamic thing culling system.
- 1.5.4062 - Added support for wall attached buildings.
- 1.5.4062 - Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
- 1.5.4062 - Added a new music system which can change between songs based on current game state.
- 1.5.4062 - Optimizations to various alerts.
- 1.5.4062 - Small optimizations to beauty calculations.
- 1.5.4062 - Optimize food searching for animals in pens.
- 1.5.4062 - Minor performance improvements for tending WorkGivers.
- 1.5.4062 - Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
- 1.5.4062 - Add dev gizmo to manually toggle building power.
- 1.5.4062 - Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
- 1.5.4062 - Damage effect pawn tinting is done in material property block instead of copying a new material.
- 1.5.4062 - Tick equipment on pawns.
- 1.5.4062 - Removed redundant burning stump spawn check.
- 1.5.4062 - Small optimization for gas section layer setup.
- 1.5.4062 - Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
- 1.5.4062 - Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
- 1.5.4062 - Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
- 1.5.4062 - Replace BackstoryDef's "baseDesc" with Def's "description" field.
- 1.5.4062 - Made xpGainAmount from skilltrainers configurable.
- 1.5.4062 - Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
- 1.5.4062 - Gas rendering now sends density values to the shader and color and texturing is resolved there.
- 1.5.4062 - Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
- 1.5.4062 - Hediffs can now override the skin shader.
- 1.5.4062 - Disabled work types use a cached value instead of recalculating every call.
- 1.5.4062 - More control over flecks/motes via XML.
- 1.5.4062 - Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
- 1.5.4062 - Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
- 1.5.4062 - If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
- 1.5.4062 - Increased float range serialization precision.
- 1.5.4062 - Allowed areas are now per map.
- 1.5.4062 - Reduce the base maxRemembered value of history events to alleviate some save file bloat.
Bugfixes[edit]
- 1.5.4062 - Fix: Meteorites leaving stone change terrain after save/load cycle.
- 1.5.4062 - Fix: Many pawns in a small space can cause heat to build up forever.
- 1.5.4062 - Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
- 1.5.4062 - Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
- 1.5.4062 - Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
- 1.5.4062 - Fix translation issue: Wrong surgery outcome texts without Biotech.
- 1.5.4062 - Fix: Lodgers can farskip and enter ancient complex shuttles.
- 1.5.4062 - Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
- 1.5.4062 - Fix: Mineable steel generation in tutorial.
- 1.5.4062 - Fix: Smeltable thing filter allowing wooden apparel to be smelted.
- 1.5.4062 - Fix: Unfogging working incorrectly for large buildings.
- 1.5.4062 - Fix: Ink black hair not rendering the correct color.
- 1.5.4062 - Fix: Nudists trigger “need warm clothes” alert.
- 1.5.4062 - Fix: Error getting null target for throne/bedroom requirements alert explantation.
- 1.5.4062 - Fix: Whitespace on claw injury label.
- 1.5.4062 - Fix: Gatherings could select invalid organizers.
- 1.5.4062 - Fix: Team skills showing disabled skills.
- 1.5.4062 - Fix: Mech bosses can be called one after the other within a 2 second window.
- 1.5.4062 - Fix: Consumable items can appear as relics.
- 1.5.4062 - Fix: Installation blueprints render behind things.
- 1.5.4062 - Fix: Ancient fences and wire not deconstructible.
- 1.5.4062 - Fix: Hediff iteration not correctly accounting for hediff removal.
- 1.5.4062 - Fix: Targeting circle not displaying above some thing overlays.
- 1.5.4062 - Fix: Prevent wall raise from being used on indestructible things.
- 1.5.4062 - Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
- 1.5.4062 - Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
- 1.5.4062 - Fix: Precept_Role.apparelRequirements potential NullReferenceException.
- 1.5.4062 - Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
- 1.5.4062 - Fix: Drugs being considered with the fresh filter.
- 1.5.4062 - Fix: Learning rate being applied on tech print XP bonus.
- 1.5.4062 - Fix: Error when looking for a spectate cell.
- 1.5.4062 - Fix: Error when mining smoothed wall for door blueprint.
- 1.5.4062 - Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
- 1.5.4062 - Fix: Incorrect stack count when looking for food to train animals
- 1.5.4062 - Fix: Remove wake up trigger if lord or pawns don't exist.
- 1.5.4062 - Fix: Saved references to destroyed relic/removed ideo/precept.
- 1.5.4062 - Fix: Pawns no longer analyze items at unpowered research benches.
- 1.5.4062 - Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
- 1.5.4062 - Fix: Notifications are sent about guests that are leaving the map.
- 1.5.4062 - Fix: Trying to save discarded pawn reference in BattleLogEntry.
- 1.5.4062 - Fix: Gender specific apparel does not show gender in their info tab.
- 1.5.4062 - Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
- 1.5.4062 - Fix: Research bench & techprints don't respect allowed area.
- 1.5.4062 - Fix: Ability cooldown text cutoff in windowed mode.
- 1.5.4062 - Fix: Deathresting pawns don't display life threatening hediff alerts.
- 1.5.4062 - Fix: Firefoam pop pack: Wrong stat name and description.
- 1.5.4062 - Fix: Colonist backstories getting generated on any pawns.
- 1.5.4062 - Fix: Pen marker nutrition calculation not working in some circumstances.
- 1.5.4062 - Fix: Pawns can hack even with hacking stat disabled.
- 1.5.4062 - Fix: Dates on history tab can be cut off if too long.
- 1.5.4062 - Fix: Multicell things beauty counted once per cell.
- 1.5.4062 - Fix: Float menu error if construction is blocked by trees marked for extraction.
- 1.5.4062 - Fix: Desired color not saved if apparel has not been colored before.
- 1.5.4062 - Fix: Goodwill from guest average mood not being applied.
- 1.5.4062 - Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
- 1.5.4062 - Fix: Targeting gizmos now deselect any active designators.
- 1.5.4062 - Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
- 1.5.4062 - Fix: Unable to strip prisoners that were quest lodgers.
- 1.5.4062 - Fix: Simple meal gizmo doesn't display correct texture.
- 1.5.4062 - Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
- 1.5.4062 - Fix: Inconsistencies with random graphics when installing minified buildings
- 1.5.4062 - Fix: Empire hostile to beggar temp factions.
- 1.5.4062 - Fix: Randomized graphics not maintained across blueprint -> frame -> building
- 1.5.4062 - Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
- 1.5.4062 - Fix: Art bench: The word "make" is missing for ideoligion sculptures.
- 1.5.4062 - Fix: Error trying to breastfeed a baby inside a gene extractor.
- 1.5.4062 - Fix: Mech cluster mortars can be roofed over without any penalty.
- 1.5.4062 - Fix: Sanguophage meetings sometimes skip implantation.
- 1.5.4062 - Fix: Red error attempting to plant held Gauranlen pod.
- 1.5.4062 - Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
- 1.5.4062 - Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
- 1.5.4062 - Fix: Sanguophages don't know how to react to hunters being captured.
- 1.5.4062 - Fix: Line connecting pawn under combat command goes off map.
- 1.5.4062 - Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
- 1.5.4062 - Fix: Fixed pawns praying during labor interrupting the ritual.
- 1.5.4062 - Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
- 1.5.4062 - Fix: Errors when social fight interrupts dyeing clothing.
- 1.5.4062 - Fix: Prevent colonists from eating at a fogged table.
- 1.5.4062 - Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
- 1.5.4062 - Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
- 1.5.4062 - Fix: Lesson giving reservation bug.
- 1.5.4062 - Fix: Prisoner interaction mode is reset upon being released.
- 1.5.4062 - Fix: Traders spawn with incorrect food need value.
- 1.5.4062 - Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
- 1.5.4062 - Fix: Berserk warcalled animals will not attack hostile turrets.
- 1.5.4062 - Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
- 1.5.4062 - Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
- 1.5.4062 - Fix: Invalid spectate cells can be picked when the ritual room is too small.
- 1.5.4062 - Fix: Recalculate product counts more reliably.
- 1.5.4062 - Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
- 1.5.4062 - Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
- 1.5.4062 - Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
- 1.5.4062 - Fix: Blueprints now maintain the correct random graphic when being installed.
- 1.5.4062 - Fix: Error during archonexus quest.
- 1.5.4062 - Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
- 1.5.4062 - Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
- 1.5.4062 - Fix: Error trying to execute colonists after banishing them.
- 1.5.4062 - Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
- 1.5.4062 - Fix: Power conduit frames appear below walls.
- 1.5.4062 - Fix: Gene loss shock is healed before scars and injuries when using healing serum.
- 1.5.4062 - Fix: Cannot release wild man after arrest.
- 1.5.4062 - Fix: Various high tech research projects missing research bench requirements.
- 1.5.4062 - Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
- 1.5.4062 - Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
- 1.5.4062 - Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
- 1.5.4062 - Fix: Error on pawn hatching from egg on caravan.
- 1.5.4062 - Fix: Breastfeeding not clearing idle tag.
- 1.5.4062 - Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
- 1.5.4062 - Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
- 1.5.4062 - Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
- 1.5.4062 - Fix: Spray attacks can't target open door cells.
- 1.5.4062 - Fix: Acid and foam spray affected cells don't take into account leaning past cover.
- 1.5.4062 - Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
- 1.5.4062 - Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
- 1.5.4062 - Fix: Draw quest info minimized in character card if it would stack to 3 lines.
- 1.5.4062 - Fix: Temporary factions not in map attack target cache.
- 1.5.4062 - Fix: Unrecruitable pawns from slave purchases can join as colonists.
- 1.5.4062 - Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
- 1.5.4062 - Fix: Fix error when projectile tries to hit a pawn that has just changed map.
- 1.5.4062 - Fix: Wrong save mode for inSignalsRemovePawn.
- 1.5.4062 - Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
- 1.5.4062 - Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
- 1.5.4062 - Fix: Priority work not clearing for hauling
- 1.5.4062 - Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
- 1.5.4062 - Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
- 1.5.4062 - Fix: Exception while recalculating various thoughts for passing ship pawns.
- 1.5.4062 - Fix: Hemogen farm does not take into account brain damage consciousness reduction.
- 1.5.4062 - Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
- 1.5.4062 - Fix: Handle scenarios where items set to load are null
- 1.5.4062 - Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
- 1.5.4062 - Fix: Rot stink gas doesn't cause lung rot without Biotech.
- 1.5.4062 - Fix: Uncaptured pawns now have the “No meds” medical care setting.
- 1.5.4062 - Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
- 1.5.4062 - Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
- 1.5.4062 - Fix: Waster pawn kinds default to normal pirate faction.
- 1.5.4062 - Fix: Frame version of shelves missing copy and paste settings.
- 1.5.4062 - Fix: Error when changing a sanguophage to a baby on scenario setup.
- 1.5.4062 - Fix: Mech slag not maintaining graphic index over saves.
- 1.5.4062 - Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
- 1.5.4062 - Fix: Error when trying to generate a quest with no colony.
- 1.5.4062 - Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
- 1.5.4062 - Fix: Can tend to temporarily hostile refugees.
- 1.5.4062 - Fix: Caravan errors if pawn can path but animal cannot.
- 1.5.4062 - Fix: "Herder" childhood backstory doesn't have any animal skill.
- 1.5.4062 - Fix: Animal pen auto cut not working in some circumstances.
- 1.5.4062 - Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
- 1.5.4062 - Fix: Dev palette error with mental breaks on the bar and no colony.
- 1.5.4062 - Fix: Non optional materials selectable in bill details. Eg. components.
- 1.5.4062 - Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
- 1.5.4062 - Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
- 1.5.4062 - Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
- 1.5.4062 - Fix: Charged abilities can be cast via queuing into negative charges.
- 1.5.4062 - Fix: Error with mechanitor corpses causing gizmos to be hidden.
- 1.5.4062 - Fix: Secondary use item targets are reserved when first ordering usage.
- 1.5.4062 - Fix: Herd migration ignoring pollution.
- 1.5.4062 - Fix: Wardens with nil suppress rate get stuck suppressing.
- 1.5.4062 - Fix: Pawn duty being cleared during childbirth.
- 1.5.4062 - Fix: Add appropriate work to make tox packs.
- 1.5.4062 - Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
- 1.5.4062 - Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
- 1.5.4062 - Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
- 1.5.4062 - Fix: Drafted pawns now respect forbidden doors.
- 1.5.4062 - Fix: Disallowed filters are now checked before allowed filters.
- 1.5.4062 - Fix: Hostile pawns can no longer be placed in beds.
- 1.5.4062 - Fix: Faction goodwill not giving full reward.
- 1.5.4062 - Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
- 1.5.4062 - Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
- 1.5.4062 - Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
- 1.5.4062 - Fix: Cast ability job fails if ability goes on cooldown.
- 1.5.4062 - Fix: Potential error during throne speech.
- 1.5.4062 - Fix: Stone bill menu text cutoff.
- 1.5.4062 - Fix: Resurrected stillbirth thought remaining.
- 1.5.4062 - Fix: Extract skull job isn’t ended if designation is removed.
- 1.5.4062 - Fix: Show disabled option if pawn is incapable of hauling to shuttle.
- 1.5.4062 - Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
- 1.5.4062 - Fix: Duplication of "sold slave" opinion offset if Ideology is active.
- 1.5.4062 - Fix: Warcall animals not hostile to all threats.
- 1.5.4062 - Fix: Error when placing a blueprint near the edge of the map.
- 1.5.4062 - Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
- 1.5.4062 - Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
- 1.5.4062 - Fix: Issues reserving spots for gatherings.
- 1.5.4062 - Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
- 1.5.4062 - Fix: Warning when reserving stack of food.
- 1.5.4062 - Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
- 1.5.4062 - Fix: Deliver food causing reservation errors rarely.
- 1.5.4062 - Fix: Designations on minified things are maintained once they have been installed.
- 1.5.4062 - Fix: Need meditation spot notification typo.
- 1.5.4062 - Fix: Temporary factions can be selected for some quests.
- 1.5.4062 - Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
- 1.5.4062 - Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
- 1.5.4062 - Fix: Missing Ideology check for Beggars PawnKindDef.
- 1.5.4062 - Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
- 1.5.4062 - Fix: Empire hussar cataphracts for quests come with no go juice.
- 1.5.4062 - Fix: Trader Kind things debug output appears incorrect.
- 1.5.4062 - Fix: Springer of trap counts as instigator of explosion.
- 1.5.4062 - Fix: Hide stack count warning when creating a caravan.
- 1.5.4062 - Fix: Allow players to order colonists to take medical drugs from their inventory.
- 1.5.4062 - Fix: Needs power overlay now respects draw offset.
- 1.5.4062 - Fix: Assigned pawn is maintained on throne reinstall.
- 1.5.4062 - Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
- 1.5.4062 - Fix: Quest lodgers don't have their apparel locked properly.
- 1.5.4062 - Fix: Disable work and add On Duty thought to helpers for raid reward quest.
- 1.5.4062 - Fix: Pawns aren't dropped when TakeToBed job is interrupted.
- 1.5.4062 - Fix: Error when an animal gives birth on a caravan.
- 1.5.4062 - Fix: Pawn can't reserve bench next to another.
- 1.5.4062 - Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
- 1.5.4062 - Fix: Pawns sharing seats on interaction cells.
- 1.5.4062 - Fix: Clear designator selected area when changing map.
- 1.5.4062 - Fix: Caravans set to rest are considered idle.
- 1.5.4062 - Fix: Prisoner is forbidden after ritual finished and captured again.
- 1.5.4062 - Fix: NullReferenceException when trying to print replant blueprint.
- 1.5.4062 - Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
- 1.5.4062 - Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
- 1.5.4062 - Fix: Teaching not giving passion thought.
- 1.5.4062 - Fix: Hide allow fresh on butcher config.
- 1.5.4062 - Fix: Stacking red error on bugged birth that won't end.
- 1.5.4062 - Fix: Huge lag spikes due to skygazing.
- 1.5.4062 - Fix: Transport pod crash refugees sometimes aren't downed.
- 1.5.4062 - Fix: Prevent colony faction prisoners from participating in childbirth.
- 1.5.4062 - Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
- 1.5.4062 - Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
- 1.5.4062 - Fix: GenDrop trying to place things on filled cells.
- 1.5.4062 - Fix: Shadows not affecting trees.
- 1.5.4062 - Fix: 'Conversion resentment' gives separate instances instead of stacking.
- 1.5.4062 - Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
- 1.5.4062 - Fix: Potential error while using comms console.
- 1.5.4062 - Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
- 1.5.4062 - Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
- 1.5.4062 - Fix: Cancel jobs upon load if item forbidden.
- 1.5.4062 - Fix: Rare music error when choosing a new song.
- 1.5.4062 - Fix: Prisoners getting unsafe hemogen bill.
- 1.5.4062 - Fix: End wick if explosive thing is despawned.
- 1.5.4062 - Fix: Quest lodgers no longer count towards idle colonist count.
- 1.5.4062 - Fix: Dev toggles on pawn log ITab display in large font.
- 1.5.4062 - Fix: Beggar tense incorrect for "have accepted" gift.
- 1.5.4062 - Fix: “Reduce will” not using the correct interaction.
- 1.5.4062 - Fix: Mech gestators spawning mechs early.
- 1.5.4062 - Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
- 1.5.4062 - Fix: Marking carried animals for slaughter throws an error.
- 1.5.4062 - Fix: Float rounding pawn generation error.
- 1.5.4062 - Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
- 1.5.4062 - Fix: Pawn doesn't get interrupted to join the marriage ceremony.
- 1.5.4062 - Fix: Cleansweeper pathing to destroyed things on load.
- 1.5.4062 - Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
- 1.5.4062 - Fix: Torch blueprint fire size incorrect.
- 1.5.4062 - Fix: Can order pawns to consume food that's outside their allowed area.
- 1.5.4062 - Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
- 1.5.4062 - Fix: Arrested refugee joins faction upon release.
- 1.5.4062 - Fix: Pawns with royal permits can't trade/complete trade requests.
- 1.5.4062 - Fix: Complexes not spawning terminals.
- 1.5.4062 - Fix: Ideoligion persona weapon relics misnamed on thought label/description.
- 1.5.4062 - Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
- 1.5.4062 - Fix: Animal flaps have a faint line in the center when open.
- 1.5.4062 - Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
- 1.5.4062 - Fix: Beards don't layer properly on thin head shapes.
- 1.5.4062 - Fix: Ideoligion relic installation quest generated with errors.
- 1.5.4062 - Fix: Monument building quest spawned with several red errors and broken details.
- 1.5.4062 - Fix: NREs from colonists who don't need to eat.
- 1.5.4062 - Fix: PawnFlyers disappear on load.
- 1.5.4062 - Fix: Sandbags have a small pixelated border around them.
- 1.5.4062 - Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
- 1.5.4062 - Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
- 1.5.4062 - Fix: Missing "create fluid" translation key.
- 1.5.4062 - Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
- 1.5.4062 - Fix: Error when trying to reserve the same bed for resting.
- 1.5.4062 - Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
- 1.5.4062 - Fix: Paramedic mechs cannot tend to colonists in caravans.
- 1.5.4062 - Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
- 1.5.4062 - Fix: Hidden faction information visible on inspect pane.
- 1.5.4062 - Fix: Pawns incapable of firefighting can be prioritized to fight fires.
- 1.5.4062 - Fix: Reference collection not scribing nulls.
- 1.5.4062 - Fix: Psycast meditation ending abruptly.
- 1.5.4062 - Fix: Chemical dependency hediff severity cannot be edited via dev tools.
- 1.5.4062 - Fix: Hair is partially layered beneath stockpiles.
- 1.5.4062 - Fix: Gene extraction can be exploited via save/load.
- 1.5.4062 - Fix: No PawnKinds example for raid quests.
- 1.5.4062 - Fix: Bestowing quest broken if pawn unspawned.
- 1.5.4062 - Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
- 1.5.4062 - Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
- 1.5.4062 - Fix: Cannot search for creative reward names with spaces in them.
- 1.5.4062 - Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
- 1.5.4062 - Fix: Pawns digging out of map when they should not during kidnap duty.
- 1.5.4062 - Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
- 1.5.4062 - Fix: Hoopstone and horseshoe differ in sight capacity requirement.
- 1.5.4062 - Fix: Sudden light level change at midnight at north pole colonies.
- 1.5.4062 - Fix: Pawns may meditate with max joy and no psylink.
- 1.5.4062 - Fix: Installing an archotech eye is seen as a surgical violation.
- 1.5.4062 - Fix: Group loading horses into drop pods will assign more weight to one drop pod.
- 1.5.4062 - Fix: “Take to stockpile” bill option resetting in certain circumstances.
- 1.5.4062 - Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
- 1.5.4062 - Fix: Constructing buildings sometimes has pawns facing the wrong direction.
- 1.5.4062 - Fix: Downed mech can cause a mech raid site to stay active
- 1.5.4062 - Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
- 1.5.4062 - Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
- 1.5.4062 - Fix: Increment time debug action causes errors for ended sustainer.
- 1.5.4062 - Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
- 1.5.4062 - Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
- 1.5.4062 - Fix: Error on corpse destruction when completedObligations is null.
- 1.5.4062 - Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
- 1.5.4062 - Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
- 1.5.4062 - Fix: Pawns still carry a weapon after getting incapable of violence gene.
- 1.5.4062 - Fix: Pawns incapable of violence still can use combat gene abilities
- 1.5.4062 - Fix: Refugee pod quests don't affect charity-loving ideoligion members.
- 1.5.4062 - Fix: Removed wastepack incident from occurring randomly.
- 1.5.4062 - Fix: Prevent duplicate entries in precept tooltip.
- 1.5.4062 - Fix: Hide "max satisfied title" on drugs without nutrition.
Version/1.4.3704[edit]
- 1.4.3704 - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
- 1.4.3704 - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
- 1.4.3704 - Fix: Pawns leaving map have their assignments reset. - "Does this relate to beds and caskets and such?" - Harakoni (Wiki Moderator) (talk)
Version/1.4.3682[edit]
- 1.4.3682 - The bestowing ceremony lord will now be removed once the last pawn has left the map.
- 1.4.3682 - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
- 1.4.3682 - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
- 1.4.3682 - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
Version/1.4.3641[edit]
- 1.4.3641 - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
- 1.4.3641 - Colonists can now put unadopted babies born to prisoners in cribs.
- 1.4.3641 - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
- 1.4.3641 - Ageless gene stops aging progress at 18.5 instead of 18.
- 1.4.3641 - Added an alert for babies from other factions which have no local caregivers and can be adopted.
- 1.4.3641 - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)
- 1.4.3641 - Fix: Colonist in labor letter doesn't have look target set.
- 1.4.3641 - Fix: Generated immediate family relationships unable to generate.
- 1.4.3641 - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
- 1.4.3641 - Fix: Beard and genes offset incorrectly based on rotation in some situations.
- 1.4.3641 - Fix: Growth stat appearing on humans.
- 1.4.3641 - Fix typo "crytosleep".
- 1.4.3641 - Fix typo: "means that so"
- 1.4.3641 - Fix typo "forth body ring".
Version/1.4.3613[edit]
- 1.4.3613 - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
- 1.4.3613 - Xenotype name is locked when loading custom xenotypes from gene assembler.
- 1.4.3613 - Removed duplicate stat entry RestFallRateFactor.
- 1.4.3613 - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
- 1.4.3613 - Fix: AI trying to use tox gas on immune targets.
- 1.4.3613 - Fix: Some recipes missing ingredients in tooltip.
- 1.4.3613 - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
- 1.4.3613 - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
- 1.4.3613 - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
- 1.4.3613 - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.
Version/1.4.3580[edit]
- 1.4.3580 - Display genes regrowing duration on gene extractor float menu options if available.
- 1.4.3580 - Check if region has deadly danger before giving nature running learning.
- 1.4.3580 - Show rejected float menu option for slaves attempting to use non-slave medical beds.
- 1.4.3580 - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
- 1.4.3580 - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
- 1.4.3580 - Fix: Traits selected during growth moments don't modify skills.
- 1.4.3580 - Fix: Child not allowed to enter shuttle called via permit.
- 1.4.3580 - Fix: Typo "worshiped".
- 1.4.3580 - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
- 1.4.3580 - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
- 1.4.3580 - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
- 1.4.3580 - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
- 1.4.3580 - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
- 1.4.3580 - Fix: Some buildings able to overlap zones where nonsensical.
- 1.4.3580 - Fix: Wrong description and tooltip shown for custom xenotype pawns
- 1.4.3580 - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
Version/1.4.3563[edit]
- 1.4.3563 - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
- 1.4.3563 - Hospitality refugee uses the same system to determine refugee count as for beggars.
- 1.4.3563 - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
- 1.4.3563 - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
- 1.4.3563 - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
Version/1.4.3557[edit]
- 1.4.3557 - Dependency genes override other drug-related genes.
- 1.4.3557 - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
- 1.4.3557 - Fix: 100% chance for tattoos if pawn has no ideoligion.
- 1.4.3557 - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
- 1.4.3557 - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
Version/1.4.3555[edit]
Changes since unstable[edit]
- 1.4.3555 - Removed xenotype sets from existing MemeDefs.
- 1.4.3555 - Added a stat entry for humanlikes which displays their current age rate multiplier.
- 1.4.3555 - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
- 1.4.3555 - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
- 1.4.3555 - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
- 1.4.3555 - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
- 1.4.3555 - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
- 1.4.3555 - Fix: Pollution goodwill loss during Archonexus questline.
- 1.4.3555 - Fix: Ultraheavy boss mechs are never targetable by lances.
- 1.4.3555 - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
- 1.4.3555 - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
- 1.4.3555 - Fix: Impossible relationships appearing with custom xenotypes.
- 1.4.3555 - Fix: Animals use human child and adult age rate multipliers.
- 1.4.3555 - Fix: Growth points are gained during deathrest when learning need is frozen.
Big new stuff[edit]
- 1.4.3555 - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.
- 1.4.3555 - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
Smaller new stuff[edit]
- 1.4.3555 - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
- 1.4.3555 - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
- 1.4.3555 - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
- 1.4.3555 - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
- 1.4.3555 - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
- 1.4.3555 - Display recipe ingredient counts on recipe float menu option tooltip.
Miscellaneous[edit]
- 1.4.3555 - We now allow the kind trait to apply in addition to other violence-related genes.
- 1.4.3555 - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
- 1.4.3555 - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
- 1.4.3555 - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
- 1.4.3555 - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
- Display recipe ingredient counts on recipe float menu option tooltip.
- 1.4.3555 - Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
- 1.4.3555 - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
- 1.4.3555 - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
- 1.4.3555 - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
- 1.4.3555 - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
- 1.4.3555 - Added a thing category for mechanitor body parts (used on stockpile config etc.)
- 1.4.3555 - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
- 1.4.3555 - Show birth letter for babies born from lent colonists in a PawnLend quest.
- 1.4.3555 - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
- 1.4.3555 - Display conditional stat affecters from ideoligions in stats page.
- 1.4.3555 - Add dev tool to add ideology development points.
- 1.4.3555 - Added description to "force xenogerm implantation" command.
- 1.4.3555 - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
- 1.4.3555 - Bringing babies to a safe temperature jobs can now be interrupted.
- 1.4.3555 - Added an alert which displays deathresting pawns who can be safely woken.
Fixes[edit]
- 1.4.3555 - Fix: Custom xenotypes show up with relationships that make no genetic sense.
- 1.4.3555 - Fix: Hair color genes have a chance to not be passed on.
- 1.4.3555 - Fix: Genes requiring other genes can be skipped for child genes generation.
- 1.4.3555 - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
Version/1.4.3542[edit]
- 1.4.3542 - Fix: Missing ideology check when drawing dietary type stat.
Version/1.4.3541[edit]
- 1.4.3541 - Disallow baby food and hemogen packs for chemfuel creation recipes. (Check if this means outright prevents their use or just that they're disabled by default before adding - Harakoni (Wiki Moderator) (talk))
- 1.4.3541 - Adjusted power info text for deathrest buildings.
- 1.4.3541 - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
- 1.4.3541 - Fix: Mech debris can spawn on the anima tree.
- 1.4.3541 - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
Version/1.4.3534[edit]
- 1.4.3534 - Added 'humans only' option for bills.
- 1.4.3534 - Fix: Abandoning home doesn't unlink deathrest buildings.
- 1.4.3534 - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
- 1.4.3534 - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
- 1.4.3534 - Fix: Thrall reinforcements can be passive in certain circumstances.
- 1.4.3534 - Fix: Genes can be given to children who do not have prerequisite gene.
- 1.4.3534 - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
- 1.4.3534 - Fix: Ranged enemies come into melee range consistently when shooting positions are available.
Version/1.4.3531[edit]
- 1.4.3531 - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.
Version/1.4.3530[edit]
- 1.4.3530 - Reduce growth points of generated children by ~25%.
- 1.4.3530 - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
- 1.4.3530 - Don't display pick up options for drugs that the pawn will drop immediately anyways.
- 1.4.3530 - Remove addictions when adding chemical dependency genes.
- 1.4.3530 - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
- 1.4.3530 - Babies that have fallen asleep in someone's arms no longer immediately wake up.
- 1.4.3530 - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
- 1.4.3530 - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
Version/1.4.3529[edit]
- 1.4.3529 - Added missing fill percent for gene and mech buildings.
- 1.4.3529 - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
- 1.4.3529 - Fix: Highmates can create bonds with quest visitors and vice versa.
Version/1.4.3528[edit]
- 1.4.3528 - Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
- 1.4.3528 - Fix: Eye cut out graphics are misaligned.
- 1.4.3528 - Fix: Bossgroup drop pods don't use mechanoid drop pods.
- 1.4.3528 - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
- 1.4.3528 - Fix: Psychic drone now properly triggers for colonists being carried.
- 1.4.3528 - Fix: Held babies/children will now have thoughts about how their parents are happy.
- 1.4.3528 - Fix: Save modlist saving the filtered mod list.
Version/1.4.3527[edit]
- 1.4.3527 - Update tutorial end message to point players to the correct place for changing storyteller settings.
- 1.4.3527 - Reduced mechanitor ship combat points by half.
- 1.4.3527 - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
- 1.4.3527 - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
- 1.4.3527 - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
- 1.4.3527 - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.
- 1.4.3527 - Fix: Abandoning colony pawns text doesn't mention mechs.
Version/1.4.3525[edit]
- 1.4.3525 - Disable growth moment letter for quest lodgers.
- 1.4.3525 - Fix: Babies causing bad thoughts for bigotry ideoligions.
- 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
- 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.
Version/1.4.3523[edit]
New stuff - base game[edit]
- 1.4.3523 - Painting and color customization
- 1.4.3523 - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
- 1.4.3523 - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
- 1.4.3523 - Choose from a large variety of colors to customize your colony!
- 1.4.3523 - Added many new carpet colors.
Turrets, gas, gear, and medicine[edit]
- 1.4.3523 - Added new gas health conditions.
- 1.4.3523 - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
- 1.4.3523 - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
UI[edit]
- 1.4.3523 - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
- 1.4.3523 - Completely reworked mods manager and mods mismatch UI.
- 1.4.3523 - Added tile inspector. View info about a specific tile by holding the “alt” key.
- 1.4.3523 - Added pawn icons to many menus.
- 1.4.3523 - Created a square grid float menu for paint and carpets.
- 1.4.3523 - Weapons are displayed below drafted colonist portraits.
Miscellaneous[edit]
- 1.4.3523 - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
- 1.4.3523 - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
- 1.4.3523 - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
- 1.4.3523 - Added "bald" hair style.
- 1.4.3523 - Added an option to randomize the menu background every game launch.
- 1.4.3523 - Added stats for crop growth rate, age, and lifespan.
- 1.4.3523 - Added prisoner recruitment last resistance reduction info in prisoner tab.
- 1.4.3523 - Added “research bench required” alert.
- 1.4.3523 - Drafted colonists can pick up downed people and carry them around.
Improvements and adjustments - base game[edit]
Performance[edit]
- 1.4.3523 - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.
Pawns[edit]
- 1.4.3523 - Colonists can be ordered to re-arm turrets while drafted.
- 1.4.3523 - Wild people no longer get mood debuffs for sleeping outside or on the ground.
- 1.4.3523 - Allow amputation on body parts with scars and other permanent injuries.
- 1.4.3523 - Very hungry pawns now wake up if there is food available and they aren't very tired.
- 1.4.3523 - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
- 1.4.3523 - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).
UI[edit]
- 1.4.3523 - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
- 1.4.3523 - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
- 1.4.3523 - Improved pawn name rendering with "disable tiny fonts" active.
- 1.4.3523 - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
- 1.4.3523 - Added small circular dots around the radius of a downed projectile interceptor.
- 1.4.3523 - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
- 1.4.3523 - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
- 1.4.3523 - Letters are bundled together if they can’t all fit on the screen.
Miscellaneous[edit]
- 1.4.3523 - Carried things can now be added to caravans.
- 1.4.3523 - Updated SFX for a number of designators in the architect menu.
- 1.4.3523 - Predators limit their hunting range to the same as their scavenging range.
- 1.4.3523 - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
- 1.4.3523 - Reduced the rate of toxic buildup from game conditions by 20%.
- 1.4.3523 - Hide pawn headgear when in bed.
- 1.4.3523 - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
- 1.4.3523 - Added stat entries to meals displaying ingredients and dietary type.
- 1.4.3523 - Combined hunger rate and food consumption stats.
- 1.4.3523 - Prevent trees marked for extraction to be cut for construction.
- 1.4.3523 - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
- 1.4.3523 - Growing zones and stockpiles now have a description for how many cells are in the zone.
- 1.4.3523 - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
- 1.4.3523 - Add command to pawns and buildings for selecting their held things.
- 1.4.3523 - Locked many dev gizmos behind god mode toggle.
- 1.4.3523 - Backstory mod source is shown if it's not from an official expansion.
- 1.4.3523 - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
- 1.4.3523 - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
- 1.4.3523 - Keep selection on things which become despawned in some circumstances.
- 1.4.3523 - Selection is preserved as a blueprint becomes a frame and finally a finished building.
Improvements and adjustments - Ideology[edit]
- 1.4.3523 - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
- 1.4.3523 - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
- 1.4.3523 - Allow style selection in bill configuration dialog in classic mode.
- 1.4.3523 - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
- 1.4.3523 - Ensure ideoligions are recalculated after an archonexus win.
- 1.4.3523 - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
- 1.4.3523 - "No slaves in colony" thought does not apply at "Very low" expectations or below.
- 1.4.3523 - Rituals are called off if the target is reserved by another pawn during the ritual.
- 1.4.3523 - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
- 1.4.3523 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
- 1.4.3523 - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
Dev tools[edit]
- 1.4.3523 - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
- 1.4.3523 - Debug actions use a node tree for navigation.
- 1.4.3523 - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
- 1.4.3523 - Implemented dev mode camera controls dialog with saveable presets.
- 1.4.3523 - Added a simple debug tool for framerate/ticks per second performance benchmarking.
- 1.4.3523 - Added dev add/remove hediff buttons to a pawn’s health card.
- 1.4.3523 - Added gear-related debug options to gear screen.
Technical[edit]
- 1.4.3523 - Replaced CrownType with headTypeDef
- 1.4.3523 - Carpet defs are generated from blueprints, creating variants for each color.
- 1.4.3523 - Pawns can now path to a destination if the destination is a Thing that's being held.
- 1.4.3523 - Check if food need is null in MeditationUtility.CanMeditate.
Bugfixes[edit]
- 1.4.3523 - Fix: Meals with meat shown as "acceptable for everyone".
- 1.4.3523 - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
- 1.4.3523 - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
- 1.4.3523 - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
- 1.4.3523 - Fix: Wild people can steal ingredients while they are being cooked.
- 1.4.3523 - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
- 1.4.3523 - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
- 1.4.3523 - Fix: You can shoot through some ancient buildings, but can't pass through them.
- 1.4.3523 - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
- 1.4.3523 - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
- 1.4.3523 - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
- 1.4.3523 - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
- 1.4.3523 - Fix: Classic ideoligion pawns cannot extract skulls.
- 1.4.3523 - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
- 1.4.3523 - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
- 1.4.3523 - Fix: Nullified thoughts being counted against food optimality.
- 1.4.3523 - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
- 1.4.3523 - Fix: Rebelling slaves could be sold to tribute collectors.
- 1.4.3523 - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
- 1.4.3523 - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
- 1.4.3523 - Fix: Jumping resets "Fire at will" toggle.
- 1.4.3523 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
- 1.4.3523 - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
- 1.4.3523 - Fix: Missing feedback when trying to tame an animal with no acceptable food.
- 1.4.3523 - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
- 1.4.3523 - Fix: When searching in an information panel, clicking any stat will scroll to the top
- 1.4.3523 - Fix: Colonists deconstructing walls even though they are not assigned to construction.
Version/1.3.3387[edit]
Steam Deck Improvements[edit]
- 1.3.3387 - Commands now show "button A" glyph instead of "A" label on Steam Deck.
- 1.3.3387 - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
- 1.3.3387 - Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.
Ideology Improvements[edit]
- 1.3.3387 - Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
- 1.3.3387 - Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
- 1.3.3387 - Colonists no longer get upset for delaying a ritual.
- 1.3.3387 - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
- 1.3.3387 - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
Version/1.3.3326[edit]
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years Harakoni (Wiki Moderator) (talk) 01:00, 7 April 2022 (UTC)
UI Improvements[edit]
- 1.3.3326 - Show accept key command hotkey on SteamDeck.
- 1.3.3326 - Main buttons position change (change height instead of y).
- 1.3.3326 - Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
- 1.3.3326 - Don't show tooltips when the SteamDeck keyboard is open.
- 1.3.3326 - Change quests SteamDeck icon.
Controls[edit]
- 1.3.3326 - Touch screen scrolling improvements on SteamDeck.
- 1.3.3326 - It's now possible to scroll through lists by dragging your finger on SteamDeck.
- 1.3.3326 - Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
- 1.3.3326 - Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
- 1.3.3326 - Allow more zoom on SteamDeck for better touch screen support and easier navigation.
- 1.3.3326 - Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.
- 1.3.3326 - Accept key on a SteamDeck now activates the first command.
Misc Improvements[edit]
- 1.3.3326 - Tutorial now mentions the correct button names on SteamDeck.
- 1.3.3326 - Added triggered modal ConceptDefs which explain SteamDeck controls.
- 1.3.3326 - Added controller configuration button to options on SteamDeck.
- 1.3.3326 - Added an option to disable tiny fonts in options.
Technical[edit]
- 1.3.3326 - Added "Simulate using Steam Deck" debug setting.
Version/1.3.3287[edit]
New feature[edit]
- 1.3.3287 - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
UI improvements[edit]
- 1.3.3287 - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
- 1.3.3287 - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
- 1.3.3287 - Meme tooltips now list all prevented precepts instead of just saying how many there are.
- 1.3.3287 - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
- 1.3.3287 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
- 1.3.3287 - A "Show all" checkbox on ideo dialog shows all hidden precepts.
- 1.3.3287 - Updated meat eating precept and thought labels and descriptions to better match gameplay.
Tuning - General[edit]
- 1.3.3287 - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
- 1.3.3287 - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
Tuning - Ideoligions[edit]
- 1.3.3287 - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
- 1.3.3287 - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
- 1.3.3287 - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
Misc[edit]
- 1.3.3287 - Added a debug tool for spawning meals with specific ingredients.
- 1.3.3287 - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
Fixes[edit]
- 1.3.3287 - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
- 1.3.3287 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
- 1.3.3287 - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
- 1.3.3287 - Fix: Loading classic mode game gives the player non-classic rituals.
- 1.3.3287 - Fix: Execution requires altar or ideogram in classic mode.
- 1.3.3287 - Fix: Research warning doesn't check for minor ideoligions.
- 1.3.3287 - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
Version/1.3.3200[edit]
Combat - Enemies[edit]
- 1.3.3200 - Added a way to make special per-faction raid strategy probabilities.
- 1.3.3200 - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
- 1.3.3200 - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
Food handling[edit]
- 1.3.3200 - We now vary meal textures depending on ingredients.
- 1.3.3200 - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
- 1.3.3200 - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
- 1.3.3200 - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
- 1.3.3200 - Meal-related thoughts now display which meal caused the thought.
- 1.3.3200 - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
Misc improvements[edit]
- 1.3.3200 - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
- 1.3.3200 - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
- 1.3.3200 - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
- 1.3.3200 - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
- 1.3.3200 - Added a loading tip describing fixed wealth mode.
Fixes[edit]
- 1.3.3200 - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
- 1.3.3200 - Fix: Newborn animals from other factions don't leave with faction.
- 1.3.3200 - Fix: High life precept description doesn't properly display mood range.
- 1.3.3200 - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
- 1.3.3200 - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
- 1.3.3200 - Fix: Work speed penalty reasons formatting issues.
- 1.3.3200 - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
- 1.3.3200 - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
- 1.3.3200 - Fix: Meals with no ingredients cause "ate non-meat" thought.
- 1.3.3200 - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - User:Cheldra does this affect your work with animal growth? Must be checked before this is removed from to-do list. Harakoni (Wiki Moderator) (talk) 01:15, 2 December 2021 (UTC)
- 1.3.3200 - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
- 1.3.3200 - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
- 1.3.3200 - Fix: Hackables can be instantly hacked.
- 1.3.3200 - Fix: Raiders attacking non-aggressive roamers.
- 1.3.3200 - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
Version/1.3.3159[edit]
Caravan improvements[edit]
- 1.3.3159 - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
- 1.3.3159 - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
- 1.3.3159 - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
- 1.3.3159 - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
- 1.3.3159 - Joy decreases more slowly when a pawn is preparing a caravan.
- 1.3.3159 - Colonists will now look for food in pack animal inventory if no better food sources available.
- 1.3.3159 - Colonists will grab food from pack animal to feed patients if no other food available.
- 1.3.3159 - Colonists can grab medicine from pack animals.
- 1.3.3159 - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
- 1.3.3159 - Update pen needed alert to take into account hitching post and handling skill for roping removal.
Archonexus improvements[edit]
- 1.3.3159 - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
- 1.3.3159 - Sort items players take to new archonexus settlement more in line with usefulness.
- 1.3.3159 - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
- 1.3.3159 - Tweak count of items players can bring to new archonexus settlement.
- 1.3.3159 - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
- 1.3.3159 - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
- 1.3.3159 - Reset pawn food and rest levels when starting new archonexus colony.
- 1.3.3159 - Add animation after selecting new archonexus settlement to make moment feel more significant.
Misc improvements[edit]
- 1.3.3159 - Ideoligious buildings are no longer expected to be placed in non-home maps.
- 1.3.3159 - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
- 1.3.3159 - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
- 1.3.3159 - Reduced the amount of ancient junk that spawns on newly-generated maps.
- 1.3.3159 - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
- 1.3.3159 - Update predators hunting across fences tooltip to match current functionality.
- 1.3.3159 - Ensure the trigger conditions for scarification/blinding are clear to the player.
- 1.3.3159 - Right clicking on ancient junk with drafted pawn shows option to attack.
- 1.3.3159 - Unforbid items in pawn inventory if taken by caravan from temporary map.
- 1.3.3159 - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
- 1.3.3159 - Added range values to darkness combat stats.
- 1.3.3159 - Added charity events for not helping pilgrims.
- 1.3.3159 - Added hacking progress stat to hackable things.
- 1.3.3159 - Clarify age reversal precept.
Fixes[edit]
- 1.3.3159 - Fix: Royal ascent shuttle can only take 1000kg of colonists
- 1.3.3159 - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
- 1.3.3159 - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
- 1.3.3159 - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
Version/1.3.3117[edit]
Multi-ideo colony viability[edit]
- 1.3.3117 - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
- 1.3.3117 - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
- 1.3.3117 - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
New stuff[edit]
- 1.3.3117 - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
- 1.3.3117 - You can now randomize fluid ideos before applying changes.
- 1.3.3117 - You can now randomize normal memes during fluid ideo reforming.
Improvements[edit]
- 1.3.3117 - Blind pawns' stats are now unaffected by light and darkness.
- 1.3.3117 - Adjust the role tooltip area on the pawn's social tab.
- 1.3.3117 - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
- 1.3.3117 - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
- 1.3.3117 - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
- 1.3.3117 - Increased chance for ancient security crates to spawn in ancient complexes.
- 1.3.3117 - Removed min points limit on security crate spawning in ancient complexes.
- 1.3.3117 - We now warn player if important plants like anima trees are marked for cutting or in grow zone.
- 1.3.3117 - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
- 1.3.3117 - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
- 1.3.3117 - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
- 1.3.3117 - Change to randomized memes for fluid ideo based on feedback.
Fixes[edit]
- 1.3.3117 - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
- 1.3.3117 - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
- 1.3.3117 - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
- 1.3.3117 - Fix: Totemic sculpture is pixelated.
- 1.3.3117 - Fix: Research command ability icon is pixelated on non-uniform ui scales.
- 1.3.3117 - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
- 1.3.3117 - Fix: Wild people can be enslaved while arrested.
- 1.3.3117 - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
- 1.3.3117 - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
- 1.3.3117 - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
- 1.3.3117 - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
- 1.3.3117 - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
- 1.3.3117 - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
- 1.3.3117 - Fix: Bestower sometimes arrives malnourished.
- 1.3.3117 - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
- 1.3.3117 - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
- 1.3.3117 - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
- 1.3.3117 - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
- 1.3.3117 - Fix: Skip abilities don't update cover grid.
Version/1.3.3101[edit]
New stuff[edit]
- 1.3.3101 - 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.
- 1.3.3101 - Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
- 1.3.3101 - Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.
- 1.3.3101 - Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.
- 1.3.3101 - Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.
- 1.3.3101 - Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.
- 1.3.3101 - Added toggleable texture compression and atlas texture compression in the options menu.
Improvements[edit]
- 1.3.3101 - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
- 1.3.3101 - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
- 1.3.3101 - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
- 1.3.3101 - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
- 1.3.3101 - Extractable trees are no longer auto-minifiable in caravan forming dialog.
- 1.3.3101 - We now hide quests that are ended by starting a new archonexus settlement
- 1.3.3101 - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
- 1.3.3101 - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
- 1.3.3101 - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
- 1.3.3101 - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
- 1.3.3101 - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
- 1.3.3101 - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
- 1.3.3101 - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
- 1.3.3101 - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
- 1.3.3101 - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
- 1.3.3101 - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
- 1.3.3101 - Add note about work to deconstruct to 'work to build' stat description.
- 1.3.3101 - Adjust some thought descriptions so that they still make sense for blind people.
- 1.3.3101 - Removed culture restrictions when choosing ideoligion
- 1.3.3101 - Changed extract tree hotkey to be the same as uninstalling.
- 1.3.3101 - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
Tuning[edit]
- 1.3.3101 - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
- 1.3.3101 - Adjust mood impact of relic-in-ritual-room thought.
Technical[edit]
- 1.3.3101 - Change IsPsychicallySensitive from >= to >.
- 1.3.3101 - Turn psychic sensitivity checks into a property.
- 1.3.3101 - Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
- 1.3.3101 - Add missing gender constants for deity, foeLeader and founder.
Fixes[edit]
- 1.3.3101 - Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
- 1.3.3101 - Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
- 1.3.3101 - Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
- 1.3.3101 - Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
- 1.3.3101 - Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
- 1.3.3101 - Fix regression: Bestower doesn't care about roof collapsing on top of him.
- 1.3.3101 - Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.
- 1.3.3101 - Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
- 1.3.3101 - Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
- 1.3.3101 - Fix: Players can take items from passing trade ship inventory to next archonexus settlement
- 1.3.3101 - Fix: Dryads with replaced parts don't have the "missing" part added back.
- 1.3.3101 - Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.
- 1.3.3101 - Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
- 1.3.3101 - Fix: Cannibal ideo pawns do not prefer human leather apparel.
Version/1.3.3087[edit]
New stuff[edit]
- 1.3.3087 - 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.
- 1.3.3087 - 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.
- 1.3.3087 - Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.
- 1.3.3087 - There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.
Improvements[edit]
- 1.3.3087 - Classic ideo preset can now generate relics.
- 1.3.3087 - Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
- 1.3.3087 - Persona weapons are no longer included in "allow biocoded" thing filters.
- 1.3.3087 - Upon new archonexus settlement, player now retains research up to classic start.
- 1.3.3087 - We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
- 1.3.3087 - Colonists now get initial optimism thought after resettling in archonexus quest line
- 1.3.3087 - Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
- 1.3.3087 - We no longer randomize classic ideo styles. Just use whatever is in the culture.
- 1.3.3087 - Dryads now rest near their connected tree, not in beds or sleeping spots.
- 1.3.3087 - Clicking on ideoligion certainty in social card now opens ideoligion tab
- 1.3.3087 - 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.
- 1.3.3087 - Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
- 1.3.3087 - We now reset prevent various events from happening too early after new archonexus settlement.
- 1.3.3087 - Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
- 1.3.3087 - Add a "drag to reorder" label on colonist creation screen for clarity.
- 1.3.3087 - Colorize the Tree Connection ritual icon to match the Gauranlen color.
Technical[edit]
- 1.3.3087 - PawnRenderer weapon drawing now supports Graphic_Random.
- 1.3.3087 - Limit awaking on clamor to ancient complex insects and mechs.
Fixes[edit]
- 1.3.3087 - Fix: Classic ideo preset can have tattoos for tribal player.
- 1.3.3087 - Fix: Minified trees left behind on caravans do not count as died.
- 1.3.3087 - Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
- 1.3.3087 - Fix: Dryads listed on bed assign dialog.
- 1.3.3087 - Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
- 1.3.3087 - Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
- 1.3.3087 - Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
- 1.3.3087 - Fix: Techprints retained on archonexus resettlement.
- 1.3.3087 - Fix: Bloody dominators description typo
- 1.3.3087 - Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
- 1.3.3087 - Fix: Ancient complex insects that heard a clamor are not fully awoken.
- 1.3.3087 - Fix: Hunters finishing off their prey counts as slaughtering an animal.
- 1.3.3087 - Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
- 1.3.3087 - Fix: Gauranlen spawn cycle not correct after new archonexus settlement
- 1.3.3087 - Fix: Item style overrides information is not shown on ideo preset screen.
- 1.3.3087 - Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
- 1.3.3087 - Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
- 1.3.3087 - Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
- 1.3.3087 - Fix: Positive goodwill reward given when labourers miss shuttle
- 1.3.3087 - Fix: Mentally broken pawn appears as participant for anima linking ritual.
- 1.3.3087 - Fix: Tribal members do not become hostile when arrested in terminal hack quest.
- 1.3.3087 - Fix: Passive cave insects block bestowing ceremony.
- 1.3.3087 - Fix: Badly formatted relic name in relic hunt quest description.
Version/1.3.3080[edit]
Improvements[edit]
- 1.3.3080 - Increased plant harvest yield stats' max values. (Note: that this needs more integration than just a update to the Plant Harvest Yield page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - Harakoni (talk))
Fixes[edit]
- 1.3.3080 - Fix: Pawns who prefer indoors do outdoor joy activities
- 1.3.3080 - Fix: Dryads can bond with pawns other than the connected one.
- 1.3.3080 - Fix: Deserter quest doesn't count as raiding.
- 1.3.3080 - Fix: Rusted car only appears in north orientation.
- 1.3.3080 - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
- 1.3.3080 - Fix: Dryad can spawn over graves.
Version/1.3.3076[edit]
Improvements[edit]
- 1.3.3076 - Clarified spacedrone self-destruct delay info in quest description.
- 1.3.3076 - Archonexus quest now warns players beforehand that research will reset
- 1.3.3076 - Tuned down apostate memory thoughts and adjusted labels.
- 1.3.3076 - Rebalance tree connector thoughts.
Fixes[edit]
- 1.3.3076 - Fix: TreeDensityReduced thought stages are incorrectly calculated. - Note that this will require checking that the thought information is currently correct on that page - Harakoni (Wiki Moderator) (talk) 11:17, 26 December 2023 (UTC)
- 1.3.3076 - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
Version/1.3.3074[edit]
- 1.3.3074 - Allowed saving all ideos and allowed saving ideos in-game.
- 1.3.3074 - Allow non-ideo members to participate in leader speech.
- 1.3.3074 - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
- 1.3.3074 - Beggars can now be given items when they are traveling to their wait destination.
- 1.3.3074 - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
- 1.3.3074 - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
Fixes:[edit]
- 1.3.3074 - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
- 1.3.3074 - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
- 1.3.3074 - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
- 1.3.3074 - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
- 1.3.3074 - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
Version/1.3.3072[edit]
- 1.3.3072 - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
- 1.3.3072 - Auto-slaughter config allows you to control bonded animal slaughter specifically.
- 1.3.3072 - Fix: Dryads prioritize rest over drafted follow.
- 1.3.3072 - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
- 1.3.3072 - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
Version/1.3.3067[edit]
Improvements[edit]
- 1.3.3067 - Blind people no longet get the darkness mood debuff.
- 1.3.3067 - Reduced min colony wealth to 150k for firing archonexus endgame quest.
- 1.3.3067 - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
- 1.3.3067 - Allow starting the bestowing ceremony via right click.
- 1.3.3067 - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
- 1.3.3067 - Building damage factors are drawn for projectile weapons in their info card.
- 1.3.3067 - Mechanoid breach raids spawn with one breacher.
- 1.3.3067 - Breach raids never have 'drop-in' arrival mode.
- 1.3.3067 - Prisoners now produce a mood malus if they escape.
- 1.3.3067 - Adjusted other impassable buildings so they cannot overlap zones.
Fixes[edit]
- 1.3.3067 - Fix: Pawns can end up with overlapping apparel requirements.
- 1.3.3067 - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
- 1.3.3067 - Fix: Pawns walking over structures causes construction to halt.
- 1.3.3067 - Fix: Stacking building damage factors don't display if they have the same value.
- 1.3.3067 - Fixes to anima tree linking feedback for spectator role.
1.3.3066[edit]
Pens and animals[edit]
- 1.3.3066 - Pen system: Create pens for your farm animals to keep them organized and safe.
- 1.3.3066 - 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.
- 1.3.3066 - Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
- 1.3.3066 - Handlers will use ropes to lead animals from one location to another, or out of a pen.
- 1.3.3066 - Some animals will now roam if they are not contained within a pen.
- 1.3.3066 - Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
- 1.3.3066 - animal filth has been reworked
- 1.3.3066 - Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
- 1.3.3066 - Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
- 1.3.3066 - Tame animals can now be released to the wild.
Miscellaneous[edit]
- 1.3.3066 - Added facial hair for pawns. The style of hair is based on the pawn’s background.
- 1.3.3066 - Added visual wound and prosthetic overlays on pawns.
- 1.3.3066 - When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.
Goodwill[edit]
- 1.3.3066 - All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
- 1.3.3066 - Goodwill with factions gradually shifts towards the faction’s natural goodwill.
- 1.3.3066 - Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
- 1.3.3066 - Guest status with a faction is reset upon gifting a pawn to that faction.
Animals and plants[edit]
- 1.3.3066 -
- Raiders no longer actively attack passive colony animals.
- Animals tab life stage tooltip now also shows the animal's exact age.
- Wild plants spawned during gameplay start at 15% growth instead of 5%.
- Plants newly sown by players start at 0.01% growth.
- Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
- Animals are unwilling to eat plants under 10% growth.
- Herbivores rebalance:
- Hunger rate reduced by 50%.
- Adult age is reduced by 33%.
- Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
- Reduced toxic fallout buildup by 50%.
- Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
- Increased meat yields by 30%.
- Damaged corpses give 33% less meat and leather amounts.
- Animals can be assigned to animal beds. These beds can be designated as medical.
- Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
- Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
- Traders that sell animals try to generate with at least one pair of core farming animals.
Combat, weapons, gear[edit]
- 1.3.3066 - Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
- 1.3.3066 - When a pawn is drafted while eating from inventory they will return the food to their inventory.
- 1.3.3066 - Pawns can take medicine into their inventory.
- 1.3.3066 - Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
Pawns[edit]
- 1.3.3066 -
- Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
- On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
- Hediff tooltips of grouped hediffs are now separated from each other.
- Hediff stages can now override hediff labels.
- Hediff tooltips of grouped hediffs are now separated from each other.
- Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
- Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
- Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
- Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
- On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
- Assigning pawns to beds updates the room role, if possible.
- Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
- Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
- Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
- Non-cannibals dislike those that wear human leather apparel.
- When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
- Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
- Smoothed out addiction chances based on the pawn’s tolerance.
Caravans[edit]
- 1.3.3066 - Optimized caravan automatic food selection.
- 1.3.3066 - Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.
Miscellaneous[edit]
- 1.3.3066 - Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
- 1.3.3066 - Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
- 1.3.3066 - Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
- 1.3.3066 - Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
- 1.3.3066 - Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
- 1.3.3066 - Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
- 1.3.3066 - Build designators no longer default to def-defined default if there is none of that type of resource on the map.
- 1.3.3066 - Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
- 1.3.3066 - Saving is temporarily disabled while selecting a world tile at the beginning of the game.
- 1.3.3066 - Added debug setting: Never force normal speed.
- 1.3.3066 - maintenanceCostFactor has a minimum of 1%.
- 1.3.3066 - Balanced distant fight points adjustment and pawn combat points.
Improvements and adjustments: Royalty[edit]
- 1.3.3066 - The bestowing ceremony is now a gathering that everyone can attend.
- 1.3.3066 - Pawns lent to another faction have their wounds tended more competently.
Bugfixes[edit]
- 1.3.3066 - Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
- 1.3.3066 - Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
- 1.3.3066 - 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.
- 1.3.3066 - Fix: Monument quests aren’t failed after the map is removed.
- 1.3.3066 - Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
- 1.3.3066 - Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
- 1.3.3066 - Fix: Using the “change material” button on weapon info cards does not update stat readout.
- 1.3.3066 - Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
- 1.3.3066 - Fix: Brawler guards can still arrive with ranged weapons.
- 1.3.3066 - Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
- 1.3.3066 - Fix: Stun psycast does not interrupt minigun salvo.
- 1.3.3066 - 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.
- 1.3.3066 - Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
- 1.3.3066 - Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
- 1.3.3066 - 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.
- 1.3.3066 - Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
- 1.3.3066 - Fix: Pawn having a mental break on entering a hostile map is drafted.
- 1.3.3066 - Fix: Pawn having a mental break on caravan is drafted upon entering a map.
- 1.3.3066 - Fix: Some monument buildings have enclosed floored areas.
- 1.3.3066 - Fix: Lent pawns tended to horribly by the host faction.
- 1.3.3066 - Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
- 1.3.3066 - Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
- 1.3.3066 - Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
- 1.3.3066 - Fix: Rescue shuttle lands on crashed shuttle and wipes it.
Update 1.2.2753[edit]
- 1.2.2753 -
When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.DONE. Jimyoda (talk) 18:54, 2 April 2021 (UTC) - 1.2.2753 - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
- 1.2.2753 - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
- 1.2.2753 - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
- 1.2.2753 - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- 1.2.2753 - We now automatically add appropriate bedrolls to caravan.
- 1.2.2753 - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
- 1.2.2753 - Allow quick loading via permit shuttle from non-home maps with no hostiles.
Adjustments[edit]
- 1.2.2753 - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
- 1.2.2753 - Make pawns count as guilty while in aggro mental state.
- 1.2.2753 - Food and medicine renamed to travel supplies
- 1.2.2753 - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
- 1.2.2753 - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
- 1.2.2753 - Added quest look target when bestowing ceremony cannot be accepted due to threat.
- 1.2.2753 - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
- 1.2.2753 -
Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.Detail not needed. Jimyoda (talk) 19:14, 2 April 2021 (UTC) - 1.2.2753 - Member stripped goodwill penalty increased from 10 to 40.
- 1.2.2753 - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
Fixes[edit]
- 1.2.2753 - Fix: Colonist with a sick thought won't meditate at all.
- 1.2.2753 - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
- 1.2.2753 - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
- 1.2.2753 - Fix: Meditation preventing pawn from attending a gathering or giving speech.
- 1.2.2753 - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
- 1.2.2753 - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
- 1.2.2753 - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
- 1.2.2753 - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
- 1.2.2753 - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
- 1.2.2753 - Fix: Animals refusing to eat reachable food when restricted to an area.
- 1.2.2753 - Fix: Can't rescue invisible colonists.
- 1.2.2753 - Fix: Sick pawns falling out of bed because of trying to do meditation for joy
Version/1.2.2719[edit]
New stuff: Base game[edit]
- 1.2.2719 - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
- 1.2.2719 - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
- 1.2.2719 - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
New stuff: Royalty expansion[edit]
- 1.2.2719 - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
- 1.2.2719 - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
- 1.2.2719 - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
- 1.2.2719 - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
Improvements and adjustments[edit]
- 1.2.2719 - Underground resources readout now shows what resource is in each underground cell and how many there are.
- 1.2.2719 - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
- 1.2.2719 - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
- 1.2.2719 - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
- 1.2.2719 - Quest helpers no longer spawn with the greedy trait.
- 1.2.2719 - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
- 1.2.2719 - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
Technical[edit]
- 1.2.2719 - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
Bugfixes[edit]
- 1.2.2719 - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
- 1.2.2719 - Fix: Pawns interrupting their throne meditation for other jobs.
- 1.2.2719 - Fix: Peace talks can generate for factions with goodwill rewards disabled.
- 1.2.2719 - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
- 1.2.2719 - Fix: Banishing quest lodgers causes "banished" thoughts.
- 1.2.2719 - Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
- 1.2.2719 - Fix: Pawn in cryptosleep requires bedroom.
- 1.2.2719 - Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
- 1.2.2719 - Fix: It's possible to use doors as electricity-less coolers.
- 1.2.2719 - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
- 1.2.2719 - Fix: Wild men who are incapable of violence can hunt animals for food.
- 1.2.2719 - Fix: Some enemies spawn with smoke launchers who shouldn't.
Version/1.1.2654[edit]
Improvements[edit]
- 1.1.2654 - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
- 1.1.2654 - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
Tuning[edit]
- 1.1.2654 - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
- 1.1.2654 -
Double the rate of nuzzling by animals to buff mood-oriented pets.Already done. Ickputzdirwech (talk) 08:13, 22 September 2021 (UTC) - 1.1.2654 - Extend the thought for when you buried someone in a sarcophagus.
- 1.1.2654 - Reduce monument sizes about 15%.
- 1.1.2654 - Toxic fallout: Reduce base chance from 0.14 to 0.12.
- 1.1.2654 - Reduce chance for diseases in caravans by 4x.
- 1.1.2654 - Min market value for neuroformer quest rewards reduced from 720 to 600.
- 1.1.2654 - Reduced the selection weight of hostile factions as quest askers to 15%.
- 1.1.2654 - Disabled paralysis in hospitality quests.
1.1 Update[edit]
Here we go again. PigeonGuru, Strategist ( talk | contribs | assist ) 06:24, 17 February 2020 (UTC)
New features[edit]
- Version/1.1.0 - Added heatstroke alert for colonists and tame animals.
- Version/1.1.0 - Added fertility overlay, which shows terrain fertility in an easy-to-see way.
- Version/1.1.0 - Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
- Version/1.1.0 - Added an option to choose which kinds of letters pause the game.
- Version/1.1.0 - Added recipes to burn entire stacks of drugs at once.
- Version/1.1.0 - Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
Adjustments[edit]
- Version/1.1.0 - Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
- Version/1.1.0 - Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
- Version/1.1.0 - 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.
- Version/1.1.0 - Trade interface now shows the next restock time for settlements.
- Version/1.1.0 - Colonists attending a party gain recreation value.
- Version/1.1.0 - Player can now inspect the contents of cryptosleep caskets on a new tab.
- Version/1.1.0 - Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
- Version/1.1.0 - Rebalanced mechanoid bodypart coverages
- Version/1.1.0 - Tattered apparel and unhappy nudity alerts now shows how many are affected.
- Version/1.1.0 - Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
Fixes[edit]
- Version/1.1.0 - Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
- Version/1.1.0 - Fix: Manhunting animals could attack doors without seeing anyone going through them.
- Version/1.1.0 - Fix: Can’t give a rescued addict their drug without angering their faction.
- Version/1.1.0 - Fix: Prisoner gets mood debuff when colonist euthanized.
- Version/1.1.0 - Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
- Version/1.1.0 - Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
- Version/1.1.0 - Fix: Crashed ship parts that land on bridges are instantly destroyed
- Version/1.1.0 - Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
- Version/1.1.0 - Fix: Insects can be tamed and hunted after their hives are destroyed.
- Version/1.1.0 - Fix: Manhunter pack incident not working on high wealth or difficulty.
- Version/1.1.0 - Fix: Military commissar backstory missing Social bonus.
- Version/1.1.0 - Fix: Allies can sometimes push player pawns out of cover during combat.
- Version/1.1.0 - Fix: Player can start with pets his pawns can’t keep tame.
Beta 19/1.0 Update[edit]
Like before, a list of changes that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 14:36, 28 August 2018 (UTC)
New features[edit]
- Improved caravaning:
- Added Caravan tab with caravan loading progress
- Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
- Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
- Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
- New designators: Mass-forbid and unforbid
- New type of attack: Kick sand/water in eyes
- Added "Show what will buy" window which shows all items a trader will buy
- Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
- Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
- Colonists now opportunistically haul things while working if their current target is roughly in the same direction
- It's now possible to mass-cancel all designations with a designator's right-click menu
- It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
- You can now drag and reorder colonists in the colonist bar
- Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
Adjustments[edit]
- Doctors can draw medicine from the same stack at the same time
- Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
- Insects will no longer attack the colony when harmed by raiders
- Hives will no longer spawn close to enemy bases
- No more random deaths from meteorites falling on colonists
- Caravan members now slowly gain social recreation when the caravan is not moving
- Plant cut/harvest time now depends on the plant's growth
- Adjusted doctors and patients work priorities a bit so they do urgent work first
- Most crafting benches are now uninstallable and reinstallable
- Ores mined by non-colonists (e.g. insects) now spawn forbidden
- Animals' melee damage now scales with life stage
- Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
- Pets and bonded animals no longer disturb sleep
- When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
- Enemies no longer use single use rocket launchers during caravan ambushes
- Various floors now require research.
- Projectile impacts now wake up nearby people and animals
- Explosive weapons now explode when set on fire
- Improved following behavior so animals following their master will now try to stay close to him
Balance[edit]
- Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
- World quest destinations appear 10% closer to the player bases.
- Table search radius 25 -> 32
- The “expectations” thoughts progress more rapidly.
- Wounds are 50% less likely to become permanent scars.
- Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
- Small adjustments to some biome disease frequencies and animal densities
- Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
- Increased base infection chances.
Plants[edit]
- Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
Animal[edit]
- Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
- Adjusted many animal market values and movement speeds.
- Animals leather amount increased 50% across the board
- Animal train chance reduced 25%.
- Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
Version/0.17.1546[edit]
Modding[edit]
- 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.
