User:Harakoni/Sandbox2
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General To-do List[edit]
- Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
- Chair super page: As above but for "sitting furniture". - Harakoni (Wiki Moderator) (talk) 04:05, 14 March 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.
- Terrain pages, and associated nav box. see Category: Terrain and Terrain
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]
UI and art[edit]
- 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 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 - 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 - Improved firefighting so colonists prioritize putting out nearby fires.
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 - 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 - Foam turret activation cooldown is paused while repressurizing and unpowered.
- 1.5.4062 - Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
- 1.5.4062 - Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
- 1.5.4062 - Added "resources to make" stat entry for buildables.
- 1.5.4062 - Created an "ingredients" stat entry for craftable ThingDefs.
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 - Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
- 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 - Apocriton is ultraheavy weight class mech.
- 1.5.4062 - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
Dev tools[edit]
- 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 - Removed Biotech MayRequire from MeleeDamageFactor stat.
- 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: 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: Neurotrainers not including aptitudes in message.
- 1.5.4062 - Fix: Out of bounds error when looking for a meditation spot.
- 1.5.4062 - Fix: Ink black hair not rendering the correct color.
- 1.5.4062 - Fix: Error getting null target for throne/bedroom requirements alert explantation.
- 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: Error when creating xenogerm in certain circumstances.
- 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: Exception getting growth points for dead pawn.
- 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: Rounding shows resistance at 0.0, but recruitment isn't available yet.
- 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: God Mode Toggle causing issues selecting Pawns in the Top Bar.
- 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: 'Push heat' debug command doesn't do increments; all options do the maximum.
- 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: Perfect immunity doesn't block gut worms or muscle parasites.
- 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: 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: 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: Medicineless hemogen extraction recipe brings blood loss up to 65%.
- 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: Exception while recalculating various thoughts for passing ship pawns.
- 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: 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: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
- 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: Stacked animals loaded into transport pod trigger error and won't be loaded.
- 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.
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 - 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 - 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.
Version/1.4.3557[edit]
- 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 - 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.
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 - 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 - Increased the availability of gene packs from various traders.
- 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 - 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 - 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 - 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: 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 - Don't display pick up options for drugs that the pawn will drop immediately anyways.
- 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/1.4.3528[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.
Version/1.4.3527[edit]
- 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/1.4.3523[edit]
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 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 - 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.
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 - Ensure ideoligions are recalculated after an archonexus win.
- 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.
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: Bestower shuttle won't leave if one of the guards is downed or left the map.
- 1.4.3523 - Fix: Shuttle stays forever if all passengers cannot get on board.
- 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: Shuttle crash quest fails if you have VIP boarded.
- 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: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
- 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
- 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/1.3.3287[edit]
UI improvements[edit]
- 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.
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]
- 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 - 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: 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: 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 - Add animation after selecting new archonexus settlement to make moment feel more significant.
Misc improvements[edit]
- 1.3.3159 - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
- 1.3.3159 - Reduced the amount of ancient junk that spawns on newly-generated maps.
- 1.3.3159 - Ensure the trigger conditions for scarification/blinding are clear to the player.
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.
Improvements[edit]
- 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 - 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.
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]
- 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]
- 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
Version/1.3.3074[edit]
- 1.3.3074 - Allow non-ideo members to participate in leader speech.
- 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 - 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 - 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]
- 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]
Animals and plants[edit]
- 1.3.3066 - Animals tab life stage tooltip now also shows the animal's exact age.
- 1.3.3066 - Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
- 1.3.3066 - Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
Pawns[edit]
- 1.3.3066 - 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.
- 1.3.3066 - Hediff tooltips of grouped hediffs are now separated from each other.
- 1.3.3066 - Hediff stages can now override hediff labels.
- 1.3.3066 - Hediff tooltips of grouped hediffs are now separated from each other.
- 1.3.3066 - Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
- 1.3.3066 - 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.
- 1.3.3066 - 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.
- 1.3.3066 - Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
- 1.3.3066 - On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
- 1.3.3066 - Assigning pawns to beds updates the room role, if possible.
- 1.3.3066 - Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
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 - Added a Thing category for wool.
- 1.3.3066 - maintenanceCostFactor has a minimum of 1%.
- 1.3.3066 - Balanced distant fight points adjustment and pawn combat points.
- 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: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
- 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 - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
- 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.
- 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 - 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.
- 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.
- 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: Sick pawns falling out of bed because of trying to do meditation for joy
Version/1.2.2719[edit]
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 - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
- 1.2.2719 - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
Bugfixes[edit]
- 1.2.2719 - Fix: Joy meditation can cause pawns to fall out of bed.
- 1.2.2719 - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
- 1.2.2719 - Fix: Many neural heat gizmos shown if many psycasters are selected.
- 1.2.2719 - Fix: Pawns interrupting their throne meditation for other jobs.
- 1.2.2719 - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
- 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: Non-royal colonists will not wear royal apparel even if outfit requires it.
- 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]
- 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.
- 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]
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: 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: 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: 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]
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 "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
Adjustments[edit]
- Doctors can draw medicine from the same stack at the same time
- Insects will no longer attack the colony when harmed by raiders
- Hives will no longer spawn close to enemy bases
- Caravan members now slowly gain social recreation when the caravan is not moving
- Adjusted doctors and patients work priorities a bit so they do urgent work first
- Most crafting benches are now uninstallable and reinstallable
- Enemies no longer use single use rocket launchers during caravan ambushes
- Various floors now require research.
- 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.
Animal[edit]
- Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
- 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.