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* [[megascarab cocoon]] | * [[megascarab cocoon]] | ||
* [[spelopede cocoon]] | * [[spelopede cocoon]] | ||
+ | * [[chopped polux stump]] (only redirect to ''chopped stump'', add images and description there) | ||
+ | * [[smashed polux stump]] (only redirect to ''chopped stump'', add images and description there) | ||
* [[Mech Repair Speed]] | * [[Mech Repair Speed]] | ||
* [[Subcore Encoding Speed]] | * [[Subcore Encoding Speed]] | ||
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* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once. | * '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once. | ||
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC) | * ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC) | ||
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== Updates and maintenance needed on the Wiki == | == Updates and maintenance needed on the Wiki == | ||
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== Version/1.4.3641 == | == Version/1.4.3641 == | ||
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? --> | * [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? --> | ||
+ | * [[Version/1.4.3641|1.4.3641]] - Don't display owner types for cribs since cribs don't have their owner types changed as the room changes. | ||
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs. | * [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs. | ||
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first. | * [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first. | ||
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* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes. | * [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes. | ||
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree. | * [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree. | ||
+ | * [[Version/1.4.3557|1.4.3557]] - Fix typo: "yielding" -> "wielding". (this relates to the addition in 3552 of the "is happier when yielding an incendiary weapon" to the pyro trait desc - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])) | ||
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion. | * [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion. | ||
* [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions. | * [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions. | ||
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* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map. | * [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map. | ||
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen. | * [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen. | ||
− | + | * [[Version/1.4.3555|1.4.3555]] - Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. | |
+ | * [[Version/1.4.3555|1.4.3555]] - Fathers now get a negative thought if their child is stillborn. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought. | ||
* [[Version/1.4.3555|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. | * [[Version/1.4.3555|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. | ||
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.) | * [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.) | ||
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* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up. | * [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up. | ||
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors. | * [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors. | ||
+ | * [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep. | ||
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run. | * [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run. | ||
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony. | * [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony. | ||
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=== New stuff - base game === | === New stuff - base game === | ||
− | * [[Version/1.4.3523|1.4.3523]] - Painting and color customization | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Painting and color customization |
− | * | + | * Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop. |
− | * | + | * Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.” |
+ | * Choose from a large variety of colors to customize your colony! | ||
+ | * Added many new carpet colors. | ||
==== Turrets, gas, gear, and medicine ==== | ==== Turrets, gas, gear, and medicine ==== | ||
− | * [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Added new gas health conditions. |
+ | * Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease. | ||
+ | * Added recipe for bulk medicine creation. | ||
+ | * Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order. | ||
==== UI ==== | ==== UI ==== | ||
− | * [[Version/1.4.3523|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. | + | * [[Version/1.4.3523|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. |
− | * | + | * Completely reworked mods manager and mods mismatch UI. |
− | * | + | * Added tile inspector. View info about a specific tile by holding the “alt” key. |
− | * | + | * Added pawn icons to many menus. |
+ | * Created a square grid float menu for paint and carpets. | ||
+ | * Weapons are displayed below drafted colonist portraits. | ||
==== Miscellaneous ==== | ==== Miscellaneous ==== | ||
− | * [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings. |
− | * | + | * Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items. |
− | * | + | * Added a toggleable heat overlay that shows the air temperature indoors and outdoors. |
− | * | + | * Added a search bar to the quests list. |
− | * | + | * Added "bald" hair style. |
− | * | + | * Added an option to randomize the menu background every game launch. |
− | * | + | * Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces |
− | * | + | * Added prisoner recruitment last resistance reduction info in prisoner tab. |
− | * | + | * Added “research bench required” alert. |
+ | * Added build hopper command to nutrient paste dispenser. | ||
+ | * Drafted colonists can pick up downed people and carry them around. | ||
=== Improvements and adjustments - base game === | === Improvements and adjustments - base game === | ||
==== Performance ==== | ==== Performance ==== | ||
− | * [[Version/1.4.3523|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. | + | * [[Version/1.4.3523|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 ==== | ==== Pawns ==== | ||
− | * [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. |
− | * | + | * Colonists can be ordered to re-arm turrets while drafted. |
− | * | + | * Wild people no longer get mood debuffs for sleeping outside or on the ground. |
− | * | + | * Allow amputation on body parts with scars and other permanent injuries. |
+ | * Very hungry pawns now wake up if there is food available and they aren't very tired. | ||
+ | * 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. | ||
+ | * 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 ==== | ==== UI ==== | ||
− | * [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects. |
− | * | + | * Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button. |
− | * | + | * Improved pawn name rendering with "disable tiny fonts" active. |
− | * | + | * Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements. |
− | * | + | * Added small circular dots around the radius of a downed projectile interceptor. |
− | * | + | * Display recipe ingredients/products tooltip when hovering over recipe float menu options. |
+ | * When multiple identical messages are sent, the original message is highlighted instead of adding a new message. | ||
+ | * Letters are bundled together if they can’t all fit on the screen. | ||
==== Miscellaneous ==== | ==== Miscellaneous ==== | ||
− | * [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Carried things can now be added to caravans. |
− | * | + | * Trade menu always shows player currency, even when it is at 0. |
− | * | + | * Updated SFX for a number of designators in the architect menu. |
− | * | + | * Predators limit their hunting range to the same as their scavenging range. |
− | * | + | * Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout. |
− | * | + | * Reduced the rate of toxic buildup from game conditions by 20%. |
− | * | + | * Hide pawn headgear when in bed. |
− | * | + | * Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need) |
− | * | + | * Added stat entries to meals displaying ingredients and dietary type. |
− | * | + | * Combined hunger rate and food consumption stats. |
− | * | + | * Prevent trees marked for extraction to be cut for construction. |
− | * | + | * Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any. |
− | * | + | * Growing zones and stockpiles now have a description for how many cells are in the zone. |
− | * | + | * 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. |
− | * | + | * Add command to pawns and buildings for selecting their held things. |
− | * | + | * Locked many dev gizmos behind god mode toggle. |
− | * | + | * Backstory mod source is shown if it's not from an official expansion. |
− | * | + | * When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked). |
− | * | + | * 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. |
+ | * Keep selection on things which become despawned in some circumstances. | ||
+ | * Selection is preserved as a blueprint becomes a frame and finally a finished building. | ||
=== Improvements and adjustments - Royalty === | === Improvements and adjustments - Royalty === | ||
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=== Improvements and adjustments - Ideology === | === Improvements and adjustments - Ideology === | ||
− | * [[Version/1.4.3523|1.4.3523]] - | + | * [[Version/1.4.3523|1.4.3523]] - |
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+ | * “Ideology system inactive” games can set and use all styles of buildings, items and floors. | ||
+ | * Moved ideology buildings to new Ideology architect tab. | ||
+ | * Downed pawns can perform duties in a ritual if their ritual role allows them to be downed. | ||
+ | * Allow style selection in bill configuration dialog in classic mode. | ||
+ | * Added a gizmo to blueprints in classic ideology mode that allows changing the built style. | ||
+ | * Ensure ideoligions are recalculated after an archonexus win. | ||
+ | * Added complex furniture as a prerequisite for reliquary and styling station. | ||
+ | * Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower. | ||
+ | * "No slaves in colony" thought does not apply at "Very low" expectations or below. | ||
+ | * Rituals are called off if the target is reserved by another pawn during the ritual. | ||
+ | * Ritual opportunity letters are skipped for most rituals for the first 10 days of play. | ||
+ | * 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. | ||
+ | * Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window. | ||
+ | * Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts. | ||
+ | * | ||
=== Dev tools === | === Dev tools === | ||
− | * [[Version/1.4.3523|1.4.3523]] - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window. | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window. |
− | * | + | * Debug actions use a node tree for navigation. |
− | * | + | * Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once. |
− | * | + | * Implemented dev mode camera controls dialog with saveable presets. |
− | * | + | * Added a simple debug tool for framerate/ticks per second performance benchmarking. |
+ | * Added dev add/remove hediff buttons to a pawn’s health card. | ||
+ | * Added gear-related debug options to gear screen. | ||
=== Technical === | === Technical === | ||
− | * [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef | + | * [[Version/1.4.3523|1.4.3523]] - |
− | * | + | |
− | * | + | * Replaced CrownType with headTypeDef |
− | * | + | * Carpet defs are generated from blueprints, creating variants for each color. |
+ | * Pawns can now path to a destination if the destination is a Thing that's being held. | ||
+ | * Check if food need is null in MeditationUtility.CanMeditate. | ||
=== Bugfixes === | === Bugfixes === | ||
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* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. | * [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board. | * [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board. | ||
+ | * [[Version/1.4.3523|1.4.3523]] - Fix: SetBiotuned() method resets the biosculpter timer. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area. | * [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area. | ||
* [[Version/1.4.3523|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. | * [[Version/1.4.3523|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. | ||
+ | * [[Version/1.4.3523|1.4.3523]] - Fix: Sleeping pawns wearing burkas don’t have hair rendered, even though you can see their face/head. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss. | * [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls. | * [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls. | ||
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* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting. | * [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions. | * [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions. | ||
− | * [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors. | + | * [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn. |
− | * [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn. | ||
* [[Version/1.4.3523|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. | * [[Version/1.4.3523|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. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle. | * [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle. | ||
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* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food. | * [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting. | * [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting. | ||
− | * [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top | + | * [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top. |
+ | * [[Version/1.4.3523|1.4.3523]] - Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected. | ||
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction. | * [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction. | ||
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=== Food handling === | === Food handling === | ||
− | * [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients. | + | * [[Version/1.3.3200|1.3.3200]] - |
− | * | + | |
− | * | + | * We now vary meal textures depending on ingredients. |
− | * | + | * Food restrictions are automatically applied to pawns from ideoligions that require a specific food type. |
− | * | + | * Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands. |
− | * | + | * Meal inspect strings now display information regarding their ingredients and who would accept eating them. |
− | * | + | * With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only). |
− | * | + | * Meal-related thoughts now display which meal caused the thought. |
− | * | + | * Added food restrictions for meat or veg only meals. |
− | * | + | * Added special thing filters for meat and veg ingredient-filled meals. |
− | * | + | * Add insect meat food restriction and special things filter. |
+ | * Add cannibal food restriction and special thing filter. | ||
+ | * Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts. | ||
=== Misc improvements === | === Misc improvements === | ||
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=== Fixes === | === Fixes === | ||
− | * [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen. | + | * [[Version/1.3.3200|1.3.3200]] - |
− | * | + | |
− | * | + | * Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen. |
− | * | + | * Fix: Newborn animals from other factions don't leave with faction. |
− | * | + | * Fix: High life precept description doesn't properly display mood range. |
− | * | + | * Fix: Less-restrictive nudism precepts are inconsistent with allowed gear. |
− | * | + | * Fix: Special characters on named precepts can break UI. |
− | * | + | * Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters. |
− | * | + | * Fix: Work speed penalty reasons formatting issues. |
− | * | + | * Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role. |
− | * | + | * Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked. |
− | * | + | * Fix: Meals with no ingredients cause "ate non-meat" thought. |
− | * | + | * Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC) |
− | * | + | * Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave. |
− | * | + | * Fix: Bestowing ceremony target is undraftable even after ceremony ended. |
− | * | + | * Fix: Hackables can be instantly hacked. |
+ | * Fix: Raiders attacking non-aggressive roamers. | ||
+ | * Fix: Vegetarian pawns get mad eating vegetarian-made pemmican. | ||
==Version/1.3.3159== | ==Version/1.3.3159== | ||
=== Caravan improvements === | === Caravan improvements === | ||
− | * [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation. | + | * [[Version/1.3.3159|1.3.3159]] - |
− | * | + | * Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation. |
− | * | + | * Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft. |
− | * | + | * Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded. |
− | * | + | * Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep. |
− | * | + | * Joy decreases more slowly when a pawn is preparing a caravan. |
− | * | + | * Colonists will now look for food in pack animal inventory if no better food sources available. |
− | * | + | * Colonists will grab food from pack animal to feed patients if no other food available. |
− | * | + | * Colonists can grab medicine from pack animals. |
− | * | + | * Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available. |
+ | * Update pen needed alert to take into account hitching post and handling skill for roping removal. | ||
=== Archonexus improvements === | === Archonexus improvements === | ||
− | * [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog. | + | * [[Version/1.3.3159|1.3.3159]] - |
− | * | + | |
− | * | + | * Add animal pregnancy, gender, and bonded information to archonexus settlement dialog. |
− | * | + | * Sort items players take to new archonexus settlement more in line with usefulness. |
− | * | + | * Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected. |
− | * | + | * Tweak count of items players can bring to new archonexus settlement. |
− | * | + | * Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen. |
− | * | + | * Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement. |
+ | * Reset pawn food and rest levels when starting new archonexus colony. | ||
+ | * Add animation after selecting new archonexus settlement to make moment feel more significant. | ||
=== Misc improvements === | === Misc improvements === | ||
− | * [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps. | + | * [[Version/1.3.3159|1.3.3159]] - |
− | * | + | * Ideoligious buildings are no longer expected to be placed in non-home maps. |
− | * | + | * Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...) |
− | * | + | * Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)". |
− | * | + | * New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies. |
− | * | + | * Reduced the amount of ancient junk that spawns on newly-generated maps. |
− | * | + | * Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight. |
− | * | + | * Update predators hunting across fences tooltip to match current functionality. |
− | * | + | * Ensure the trigger conditions for scarification/blinding are clear to the player. |
− | * | + | * Right clicking on ancient junk with drafted pawn shows option to attack. |
− | * | + | * Unforbid items in pawn inventory if taken by caravan from temporary map. |
− | * | + | * Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well. |
− | * | + | * Added range values to darkness combat stats. |
− | * | + | * Added charity events for not helping pilgrims. |
+ | * Added hacking progress stat to hackable things. | ||
+ | * Clarify age reversal precept. | ||
=== Fixes === | === Fixes === | ||
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== Version/1.3.3117 == | == Version/1.3.3117 == | ||
=== Multi-ideo colony viability === | === Multi-ideo colony viability === | ||
+ | * [[Version/1.3.3117|1.3.3117]] - Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo. | ||
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable. | * [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable. | ||
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation. | * [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation. | ||
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=== New stuff === | === New stuff === | ||
+ | * [[Version/1.3.3117|1.3.3117]] - | ||
− | * | + | * Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly. |
− | * | + | * While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions. |
− | * | + | * You can now randomize fluid ideos before applying changes. |
+ | * You can now randomize normal memes during fluid ideo reforming. | ||
=== Improvements === | === Improvements === | ||
− | * [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness. | + | * [[Version/1.3.3117|1.3.3117]] - |
− | * | + | |
− | * | + | * Blind pawns' stats are now unaffected by light and darkness. |
− | * | + | * Adjust the role tooltip area on the pawn's social tab. |
− | * | + | * Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen. |
− | * | + | * Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled. |
− | * | + | * Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded. |
− | * | + | * Increased chance for ancient security crates to spawn in ancient complexes. |
− | * | + | * Removed min points limit on security crate spawning in ancient complexes. |
− | * | + | * We now warn player if important plants like anima trees are marked for cutting or in grow zone. |
− | * | + | * Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo. |
− | * | + | * Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out. |
+ | * We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions. | ||
+ | * Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog. | ||
+ | * Change to randomized memes for fluid ideo based on feedback. | ||
=== Fixes === | === Fixes === | ||
− | * [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep. | + | * [[Version/1.3.3117|1.3.3117]] - |
− | * | + | |
− | * | + | * Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep. |
− | * | + | * Fix: Gauranlen tree miscalculates dryad count on creating seed pod. |
− | * | + | * Fix: Text of funeral ritual states bonus awards are available after randomizing name. |
− | * | + | * Fix: Totemic sculpture is pixelated. |
− | * | + | * Fix: Research command ability icon is pixelated on non-uniform ui scales. |
− | * | + | * Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely. |
− | * | + | * Fix: Sunlamp does not trigger blinding light for Darkness pawns. |
− | * | + | * Fix: Wild people can be enslaved while arrested. |
− | * | + | * Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns. |
− | * | + | * Fix: Archonexus quest line cannot be continued if map part holder faction defeated. |
− | * | + | * Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly. |
− | * | + | * Fix: Regression * Colonists no longer automatically take yayo and a few other drugs. |
− | * | + | * Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner |
− | * | + | * Fix: You can assign a role changer of non-player ideo on the ritual config screen. |
− | * | + | * Fix: Bestower sometimes arrives malnourished. |
− | * | + | * Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors. |
− | * | + | * Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot. |
+ | * Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart. | ||
+ | * Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items | ||
+ | * Fix: Skip abilities don't update cover grid. | ||
==Version/1.3.3101== | ==Version/1.3.3101== | ||
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=== Improvements === | === Improvements === | ||
− | * [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement. | + | * [[Version/1.3.3101|1.3.3101]] - |
− | * | + | |
− | * | + | * Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement. |
− | * | + | * Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected. |
− | * | + | * We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this. |
− | * | + | * On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over. |
− | * | + | * Extractable trees are no longer auto-minifiable in caravan forming dialog. |
− | * | + | * We now hide quests that are ended by starting a new archonexus settlement |
− | * | + | * Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting. |
− | * | + | * Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded. |
− | * | + | * Tweaked the archonexus "choose items to take to new colony" dialog formatting. |
− | * | + | * The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts. |
− | * | + | * Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more. |
− | * | + | * Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved. |
− | * | + | * Change ritual quality check graphics to look less like togglable ones for better UI clarity. |
− | * | + | * Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly. |
− | * | + | * Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts. |
− | * | + | * Update descriptions of individualist and collectivist memes. |
− | * | + | * We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. |
− | * | + | * Add note about work to deconstruct to 'work to build' stat description. |
− | * | + | * Adjust some thought descriptions so that they still make sense for blind people. |
− | * | + | * Removed culture restrictions when choosing ideoligion |
+ | * Changed extract tree hotkey to be the same as uninstalling. | ||
+ | * Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages. | ||
===Tuning=== | ===Tuning=== | ||
− | * [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians. | + | * [[Version/1.3.3101|1.3.3101]] - |
− | * | + | |
+ | * Reduce intensity of 'ate meat' opinion maluses for vegetarians. | ||
+ | * Adjust mood impact of relic-in-ritual-room thought. | ||
===Technical=== | ===Technical=== |