Difference between revisions of "RimWorld Wiki:To-do"

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(→‎Biotech: Chopped and smashed polux stumps have been added to their respective pages.)
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If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])
 
If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])
  
==Outdated pages and pages that need updated/more images==
+
==Pages that need rewrites, creation, content, or updated/more images==
===Outdated===
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=== Pages to be rewritten ===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be rewritten]]''
 
 
{{#ask: [[Category:Pages to be rewritten]]
 
{{#ask: [[Category:Pages to be rewritten]]
|?Rewrite Reason
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be rewritten]] | format = count}}''' designated as in need of rewrites. For a complete, see [[:Category:Pages to be rewritten]].''
|columns=3
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| default = This category is currently empty. Good work!
|limit = 100
 
 
}}
 
}}
  
 
===Image(s) wanted===
 
===Image(s) wanted===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages that need images]]''
 
 
{{#ask: [[Category:Pages that need images]]
 
{{#ask: [[Category:Pages that need images]]
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need images]] | format = count}}''' designated as in need of images. For a complete, see [[:Category:Pages that need images]].''
|limit = 100
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| default = This category is currently empty. Good work!
 
}}
 
}}
  
===Pages wanted===
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=== Pages wanted ===
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please perfrom 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while.''
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''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please perform 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while.''
* [[Rest Fall Rate]] (Exists as redirect, but should be own page and/or integrated with Rest Fall Rate factor and )
 
 
* [[Granite]] (Exists as redirect, but should be own page)
 
* [[Granite]] (Exists as redirect, but should be own page)
* [[Limestone]]
+
* [[Limestone]] (Exists as redirect, but should be own page)
* [[Marble]]
+
* [[Marble]] (Exists as redirect, but should be own page)
* [[Sandstone]]
+
* [[Sandstone]] (Exists as redirect, but should be own page)
* [[Slate]]
+
* [[Slate]] (Exists as redirect, but should be own page)
* [[Smoothed granite]]
+
* [[Smoothed granite]] (Exists as redirect, but should be own page)
* [[Smoothed limestone]]
+
* [[Smoothed limestone]] (Exists as redirect, but should be own page)
* [[Smoothed marble]]
+
* [[Smoothed marble]] (Exists as redirect, but should be own page)
* [[Smoothed sandstone]]
+
* [[Smoothed sandstone]] (Exists as redirect, but should be own page)
* [[Smoothed slate]]
+
* [[Smoothed slate]] (Exists as redirect, but should be own page)
 
* [[Collapsed rocks]] (Exists but needs TLC and to match whatever format is chosen for the rest.)
 
* [[Collapsed rocks]] (Exists but needs TLC and to match whatever format is chosen for the rest.)
 
* [[Compacted steel]] (Exists as redirect, but should be own page)
 
* [[Compacted steel]] (Exists as redirect, but should be own page)
* [[Silver ore]] (Exists as redirect, but should be own page)
+
* [[Ore]] pages (Ore page may need to be expanded into super page)
* [[Gold ore]]
+
** [[Silver ore]] (Exists as redirect, but should be own page)
* [[Uranium ore]]
+
** [[Gold ore]] (Exists as redirect, but should be own page)
* [[Compacted plasteel]]
+
** [[Uranium ore]] (Exists as redirect, but should be own page)
* [[Jade]] (Ore is named the same as the page, needs suitable alternative name)
+
** [[Compacted plasteel]] (Exists as redirect, but should be own page)
* [[Compacted machinery]] (Exists as redirect, but should be own page)
+
** [[Jade]] (Ore is named the same as the page, needs suitable alternative name)
 +
** [[Compacted machinery]] (Exists as redirect, but should be own page)
 
* [[Raised rocks]]
 
* [[Raised rocks]]
 
* Ideology pawns page ala [[Mercenaries/Pawns]] et al.
 
* Ideology pawns page ala [[Mercenaries/Pawns]] et al.
 
+
* Biotech pawn pages/updates
 +
* [[Monument]] (Exists as redirect, but should be own page)
 +
* [[Monument marker]]
 +
* [[Work site]] (Section exists on [[Quests]], but should be own page)
 +
* [[Burning power cell]]
 +
* [[Burnout low-shield]] {{IdeologyIcon}}
 +
* All the [[terrain]]s
  
 
==== Biotech ====
 
==== Biotech ====
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* [[ancient toxifier generator]]
 
* [[ancient toxifier generator]]
 
* [[ancient band node]]
 
* [[ancient band node]]
* [[band node]]
 
* [[mechband antenna]]
 
* [[mechband dish]]
 
 
* [[crashed mechanitor ship]]
 
* [[crashed mechanitor ship]]
* [[blood torch]]
 
* [[ancient exostrider midsection]]
 
* [[ancient exostrider head]]
 
* [[ancient exostrider leg]]
 
* [[ancient exostrider cannon]]
 
* [[deathrest capacity serum]]
 
* [[tox shell]]
 
 
* [[megaspider cocoon]]
 
* [[megaspider cocoon]]
 
* [[megascarab cocoon]]
 
* [[megascarab cocoon]]
 
* [[spelopede cocoon]]
 
* [[spelopede cocoon]]
* [[mechanoid transponder]]
+
* [[Mech Repair Speed]]
* [[chopped polux stump]]
+
* [[Subcore Encoding Speed]]
* [[smashed polux stump]]
 
* [[mech gestation speed]]
 
* [[mech repair speed]]
 
* [[subcore encoding speed]]
 
* [[fertility]] (exists as redirect to [[Plants#Fertility]] but should be own page about human fertility)
 
* [[mechlink]]
 
* [[control sublink (standard)]]
 
* [[control sublink (high)]]
 
* [[remote repairer]]
 
* [[mech gestation processor]]
 
* [[remote shielder]]
 
* [[repair probe]]
 
  
 
===Stubs===
 
===Stubs===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Stubs]]''
 
 
{{#ask: [[Category:Stubs]]
 
{{#ask: [[Category:Stubs]]
|format=category
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
|columns=3
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Stubs]] | format = count}}''' designated as in need of additional content. For a complete, see [[:Category:Stubs]].''
|limit = 100
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| default = This category is currently empty. Good work!
 
}}
 
}}
  
 
=== Pages that need fact checking or details ===
 
=== Pages that need fact checking or details ===
''This automated list is not always up to date and is limited to 20 entries. For a more accurate and complete list, see [[:Category:Pages that need fact checking]]''
 
 
{{#ask: [[Category:Pages that need fact checking]]
 
{{#ask: [[Category:Pages that need fact checking]]
|format = category
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional details. For a complete, see [[:Category:Pages that need fact checking]].''
|limit = 20
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| default = This category is currently empty. Good work!
|default = This category is currently empty. Good work!
 
 
}}
 
}}
  
 
===Pages to be Moved===
 
===Pages to be Moved===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be moved]]''
 
 
{{#ask: [[Category:Pages to be moved]]
 
{{#ask: [[Category:Pages to be moved]]
|format=category
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be moved]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be moved]].''
|limit = 100
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| default = This category is currently empty. Good work!
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}}
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 +
===Pages to be Merged===
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{{#ask: [[Category:Pages to be merged]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be merged]] | format = count}}''' designated as in need of merging with other pages. For a complete, see [[:Category:Pages to be merged]].''
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| default = This category is currently empty. Good work!
 
}}
 
}}
  
 
===Pages to be Recoded===
 
===Pages to be Recoded===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be recoded]]''
 
 
 
{{#ask: [[Category:Pages to be recoded]]
 
{{#ask: [[Category:Pages to be recoded]]
|format=category
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be recoded]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages to be recoded]].''
|limit = 100
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| default = This category is currently empty. Good work!
 
}}
 
}}
  
 
===Pages using duplicate arguments in template calls===
 
===Pages using duplicate arguments in template calls===
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages using duplicate arguments in template calls]]''
 
 
 
{{#ask: [[Category:Pages using duplicate arguments in template calls]]
 
{{#ask: [[Category:Pages using duplicate arguments in template calls]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''
|limit = 100
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| default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work!
|default = This category is currently empty. Good work!
 
 
}}
 
}}
  
===Market Value Calculated, not set ===
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=== Pages with wrong property definitions ===
{{#ask:[[Calculated Market Value ::>]]
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{{#ask: [[Has improper value for::+]]
  | limit = 10
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  | limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''
 +
| default = This category is currently empty. Good work! {{Check}}
 
}}
 
}}
  
 
=== Unverified articles ===
 
=== Unverified articles ===
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified articles]]''
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{{#ask: [[Category:Unverified_articles]]
{{#ask: [[Category:Unverified_articles]]         |format=ul | limit = 10}}
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| limit = 10 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#10''' pages out of '''#{{#ask: [[Category:Unverified_articles]] | format = count}}''' that have not been [[Template:Verified|verified]]. For a complete, see [[:Category:Unverified_articles]].''
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| default = This category is currently empty. Good work!
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}}
 +
 
 +
=== Category checks ===
 +
==== Page category check ====
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{{Main|Template:Page category check}}
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The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:
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{{#ask: [[:+]] [[Modification date::>11 August 2022 11:23:08]]
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| limit = 500 | format = template | template = Page category check | link = none
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| named args = yes
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| ? = page
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| ?Category = Category
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| ?Modification date = Date
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| sort = Modification date
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| offset = 0
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}}
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 +
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
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 +
==== File category check ====
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{{Main|Template:File category check}}
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The following files (ordered by ''Modification date'') don't have a file category set:
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{{#ask: [[File:+]] [[Modification date::>10 December 2022 01:53:28]]
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| limit = 500 | format = template | template = File category check | link = none
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| named args = yes
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| ? = file
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| ?Category = Category
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| ?Modification date = Date
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| sort = Modification date
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| offset = 0
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}}
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 +
The last checked file has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
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 +
=== Copyright checks ===
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==== No license ====
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{{Main|Template:Copyright check}}
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The following files (ordered by ''Modification date'') don't have a license template:
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{{#ask: [[File:+]] [[Modification date::>10 December 2022 01:53:28]]
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| limit = 500 | format = template | template = Copyright check | link = none
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| named args = yes
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| ? = file
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| ?License = License
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| ?Modification date = Date
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| sort = Modification date
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}}
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 +
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
 +
 
 +
==== Incomplete license ====
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{{Main|Property:License incomplete}}
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The following query returns up to '''#10''' out of '''#{{#ask: [[File:+]] [[License incomplete::true]] | format = count}}''' random files that have a license template but with incomplete information:
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{{#ask: [[File:+]] [[License incomplete::true]]
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  | limit = 10 | order = random
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| default = There are currently no files with incomplete license information. Good work!
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}}
  
 
==General To-do List==
 
==General To-do List==
 
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)
 
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)
 
+
* Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)
+
* Combat Power on mechanoid pages. automate column on mechanoid hive
*''Market values'': [[Mindscrew]], [[Flatscreen television]] & [[Ground-penetrating scanner]] have market values at odds with their calculated market value. They could be manually set or there could be a bug in the market value calculation (like there is for prestige armor) or the articles could be wrong. They need to be checked in game. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 08:10, 29 April 2021 (UTC)  
+
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)  
 
<!-- Can always just consider these ideas for now, which can be thrown out -->
 
<!-- Can always just consider these ideas for now, which can be thrown out -->
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obviousm, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)
+
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)
* ''Bed super page'':  We need a super page for beds to talk about generic mechanics and have tables for comparison. Atm its mostly on the [[bed]] page, with the rest spread out elsewhere. Obviously it can't be called [[Bed]] because thats taken/would be confusing. Potentially we can put it on as a subsection on [[Rest]] and have a "This page is for the furniture item, for beds generally see <nowiki>[[Rest#Beds|Beds]]</nowiki>" on the Bed page, and links to it on each bed page like "The royal bed is a <nowiki>[[Rest#Beds|Sleeping furniture]]</nowiki>" or  something. Sleeping furniture is a terrible name and should be replaced in practice but you get the point. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:04, 14 March 2022 (UTC)
 
 
* ''Chair super page'': As above but for "sitting furniture". - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:05, 14 March 2022 (UTC)
 
* ''Chair super page'': As above but for "sitting furniture". - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:05, 14 March 2022 (UTC)
 
* '''Animal Combat Power''': Major only because of the scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:52, 15 June 2022 (UTC)
 
* '''Animal Combat Power''': Major only because of the scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:52, 15 June 2022 (UTC)
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand youreslef. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)
+
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)
* '''Add cleaning time factor:''' to [[Template: infobox main]] & Update it on the individual floor pages (information is there but once infobox template is updated, it should be added), [[Template: Floor Table Row]] via property set in infobox. Discussion of the mechanic and its effects should also be on the [[Floor]] page and [[Filth]] page.
+
* ''Insectoid pollution stimulus:'' effects need to be added to the relevant insectoid pages, and possible [[ailments]].  - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:24, 12 November 2022 (UTC)
 +
* '''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)
 +
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.
  
 
== Updates and maintenance needed on the Wiki ==
 
== Updates and maintenance needed on the Wiki ==
Line 158: Line 200:
 
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite
 
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite
 
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page
 
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page
* An RSS feed for [[news]] would be nice, but looks like we'd need this [https://www.mediawiki.org/wiki/Extension:RSS extension] for it. Could perhaps put it on the frontpage then. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 13:21, 1 August 2019 (UTC)
 
 
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)
 
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)
 
* Finish the page [[Help:Templates#Creating_a_template]].
 
* Finish the page [[Help:Templates#Creating_a_template]].
Line 181: Line 222:
 
|-  
 
|-  
 
| Plants ||  
 
| Plants ||  
 +
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc.
 +
This also involes ensuring every page has a variant gallery and has all the stats in the infobox
 +
Some suggestions (more needed):
 
* For plantables: Growing section using [[Template: Grow Table]]  
 
* For plantables: Growing section using [[Template: Grow Table]]  
 
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
 
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
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| <!-- Place name here with a "~~~", without quotes -->
 
| <!-- Place name here with a "~~~", without quotes -->
 
|-  
 
|-  
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. Additionally, a way to display quality information for different materials is also needed. Talk to [[User: Harakoni]] for this last bit - ideas are in teh workds for updating [[Template: Weapon Quality Table]] but work is needed.
+
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates.  
 
|-
 
|-
 
|Production facilities || Workbenches like the smithy, tailoring becnh etc.
 
|Production facilities || Workbenches like the smithy, tailoring becnh etc.
 
* Acquisition - self evident
 
* Acquisition - self evident
* Summary - general information about it use, with the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there)
+
* Summary - general information about it use, with both the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.
 
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.  
 
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.  
* [[Template:Building_Material_Table]]
+
* [[Template:Building Stats Table]]
 
| <!-- Place name here with a "~~~", without quotes -->
 
| <!-- Place name here with a "~~~", without quotes -->
 
|-
 
|-
Line 251: Line 295:
 
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.
 
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.
 
| <!-- Place name here with a "~~~", without quotes -->
 
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| Ruins || Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear.
 +
 +
Notable things format has to account for:
 +
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed.
 +
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.
 +
* Some are copies/variants of existing things e.g. [[ancient nav beacons]] and [[Ship landing beacon]]
 +
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]
 +
||
 +
|}
 +
 +
== Butchery project ==
 +
There are a factors to butchering that need to be verified '''by actual in-game testing''' (not just assumptions, word of mouth, or trusting current page information and/or version histories) '''in the current version''', have their specific mechanics determined,  and then disseminated to the various relevant points including:
 +
* [[Butcher spot]]
 +
* [[Butcher table]]
 +
* [[Animals#Slaughtering]]
 +
* [[Corpse]]
 +
* [[Meat Amount]]
 +
* [[Leather Amount]]
 +
* [[Malnutrition]] (Maybe, see below)
 +
* [[Butchery Efficiency]] (Only if the factors affect the pawn stat)
 +
 +
The following are the things to be checked - don't delete wrong issues, mark them with a {{Cross}}. Feel free to add issues you think need to be checked.
 +
{| class="wikitable"
 +
|-
 +
! Issue !! Issue Confirmed !! Mechanics !! Mechanics Confirmed
 +
|-
 +
| Difficulty affect butchery yield || {{Check}} || By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% || {{Check}}
 +
|-
 +
| The 66% multiplier for damaged corpses applies to both meat and leather || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| "euthanize by cut" [[operation]] doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a [[psychic shock lance]] that does not cause a brain burn) || {{Check}} || ''As stated in issue'' but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? || ?
 +
|-
 +
| The Animal Sacrifice ritual {{IdeologyIcon}} doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| Malnutrition causes lower meat returns || ? || Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% || ?
 +
|-
 +
| If above is correct, does Malnutrition also affect leather yield || ? || ''As stated in issue'' || ?
 +
|-
 +
| Lost body parts reduce meat yield || {{Check}} || What are the mechanics of this? Is it body part coverage based? || ? 
 
|}
 
|}
 +
 +
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.
  
 
== Pawn stats ==
 
== Pawn stats ==
Line 259: Line 347:
 
! Updated || Stat || Source
 
! Updated || Stat || Source
  
|-
+
 
| [[File:check.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml
|-
+
 
| [[File:check.png|24px]] || [[Toxic Resistance]] || Stats_Pawns_General.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml
 
|-
 
|-
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml
+
| [[File:ex.png|24px]] || [[Hunger Rate Factor]] || Stats_Pawns_General.xml
|-
 
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml
 
|-
 
| [[File:check.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml
 
|-
 
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml
 
|-
 
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml
|-
 
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml
Line 291: Line 367:
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml
 
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml
|-
 
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml
 
|-
 
  
|-
 
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml
 
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml
|-
 
| [[File:check.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml
 
|-
 
  
 
|-
 
|-
Line 327: Line 381:
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml
 
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml
|-
 
| [[File:check.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml
 
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml
Line 335: Line 387:
 
|-
 
|-
  
|-
 
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml
 
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml
|-
 
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml
 
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml
 
|-
 
|-
  
|-
+
 
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml
 
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml
|-
 
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml
 
|-
 
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml
 
|-
 
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml
 
|-
 
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml
 
|-
 
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml
 
|-
 
  
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml
 
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml
|-
+
 
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml
 
 
|-
 
|-
 
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml
 
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml
|-
 
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml
 
|-
 
| [[File:check.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml
 
 
|-  
 
|-  
  
Line 400: Line 413:
 
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 
|}
 
|}
 +
 +
== Version/1.4.3704 ==
 +
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 +
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 +
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''"Does this relate to beds and caskets and such?" - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
 +
 +
== Version/1.4.3682 ==
 +
* [[Version/1.4.3682|1.4.3682]] - The bestowing ceremony lord will now be removed once the last pawn has left the map.
 +
* [[Version/1.4.3682|1.4.3682]] - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
 +
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
 +
 +
== 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]] - 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]] - Ageless gene stops aging progress at 18.5 instead of 18.
 +
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720) 
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo "crytosleep".
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo: "means that so"
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo "forth body ring".
 +
 +
== Version/1.4.3613 ==
 +
* [[Version/1.4.3613|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.
 +
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.
 +
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
 +
* [[Version/1.4.3613|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.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
 +
* [[Version/1.4.3613|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 ==
 +
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.
 +
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.
 +
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Tattoos render below heavy brow.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo "worshiped".
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Exception trying to visit sick pawn with neversleep gene.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
 +
 +
== Version/1.4.3563 ==
 +
* [[Version/1.4.3563|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/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Hemogen wasted when refueling deathrest buildings.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
 +
 +
== Version/1.4.3558 ==
 +
* Reworked how many beggars show up depending on colony population.
 +
* Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.
 +
 +
== Version/1.4.3557 ==
 +
* [[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: 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: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
 +
* [[Version/1.4.3557|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 ==
 +
=== Changes since unstable ===
 +
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.
 +
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
 +
* [[Version/1.4.3555|1.4.3555]] - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
 +
* [[Version/1.4.3555|1.4.3555]] - Slightly reduce the impact that player mechanoids have on raid points.
 +
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.
 +
 +
=== Big new stuff ===
 +
* [[Version/1.4.3555|1.4.3555]] - Added a new category of precept: Preferred xenotypes.
 +
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.
 +
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
 +
 +
=== Smaller new stuff ===
 +
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
 +
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
 +
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
 +
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
 +
* [[Version/1.4.3555|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.
 +
* [[Version/1.4.3555|1.4.3555]] - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
 +
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.
 +
 +
=== Miscellaneous ===
 +
* [[Version/1.4.3555|1.4.3555]] - Increased the availability of gene packs from various traders.
 +
* [[Version/1.4.3555|1.4.3555]] - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
 +
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.
 +
* [[Version/1.4.3555|1.4.3555]] - We now display market value on colony mechs’ inspect pane.
 +
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
 +
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
 +
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
 +
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
 +
* Display recipe ingredient counts on recipe float menu option tooltip.
 +
* [[Version/1.4.3555|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.
 +
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
 +
* [[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]] - 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 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.
 +
* [[Version/1.4.3555|1.4.3555]] - Show birth letter for babies born from lent colonists in a PawnLend quest.
 +
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
 +
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.
 +
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.
 +
* [[Version/1.4.3555|1.4.3555]] - Added description to "force xenogerm implantation" command.
 +
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
 +
* [[Version/1.4.3555|1.4.3555]] - Bringing babies to a safe temperature jobs can now be interrupted.
 +
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.
 +
 +
=== Fixes ===
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
  
 
== Version/1.4.3542 ==
 
== Version/1.4.3542 ==
* Fix: Quest lodgers can do the "give up and exit" mental break.
+
* [[Version/1.4.3542|1.4.3542]] - Fix: Missing ideology check when drawing dietary type stat.
* Fix: Missing ideology check when drawing dietary type stat.
 
* Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
 
* Fix: Coagulate can still be queued if hemogen is below casting cost.
 
* Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
 
* Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
 
* Fix: Mechs summoned from mech drop beacons don't spawn in mech pods
 
  
 
== Version/1.4.3541 ==
 
== Version/1.4.3541 ==
Version 1.4.3541 is up now on the unstable (and now stable) branch!
+
* [[Version/1.4.3541|1.4.3541]] - Disallow baby food and hemogen packs for chemfuel creation recipes. (Check if this means outright prevents their use or just that they're disabled by default before adding - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))
* Don't allow pawns in the gene extractor if they only have a melanin gene.
+
* [[Version/1.4.3541|1.4.3541]] - Adjusted power info text for deathrest buildings.
* Don't add genepacks to gene assembler dialog that are empty.
+
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
* Disallow baby food and hemogen packs for chemfuel creation recipes.
+
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.
* Adjusted power info text for deathrest buildings.
+
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.
* Fix: Softcore scanner tooltip formating.
+
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
* Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
 
* Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
 
* Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
 
* Fix: Mech debris can spawn on the anima tree.
 
* Fix: Emancipated slaves that are drafted stay drafted.
 
* Fix: Empty genepacks can be extracted.
 
* Fix: Fertilize command label is broken.
 
* Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
 
* Fix: Overactive temperature warning for baby moving.
 
* Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
 
  
 
== Version/1.4.3534 ==
 
== Version/1.4.3534 ==
Version 1.4.3534 is up now on the unstable (and now stable) branch!
+
* [[Version/1.4.3534|1.4.3534]] - Reduced volume and frequency of yttakin sounds.
* Mechlord armor satisfies royal title requirements.
+
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.
* Reduced volume and frequency of yttakin sounds.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.
* Added more feedback to subcore scanners.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
* Added more allowed work types to lifter and fabricor mechs.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
* Added 'humans only' option for bills.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.
* Cleansweepers are now 'basic' mechs.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.
* Fix: Abandoning home doesn't unlink deathrest buildings.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
* Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Ranged enemies come into melee range consistently when shooting positions are available.
* Fix: Melanin genes can be extracted by gene extractor.
+
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
* Fix: Diabolus' fire burst shoots fuel through the walls.
 
* Fix: Deathrest bonuses are not removed if deathrest gene is removed.
 
* Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
 
* Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
 
* Fix: Pawns will continue to create a xenogerm until they pass out.
 
* Fix: Yttakin settlements can have mortars manned by animals.
 
* Fix: Thrall reinforcements can be passive in certain circumstances.
 
* Fix: Genes can be given to children who do not have prerequisite gene.
 
* Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
 
* Fix: Ranged enemies come into melee range consistently when shooting positions are available.
 
* Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
 
  
 
== Version/1.4.3531 ==
 
== Version/1.4.3531 ==
* Allow children to wear shieldbelts.
+
* [[Version/1.4.3531|1.4.3531]] - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.
* Increase the radius of the pollution pump by 1 so it can reach the edge of the map.
 
* Increase the effect of the temperature genes.
 
* Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.
 
* Update the comms console spawned message to give more info on mech bosses.
 
* Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.
 
* Signal chips reduced to 0 flammability given how much fire the diabolus makes.
 
* Increased EMP restistance for mech bosses.
 
* Children can now do basic work at age 3.
 
* Added alert for incoming bossgroup.
 
* Adjust prevalence of nicknames among pigskins.
 
* Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* Fix: AI sanguophages can use longjump without any remaining hemogen.
 
* Fix: Atomizer is backwards by default.
 
* Fix: War urchins are not newborn when created by a war queen.
 
* Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
 
  
 
== Version/1.4.3530 ==
 
== Version/1.4.3530 ==
 
+
* [[Version/1.4.3530|1.4.3530]] - Reduce growth points of generated children by ~25%.
* Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
+
* [[Version/1.4.3530|1.4.3530]] - Fertility stat is no longer capped at 100%.
* Reduce growth points of generated children by ~25%.
+
* [[Version/1.4.3530|1.4.3530]] - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
* Fertility stat is no longer capped at 100%.
+
* [[Version/1.4.3530|1.4.3530]] - "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
* Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
+
* [[Version/1.4.3530|1.4.3530]] - Don't display pick up options for drugs that the pawn will drop immediately anyways.
* "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
+
* [[Version/1.4.3530|1.4.3530]] - Remove addictions when adding chemical dependency genes.
* Don't display pick up options for drugs that the pawn will drop immediately anyways.
+
* [[Version/1.4.3530|1.4.3530]] - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
* Remove addictions when adding chemical dependency genes.
+
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.
* Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
+
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
* Babies that have fallen asleep in someone's arms no longer immediately wake up.
+
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.
* Fix: With toxic fallout active, inspecting items from trade ships causes errors.
+
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
* Fix: Children gain growth points in cryptosleep.
+
* [[Version/1.4.3530|1.4.3530]] - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
* Fix: Comms console diabolus threat cannot  be called by mechanitors if mech faction is disabled.
+
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
* Fix: Paramedic not counted as doctor in solo mechanitor run.
 
* Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 
* Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
 
* Fix: Removing passion-adding genes doesn't revert effect.
 
  
 
== Version/1.4.3529 ==
 
== Version/1.4.3529 ==
* Added missing fill percent for gene and mech buildings.
+
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.
* Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
+
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
* Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.
* Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.
* Fix: Some Biotech buildings can have un-reachable fires in the center cell.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get "stuck" on.
* Fix: Clicking drums without royalty installed produces a missing royalty message.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: Deathrest buildings use hemogen when not in use.
* Fix: Some mechs cannot load into a shuttle.
+
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.
* Fix: Highmates can create bonds with quest visitors and vice versa.
 
* Fix: Hemogen extraction can get "stuck" on.
 
* Fix: Babies can carry items in caravans.
 
* Fix: Deathrest buildings use hemogen when not in use.
 
* Fix: Some randomly chosen genes not overridden properly.
 
* Fix: Growth tier gizmo displays incorrect percent value on bar.
 
* Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.
 
  
 
== Version/1.4.3528 ==
 
== Version/1.4.3528 ==
* "My child is happy" and related thoughts now can trigger if a pawn is being carried.
+
* [[Version/1.4.3528|1.4.3528]] - "My child is happy" and related thoughts now can trigger if a pawn is being carried.
* Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
* Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
* Fix: Eye cut out graphics are misaligned.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.
* Fix: Ancient exostrider remains are failing to generate in swamp maps.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.
* Fix: Diabolus has two 'first' body rings.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
* Fix: Mechs not entering transport pods.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.
* Fix: Lifters can try to haul themselves to a transport pod.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Held babies/children will now have thoughts about how their parents are happy.  
* Fix: Bossgroup drop pods don't use mechanoid drop pods.
+
* [[Version/1.4.3528|1.4.3528]] - Fix: Save modlist saving the filtered mod list.
* Fix: Mech gestator draw size.
 
* Fix: Mech charger exceeding 100% full of waste if partially emptied.
 
* Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
 
* Fix: Psychic drone now properly triggers for colonists being carried.
 
* Fix: Held babies/children will now have thoughts about how their parents are happy.  
 
* Fix: Save modlist saving the filtered mod list.
 
  
 
== Version/1.4.3527 ==
 
== Version/1.4.3527 ==
* Update tutorial end message to point players to the correct place for changing storyteller settings.
+
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.
* Growth moment flavor text doesn't appear when a pawn becomes a child.
+
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.
* Tox gas research requires machining instead of electricity.
+
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
* Reduced mechanitor ship combat points by half.
+
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
* Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
+
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
* Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
+
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.  
* Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
+
* [[Version/1.4.3527|1.4.3527]] - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
* Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.  
+
* [[Version/1.4.3527|1.4.3527]] - Fix: Scenario text cut off if tiny text is disabled.
* Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
+
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs.
* Fix: Never sleep xenohumans still rest when caravanning alone.
+
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.
* Fix: Scenario text cut off if tiny text is disabled.
+
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.
* Fix: Genetic metabolism doesn't actually effect hunger rate.
 
* Fix: Double slab bed is not next to single slab bed in the architect menu.
 
* Fix: Abandoning colony pawns text doesn't mention mechs.
 
* Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
 
* Fix: Can train shooting and melee on colony mechanoids.
 
* Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
 
* Fix: Hostile pawns try to path to destroyed structures.
 
* Fix: match diabolus fire burst range to its range overlay.
 
* Fix regression: Food consumption absurd during lactation.
 
  
 
== Version/1.4.3525 ==  
 
== Version/1.4.3525 ==  
* Disable growth moment letter for quest lodgers.
+
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.
* Fix: Temporary work restrictions affect growth moment passion choices.
+
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
* Fix: Errors preventing mechs from acting in very niche circumstances.
+
* [[Version/1.4.3525|1.4.3525]] - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.  
* Fix: Gene assembler artwork has incorrect import settings.  
+
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions.  
* Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
+
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
* Fix: Bandolier and sash have incorrect unfinished thing.
+
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.
* Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
 
* Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.  
 
* Adjust some quest text to be a bit less dark.  
 
* Fix: Babies causing bad thoughts for bigotry ideoligions.  
 
* Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
 
* Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.
 
* Fix: Suppressed genes contributing to romance chance still apply.
 
* Fix: Baby decoration and toy box can be rotated.
 
* Fix: Veil has no toxic environment resistance despite description.
 
  
== Version/1.4.3524 ==  
+
== Version/1.4.3523 ==
* Fix: Breach raids not spawning.
 
* Fix: Children getting adult body types from genes.
 
* Fix: Kid Romper has no alpha channel resulting in pink squares.
 
  
== Version/1.4.3523 ==
 
 
=== New stuff - base game ===
 
=== New stuff - base game ===
* Painting and color customization
+
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization  
* Added custom color lights. Players can change their lamp colors to any color after completing “colored lights” research.
+
* [[Version/1.4.3523|1.4.3523]] - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
* Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
+
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
* Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
+
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!
* Choose from a large variety of colors to customize your colony!
+
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.
* Added many new carpet colors.
 
  
 
==== Turrets, gas, gear, and medicine ====
 
==== Turrets, gas, gear, and medicine ====
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
* Added recipe for bulk medicine creation.
+
* [[Version/1.4.3523|1.4.3523]] - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
* Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
 
 
 
==== Shelves ====
 
* Shelves hold up to 3 stacks of most items. Exceptions include large corpses, chunks, and minified things.
 
* Added a single-tile small shelf.
 
* Shelves can be linked into groups for easier management.
 
  
 
==== UI ====
 
==== UI ====
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.
* Added tile inspector. View info about a specific tile by holding the “alt” key.
+
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.
* Added pawn icons to many menus.
+
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.
* Created a square grid float menu for paint and carpets.
+
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.
* Weapons are displayed below drafted colonist portraits.
+
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
* Added a search bar to the quests list.
+
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list.
* Added "bald" hair style.
+
* [[Version/1.4.3523|1.4.3523]] - Added "bald" hair style.
* Added chopped and smashed stump types for trees.
+
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.
* Added an option to randomize the menu background every game launch.
+
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
* Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
+
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.
* Added a "cut all blight" command to blighted plants.
+
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.
* Added prisoner recruitment last resistance reduction info in prisoner tab.
+
* [[Version/1.4.3523|1.4.3523]] - Added build hopper command to nutrient paste dispenser.
* Added “research bench required” alert.
+
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.
* 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 ====
* 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 ====
* Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires.
+
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.
* Colonists can be ordered to re-arm turrets while drafted.
+
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.
* Pawns no longer hunt animals outside their allowed area.
+
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.
* Wild people no longer get mood debuffs for sleeping outside or on the ground.
+
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.
* Allow amputation on body parts with scars and other permanent injuries.
+
* [[Version/1.4.3523|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.
* “Wimp” trait’s pain shock threshold has been increased from 50% to 60%.
+
* [[Version/1.4.3523|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).
* 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 ====
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.
* Display recipe ingredients/products tooltip when hovering over recipe float menu options.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Trade menu always shows player currency, even when it is at 0.
* Updated SFX for a number of designators in the architect menu.
+
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.
* Predators limit their hunting range to the same as their scavenging range.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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%.
+
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.
* Beggar quest asks for max 700 market value items.
+
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.
* Hide pawn headgear when in bed.
+
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
* Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
+
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.
* Added stat entries to meals displaying ingredients and dietary type.
+
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.
* Combined hunger rate and food consumption stats.
+
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.
* Prevent trees marked for extraction to be cut for construction.
+
* [[Version/1.4.3523|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.
* Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
+
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.
* Growing zones and stockpiles now have a description for how many cells are in the zone.
+
* [[Version/1.4.3523|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.
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.
* Add command to pawns and buildings for selecting their held things.
+
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.
* Locked many dev gizmos behind god mode toggle.
+
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.
* Backstory mod source is shown if it's not from an official expansion.
+
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
* Colored lights research changed to Advanced Lighting <!--Not in the offical change log but its part of the merging of the diferent lamps and I;m not in a position to check the research def to change it rn - Harakoni -->
+
* [[Version/1.4.3523|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.
* When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
+
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.
* 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 ===  
* Skip and chaos skip have a max body size set.
+
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor.
* Limit noble wimp to knight or praetor.
+
* [[Version/1.4.3523|1.4.3523]] - Ensure persona weapons are unbound if you leave them on a temporary map.
* Ensure persona weapons are unbound if you leave them on a temporary map.
 
  
 
=== Improvements and adjustments - Ideology ===
 
=== Improvements and adjustments - Ideology ===
* “Ideology system inactive” games can set and use all styles of buildings, items and floors.
+
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
* Moved ideology buildings to new Ideology architect tab.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
* Ensure ideoligions are recalculated after an archonexus win.
+
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win.
* Added complex furniture as a prerequisite for reliquary and styling station.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - "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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|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.
* Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
*
+
 
 
=== Dev tools ===
 
=== Dev tools ===
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.
* Added a simple debug tool for framerate/ticks per second performance benchmarking.
+
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.
* Added dev add/remove hediff buttons to a pawn’s health card.
+
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.
* Added gear-related debug options to gear screen.
+
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.
  
 
=== Technical ===
 
=== Technical ===
* Converted backstories to use the def system for better moddability and expandability.
+
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef
* Replaced CrownType with headTypeDef
+
* [[Version/1.4.3523|1.4.3523]] - Carpet defs are generated from blueprints, creating variants for each color.
* Carpet defs are generated from blueprints, creating variants for each color.
+
* [[Version/1.4.3523|1.4.3523]] - Pawns can now path to a destination if the destination is a Thing that's being held.
* Pawns can now path to a destination if the destination is a Thing that's being held.
+
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.
* Check if food need is null in MeditationUtility.CanMeditate.
 
  
 
=== Bugfixes ===
 
=== Bugfixes ===
* Fix: Meals with meat shown as "acceptable for everyone".
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as "acceptable for everyone".
* 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.
+
* [[Version/1.4.3523|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.
* Fix: Stranger in black can have 0 shooting skill.
+
* [[Version/1.4.3523|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.
* 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.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Some apparel is smeltable when it would not give anything for smelting.
* Fix: Ritual spectators will stand on beds or in doorways.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.  
* Fix: Some apparel is smeltable when it would not give anything for smelting.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.
* Fix: Smelted armor returns chemfuel.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Hidden and temporary factions can own work sites.
* Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
* Fix: Proximity activator is not triggered by skip psycasts happening in its range.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
* Fix exploit: Growing multiple plants in single spot in hydroponics basin.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.
* Fix: Wild people can steal ingredients while they are being cooked.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
* Fix: Drug take to inventory in policy can exceed def-defined limit.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
* Fix: Hidden and temporary factions can own work sites.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.
* Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
+
* [[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.
* Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
+
* [[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.
* Fix: You can shoot through some ancient buildings, but can't pass through them.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
* Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.
* 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 crash quest fails if you have VIP boarded.
* Fix: Shuttle stays forever if all passengers cannot get on board.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
* Fix: SetBiotuned() method resets the biosculpter timer.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
* 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: Nullified thoughts being counted against food optimality.
* 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: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
* 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: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
* Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
+
* [[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.
* Fix: Classic ideoligion pawns cannot extract skulls.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.
* Fix: Shuttle crash quest fails if you have VIP boarded.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
* Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
+
* [[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.
* Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle.
* Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.
+
* [[Version/1.4.3523|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.
* Fix: Nullified thoughts being counted against food optimality.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.  
* Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.
* Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
* Fix: Deep drilling job not canceling when forbidden or exhausted the resource.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top
* 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: Colonists deconstructing walls even though they are not assigned to construction.
* Fix: Rebelling slaves could be sold to tribute collectors.
 
* Fix: Berserker trance makes pawn guilty even though they cannot attack allies.
 
* Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
 
* 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.
 
* Fix: Jumping resets "Fire at will" toggle.
 
* 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.
 
* Fix: Hay is listed as possible nutrition in biosculpter pods.
 
* Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge.
 
* Fix: Permit shuttle fails when sent to a worksite.
 
* Fix: Bonsai tree reminds of unharvested resources even though it's a decorative plant.
 
* Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
 
* Fix: Firefoam popper apparel items can pop during surgery.
 
* Fix: Relics can stack with other items of the same type.
 
* Fix: Plasma swords don't provide pyromaniacs a mood buff.
 
* Fix: Missing feedback when trying to tame an animal with no acceptable food.
 
* Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
 
* Fix: When searching in an information panel, clicking any stat will scroll to the top.
 
* Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.
 
* Fix: Global work speed not applying to pruning speed, hacking speed, medical tend speed and medical operation speed.
 
* Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 
* Fix: Colonists deconstructing walls even though they are not assigned to construction.
 
  
 
== Version/1.3.3387 ==
 
== Version/1.3.3387 ==
 
=== Steam Deck Improvements ===
 
=== Steam Deck Improvements ===
 +
* [[Version/1.3.3387|1.3.3387]] -
 +
 
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
 
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
 
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
 
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
Line 759: Line 805:
  
 
=== Ideology Improvements ===
 
=== Ideology Improvements ===
 +
* [[Version/1.3.3387|1.3.3387]] -
 +
 
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
 
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
 
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
 
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
Line 766: Line 814:
 
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* Adjusted inspect pane and stat readout for relics in classic mode.
 
* Adjusted inspect pane and stat readout for relics in classic mode.
 
=== Fixes ===
 
* Fix: Not all precepts are added to memes during fluid ideoligion development.
 
  
 
== Version/1.3.3326 ==
 
== Version/1.3.3326 ==
Line 775: Line 820:
 
=== Ideology Improvements ===
 
=== Ideology Improvements ===
 
* Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.
 
* Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.
* Fix: Ability gizmos are still available for roles that have been removed via reformation.
 
 
* Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.
 
* Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.
  
Line 804: Line 848:
  
 
== Version/1.3.3287 ==
 
== Version/1.3.3287 ==
Slowly drowning in unimplmeneted updates. Remember:
 
# Implement the change on the page/s
 
# Add it to the version history of the page/s
 
# Remove the relevant line from here.
 
If you can't find a good place to implement the change, leave it for later.
 
[[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 00:29, 27 February 2022 (UTC)
 
  
 
=== New feature ===
 
=== New feature ===
* Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
+
* [[Version/1.3.3287|1.3.3287]] - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
  
 
=== UI improvements ===
 
=== UI improvements ===
* Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
+
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
* The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
+
* [[Version/1.3.3287|1.3.3287]] - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
* Meme tooltips now list all prevented precepts instead of just saying how many there are.
+
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.
* Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
+
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
* We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better.
+
* [[Version/1.3.3287|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.
* 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.
+
* [[Version/1.3.3287|1.3.3287]] - A "Show all" checkbox on ideo dialog shows all hidden precepts.
* A "Show all" checkbox on ideo dialog shows all hidden precepts.
+
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.
* Updated meat eating precept and thought labels and descriptions to better match gameplay.
 
  
 
=== Tuning - General ===
 
=== Tuning - General ===
* Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
+
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
* Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
+
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
  
 
=== Tuning - Ideoligions ===
 
=== Tuning - Ideoligions ===
* Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while.
+
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
* Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
+
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
* Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
+
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
* Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having.
 
* Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
 
  
 
=== Misc ===
 
=== Misc ===
* Added a debug tool for spawning meals with specific ingredients.
+
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.
* Improve some charity quest-related message texts.
+
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
* In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
 
  
 
=== Fixes ===
 
=== Fixes ===
* Fix: "Assign owner" tooltip for animal beds mentions humanlike owners.
+
* [[Version/1.3.3287|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.
* Fix: Torture crown is automatically equipped by colonists.
+
* [[Version/1.3.3287|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.
* Fix: Classic mode ideoligions don't start with some classic precepts.
+
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
* Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.
+
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.
* Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.
+
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.
* Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
+
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.
* 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.
+
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
* Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
 
* Fix: Shelves, chairs and stools don't have style dominance.
 
* Fix: Ideoligion info available on ritual begin dialog in classic mode.
 
* Fix: Loading classic mode game gives the player non-classic rituals.
 
* Fix: Execution requires altar or ideogram in classic mode.
 
* Fix: Inverted check when checking if a player can claim factionless buildings.
 
* Fix: Jumping resets "Fire at will" toggle.
 
* Fix: Research warning doesn't check for minor ideoligions.
 
* Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
 
 
 
==Version/1.3.3200 ==
 
  
 +
== Version/1.3.3200 ==
 
=== Combat - Turrets ===
 
=== Combat - Turrets ===
* Turret ammo cost is no longer factored by difficulty.
+
* [[Version/1.3.3200|1.3.3200]] - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.
* Reduced uranium slug turret cost per shot from 3 uranium to 2.666.
 
  
 
=== Combat - Enemies ===
 
=== Combat - Enemies ===
* Added a way to make special per-faction raid strategy probabilities.
+
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.
* Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
+
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
* Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
+
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
* Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
 
* Adjusted human factions' raid strategy selection weights for slightly more variation.
 
  
 
=== Food handling ===
 
=== Food handling ===
 
+
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.
* We now vary meal textures depending on ingredients.
+
* [[Version/1.3.3200|1.3.3200]] - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
* Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
+
* [[Version/1.3.3200|1.3.3200]] - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
* 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.
+
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
* Meal inspect strings now display information regarding their ingredients and who would accept eating them.
+
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
* With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
+
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.
* Meal-related thoughts now display which meal caused the thought.
+
* [[Version/1.3.3200|1.3.3200]] - Added food restrictions for meat or veg only meals.
* Added food restrictions for meat or veg only meals.
+
* [[Version/1.3.3200|1.3.3200]] - Added special thing filters for meat and veg ingredient-filled meals.
* Added special thing filters for meat and veg ingredient-filled meals.
+
* [[Version/1.3.3200|1.3.3200]] - Add insect meat food restriction and special things filter.
* Add insect meat food restriction and special things filter.
+
* [[Version/1.3.3200|1.3.3200]] - Add cannibal food restriction and special thing filter.
* Add cannibal food restriction and special thing filter.
+
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
* Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
 
  
 
=== Misc improvements ===
 
=== Misc improvements ===
 
+
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
* Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
+
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.  
* Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.  
+
* [[Version/1.3.3200|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).
* When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
+
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
* Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
+
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.
* Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip.
 
* Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
 
* Added a loading tip describing fixed wealth mode.
 
* Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).
 
  
 
=== Fixes ===
 
=== Fixes ===
* 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.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.
* Fix: High life precept description doesn't properly display mood range.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.
* Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
* Fix: Special characters on named precepts can break UI.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Special characters on named precepts can break UI.
* Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
* Fix: Work speed penalty reasons formatting issues.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.
* Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
* Fix: Blood from scarification is from cutter, not cuttee.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
* Fix: Psyfocus ritual reward does not recharge psyfocus to max.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause "ate non-meat" thought.
* Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)
* Fix: Mortar draws interaction spot when selected.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
* Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
* Fix: Meals with no ingredients cause "ate non-meat" thought.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.
* 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)
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.
* Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
+
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
* 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 ===
* 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.
+
* [[Version/1.3.3159|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.
* Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* [[Version/1.3.3159|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.
* Joy decreases more slowly when a pawn is preparing a caravan.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.
* Colonists can grab medicine from pack animals.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* [[Version/1.3.3159|1.3.3159]] - 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.
* Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
+
* [[Version/1.3.3159|1.3.3159]] - Sort items players take to new archonexus settlement more in line with usefulness.
* Sort items players take to new archonexus settlement more in line with usefulness.
+
* [[Version/1.3.3159|1.3.3159]] - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
* Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
+
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.
* Tweak count of items players can bring to new archonexus settlement.
+
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
* Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
+
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
* Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
+
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.
* Reset pawn food and rest levels when starting new archonexus colony.
+
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.
* 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.
* Ideoligious buildings are no longer expected to be placed in non-home maps.
+
* [[Version/1.3.3159|1.3.3159]] - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
* Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...)
+
* [[Version/1.3.3159|1.3.3159]] - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
* Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
+
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.
* Pawn beauty stat is now visible even when the value is zero.
+
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
* Precept name length is now limited.
+
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.
* 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.
+
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.
* Reduced the amount of ancient junk that spawns on newly-generated maps.
+
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.
* Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
+
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.
* Update predators hunting across fences tooltip to match current functionality.
+
* [[Version/1.3.3159|1.3.3159]] - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
* Ensure the trigger conditions for scarification/blinding are clear to the player.
+
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.
* Right clicking on ancient junk with drafted pawn shows option to attack.
+
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.
* Unforbid items in pawn inventory if taken by caravan from temporary map.
+
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.
* 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.
+
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.
* Added range values to darkness combat stats.
 
* Added charity events for not helping pilgrims.
 
* Added hacking progress stat to hackable things.
 
* Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.
 
* Clarify age reversal precept.
 
  
 
=== Fixes ===
 
=== Fixes ===
* Fix: Royal ascent shuttle can only take 1000kg of colonists
+
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists
* Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
+
* [[Version/1.3.3159|1.3.3159]] - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
* Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
+
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
* Fix: Burned tree description states it doesn't drop wood when it does.
+
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
* Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
 
 
 
==Version/1.3.3117==
 
Yet another update. Slowly falling behind here. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:55, 10 September 2021 (UTC)
 
  
 +
== Version/1.3.3117 ==
 
=== Multi-ideo colony viability ===
 
=== Multi-ideo colony viability ===
* 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.
* 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.
* Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
+
* [[Version/1.3.3117|1.3.3117]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
* Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
 
* Ritual setup dialog now says what ideoligion the ritual comes from.
 
  
 
=== New stuff ===
 
=== New stuff ===
* Gaining, changing, or removing a role now requires a simple ritual.
+
 
* Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.
+
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
* While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
+
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.
* You can now randomize fluid ideos before applying changes.
+
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.
* You can now randomize normal memes during fluid ideo reforming.
 
* Added a "build door" gizmo that displays when a wall or wall blueprint is selected.
 
  
 
=== Improvements ===
 
=== Improvements ===
* 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.
* Removed min points limit on security crate spawning in ancient complexes.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|1.3.3117]] - 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.
+
* [[Version/1.3.3117|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.
* 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.
+
* [[Version/1.3.3117|1.3.3117]] - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
* Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
+
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.
* Change to randomized memes for fluid ideo based on feedback.
 
  
 
=== Fixes ===
 
=== Fixes ===
* 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.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
* Fix: Text of funeral ritual states bonus awards are available after randomizing name.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
* Fix: Totemic sculpture is pixelated.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.
* Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.
* Fix: Research command ability icon is pixelated on non-uniform ui scales.
+
* [[Version/1.3.3117|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.
* Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.
* Fix: Sunlamp does not trigger blinding light for Darkness pawns.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
* Fix: Wild people can be enslaved while arrested.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
* Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
* Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
* Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
* Fix: Regression * Colonists no longer automatically take yayo and a few other drugs.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
* Fix: When a faction is defeated the faction goodwill number and relation label overlap.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished.  
* Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
* Fix: You can assign a role changer of non-player ideo on the ritual config screen.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
* Fix: Bestower sometimes arrives malnourished.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
* Fix: Gaumaker pods can destroy the tree they are spawned from
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
* Fix: Ritual timings are 1 day off.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.
* Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
 
* Fix: Gaumaker pods can destroy the tree they are spawned from.
 
* Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
 
* Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
 
* Fix: Wardens stop suppressing slaves if suppression > 50%.
 
* Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
 
* Fix: Skip abilities don't update cover grid.
 
  
 
==Version/1.3.3101==
 
==Version/1.3.3101==
 
=== New stuff ===
 
=== New stuff ===
 +
* [[Version/1.3.3101|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.
 
* The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
 
* Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
 
* Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
Line 1,042: Line 1,036:
  
 
=== Improvements ===
 
=== Improvements ===
* 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.
+
* [[Version/1.3.3101|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.
* We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.
* We now hide quests that are ended by starting a new archonexus settlement
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|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.
* Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
+
* [[Version/1.3.3101|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.
* Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|1.3.3101]] - 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.
+
* [[Version/1.3.3101|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.
* Pawns now recover from berserk trance on being downed.
+
* [[Version/1.3.3101|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.
* 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.
+
* [[Version/1.3.3101|1.3.3101]] - Update descriptions of individualist and collectivist memes.
* Update descriptions of individualist and collectivist memes.
+
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. <!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni --->
* 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.
+
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.
* Add note about work to deconstruct to 'work to build' stat description.
+
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.
* Adjust some thought descriptions so that they still make sense for blind people.
+
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion
* Removed culture restrictions when choosing ideoligion
+
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.
* Changed extract tree hotkey to be the same as uninstalling.
+
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
* Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
 
  
 
===Tuning===
 
===Tuning===
* Dryad spawn days reduced from 8 to 6.
+
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
* Increase impact of 'lost role' thought from -5 to -15.
+
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.
* Reduce intensity of 'ate meat' opinion maluses for vegetarians.
 
* Reduced dryad transform delay from 6 days to 5 days.
 
* Adjust mood impact of relic-in-ritual-room thought.
 
  
 
===Technical===
 
===Technical===
 +
* [[Version/1.3.3101|1.3.3101]] -
 +
 
* Change IsPsychicallySensitive from >= to >.
 
* Change IsPsychicallySensitive from >= to >.
 
* Turn psychic sensitivity checks into a property.  
 
* Turn psychic sensitivity checks into a property.  
 
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.  
 
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.  
* Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job
 
 
* Add missing gender constants for deity, foeLeader and founder.
 
* Add missing gender constants for deity, foeLeader and founder.
* Added some new player-created names. Adjusted one name per request.
 
  
 
===Fixes===
 
===Fixes===
 +
* [[Version/1.3.3101|1.3.3101]] -
 +
 
* Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
 
* Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
 
* Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
 
* Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
Line 1,087: Line 1,079:
 
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
 
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
 
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
 
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
* Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
+
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
 
* Fix: Ancient beds not showing sleeping pawn body.
 
* Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.
 
* Fix: There are some duplicate ideoligion icons.
 
* Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.
 
 
* Fix regression: Bestower doesn't care about roof collapsing on top of him.
 
* Fix regression: Bestower doesn't care about roof collapsing on top of him.
* Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.
 
 
* Fix: Skeletons don't draw apparel.
 
* Fix: Skeletons don't draw apparel.
 
* Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.  
 
* Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.  
Line 1,111: Line 1,097:
  
 
==Version/1.3.3087==
 
==Version/1.3.3087==
 +
* [[Version/1.3.3087|1.3.3087]] -
  
 
=== New stuff ===
 
=== New stuff ===
Line 1,133: Line 1,120:
 
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
 
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
 
* We now reset prevent various events from happening too early after new archonexus settlement.
 
* We now reset prevent various events from happening too early after new archonexus settlement.
* Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk.
 
 
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
 
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
 
* Add a "drag to reorder" label on colonist creation screen for clarity.
 
* Add a "drag to reorder" label on colonist creation screen for clarity.
Line 1,145: Line 1,131:
 
=== Fixes ===
 
=== Fixes ===
 
* Fix: Classic ideo preset can have tattoos for tribal player.
 
* Fix: Classic ideo preset can have tattoos for tribal player.
* Fix: Ideology loads before royalty when resetting mods config.
 
* Fix: Ideology about.xml file is missing <loadAfter> to be loaded after core mod.
 
 
* Fix: Minified trees left behind on caravans do not count as died.
 
* Fix: Minified trees left behind on caravans do not count as died.
 
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
 
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
Line 1,173: Line 1,157:
 
* Fix: Badly formatted relic name in relic hunt quest description.
 
* Fix: Badly formatted relic name in relic hunt quest description.
  
==Version/1.3.3080==
+
== Version/1.3.3080 ==
 
=== Improvements ===
 
=== Improvements ===
* Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))
+
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))
  
 
=== Fixes ===
 
=== Fixes ===
* Fix: Pawns who prefer indoors do outdoor joy activities
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities
* Fix: Dryads can bond with pawns other than the connected one.
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.
* Fix: Deserter quest doesn't count as raiding.
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.
* Fix: Rusted car only appears in north orientation.
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.
* Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
* Fix: Dryad and Gaumaker pods can spawn over graves.
+
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.
 +
 
 +
== Version/1.3.3076 ==
 +
 
  
==Version/1.3.3076==
 
 
=== Improvements ===
 
=== Improvements ===
* Clarified spacedrone self-destruct delay info in quest description.
+
* [[Version/1.3.3076|1.3.3076]] - Clarified spacedrone self-destruct delay info in quest description.
* Archonexus quest now warns players beforehand that research will reset
+
* [[Version/1.3.3076|1.3.3076]] - Archonexus quest now warns players beforehand that research will reset
* Tuned down apostate memory thoughts and adjusted labels.
+
* [[Version/1.3.3076|1.3.3076]] - Tuned down apostate memory thoughts and adjusted labels.
* Rebalance tree connector thoughts.
+
* [[Version/1.3.3076|1.3.3076]] - Rebalance tree connector thoughts.
  
 
=== Fixes ===
 
=== Fixes ===
* Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.
+
* [[Version/1.3.3076|1.3.3076]] - Fix: TreeDensityReduced thought stages are incorrectly calculated. - ''Note that this will require checking that the thought information is currently correct on that page'' - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:17, 26 December 2023 (UTC)
* Fix: Gauranlen seeds can be assigned to plant under a roof.
+
* [[Version/1.3.3076|1.3.3076]] - Fix: Prisoners lost during farskip.
* Fix: TreeDensityReduced thought stages are incorrectly calculated.
+
* [[Version/1.3.3076|1.3.3076]] - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
* Fix: Prisoners lost during farskip.
 
* Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
 
* Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
 
* Fix: High life meme ideos generate with a warning about conflicting apparel.
 
  
==Version/1.3.3074==
+
== Version/1.3.3074 ==
* Allowed saving all ideos and allowed saving ideos in-game.
+
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.
* Allow non-ideo members to participate in leader speech.
+
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.
* Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
+
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
* Beggars can now be given items when they are traveling to their wait destination.
+
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.
* Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
+
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
* Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
+
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
* Integrate art for rough living issue and set it to medium importance.
 
* Ensure Tunneler meme always has the MiningYield_High precept.
 
  
 
=== Fixes: ===
 
=== Fixes: ===
* Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
+
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
* Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
+
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
* Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
+
* [[Version/1.3.3074|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.
* Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
+
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
* Fix: Pawns under 18 can use age reversal.
+
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
* Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
 
* Fix: Farskip with Relic gives debuff from losing the relic.
 
* Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.
 
* Fix 5234: Pawns can build turrets when prohibited by precepts.
 
* Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
 
  
==Version/1.3.3072==
+
== Version/1.3.3072 ==
 +
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
 +
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.
 +
* [[Version/1.3.3072|1.3.3072]] - Suspend [[dryads]] currently in cocoons.
 +
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.
 +
* [[Version/1.3.3072|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.
 +
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
  
* Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
+
== Version/1.3.3067 ==
* When a pawn is connected to multiple [[gauranlen tree]]s, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
 
* Auto-slaughter config allows you to control bonded animal slaughter specifically.
 
* Suspend [[dryads]] currently in cocoons.
 
* Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
 
* Fix: Dryads prioritize rest over drafted follow.
 
* Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
 
* Fix: Checking all beds instead of just humanlike ones for room owner.
 
* Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
 
 
 
==Version/1.3.3067==
 
 
=== Improvements ===
 
=== Improvements ===
* Blind people no longet get the darkness mood debuff.
+
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.
* Reduced min colony wealth to 150k for firing archonexus endgame quest.
+
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.
* Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
+
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
* Allow starting the bestowing ceremony via right click.
+
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.
* Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
+
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
* Building damage factors are drawn for projectile weapons in their info card.
+
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.
* Metallic fence and walls now use stuff-specific ui and blueprint graphics.
+
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.
* Mechanoid breach raids spawn with one breacher.
+
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.
* Breach raids never have 'drop-in' arrival mode.
+
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.
* Prisoners now produce a mood malus if they escape.
+
* [[Version/1.3.3067|1.3.3067]] - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
* Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
 
  
 
=== Fixes ===
 
=== Fixes ===
* Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead
+
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.
* Fix: Pawns can end up with overlapping apparel requirements.
+
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
* Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
+
* [[Version/1.3.3067|1.3.3067]] - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
* Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
+
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.
* Fix: Dromedary description mentions it is not rideable, but it is.
+
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.
* Fix: Pawns walking over structures causes construction to halt.
+
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.
* Fix: Trees adjacent to no-cut growing zones are cut down.
 
* Fix: Essential roles can be removed.
 
* Fix: Stacking building damage factors don't display if they have the same value.
 
* Fix: Typo on anima tree linking ritual.
 
* Fix: Ability.Activate only starts cooldown if there are any ability components.
 
* Fix: Deep drills produce chunks over themselves and their interaction cells.
 
* Fix: Enter closes form caravan UI.
 
* Fix: Musical instruments don't give recreation.
 
* Fixes to anima tree linking feedback for spectator role.
 
  
==1.3.3066==
+
== 1.3.3066 ==
 
=== Pens and animals ===
 
=== Pens and animals ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Pen system: Create pens for your farm animals to keep them organized and safe.
 
* Pen system: Create pens for your farm animals to keep them organized and safe.
 
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
 
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
Line 1,280: Line 1,243:
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Added facial hair for pawns. The style of hair is based on the pawn’s background.
 
* Added facial hair for pawns. The style of hair is based on the pawn’s background.
 
* Added visual wound and prosthetic overlays on pawns.
 
* Added visual wound and prosthetic overlays on pawns.
Line 1,286: Line 1,251:
 
=== Improvements and adjustments: Base game ===
 
=== Improvements and adjustments: Base game ===
 
=== Goodwill ===
 
=== Goodwill ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
 
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
 
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.
 
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.
 
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
 
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
 
* Guest status with a faction is reset upon gifting a pawn to that faction.
 
* Guest status with a faction is reset upon gifting a pawn to that faction.
 +
 
=== Animals and plants ===
 
=== Animals and plants ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Raiders no longer actively attack passive colony animals.
 
* Raiders no longer actively attack passive colony animals.
 
* Animals tab life stage tooltip now also shows the animal's exact age.
 
* Animals tab life stage tooltip now also shows the animal's exact age.
Line 1,311: Line 1,281:
  
 
=== Combat, weapons, gear ===
 
=== Combat, weapons, gear ===
* Grenade throws are rendered in an arc.
+
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
 
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
 
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 
* Pawns can take medicine into their inventory.
 
* Pawns can take medicine into their inventory.
* Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
 
 
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
 
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
  
 
=== Pawns ===
 
=== Pawns ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
 
* Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
 
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
 
* 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.
Line 1,328: Line 1,300:
 
* 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.
 
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
 
* Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
 
* Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
* Pawns now try a lot harder to avoid wearing tattered apparel.
 
 
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
 
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
 
* Assigning pawns to beds updates the room role, if possible.
 
* Assigning pawns to beds updates the room role, if possible.
 
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
 
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
* Guests with "AllWork" disabled will no longer opportunistically haul.
 
 
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
 
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
 
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
 
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
Line 1,338: Line 1,308:
 
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
 
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
 
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
 
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
* Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
 
 
* Smoothed out addiction chances based on the pawn’s tolerance.
 
* Smoothed out addiction chances based on the pawn’s tolerance.
  
 
=== Caravans ===
 
=== Caravans ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Optimized caravan automatic food selection.
 
* Optimized caravan automatic food selection.
 
* Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.
 
* 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 ===
 
=== Miscellaneous ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
 
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
 
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
 
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
Line 1,358: Line 1,331:
 
* Added a Thing category for wool.
 
* Added a Thing category for wool.
 
* maintenanceCostFactor has a minimum of 1%.
 
* maintenanceCostFactor has a minimum of 1%.
* Wildlife tab refinements.
 
 
* Balanced distant fight points adjustment and pawn combat points.
 
* Balanced distant fight points adjustment and pawn combat points.
  
 
=== Improvements and adjustments: Royalty ===
 
=== Improvements and adjustments: Royalty ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
* The bestowing ceremony is now a gathering that everyone can attend.
 
* The bestowing ceremony is now a gathering that everyone can attend.
* Throne speeches have been re-tooled into rituals.
 
* NPC shuttle pads now always use concrete or paved tiles as flooring.
 
 
* Pawns lent to another faction have their wounds tended more competently.
 
* Pawns lent to another faction have their wounds tended more competently.
  
 
===Bugfixes===
 
===Bugfixes===
 +
* [[Version/1.3.3066|1.3.3066]] -
  
* Fix: Smoke doesn’t persist on the map on save load.
 
 
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
 
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
* Fix: Food binging pawns try to eat recreational drugs.
 
 
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
 
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
 
* Fix: Monument quests aren’t failed after the map is removed.
 
* Fix: Monument quests aren’t failed after the map is removed.
* Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork.
 
 
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
 
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
 
* Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
 
* Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
Line 1,382: Line 1,352:
 
* Fix: Brawler guards can still arrive with ranged weapons.  
 
* Fix: Brawler guards can still arrive with ranged weapons.  
 
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
 
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
* Fix: During food binges, sometimes pawns will use recreational drugs.
 
 
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
 
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
 
* Fix: Stun psycast does not interrupt minigun salvo.
 
* Fix: Stun psycast does not interrupt minigun salvo.
* Fix: Typos in backstories.
 
 
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
 
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
 
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
 
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
 
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
 
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
 
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
 
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
* Fix: Anima trees can display negative meditation values.
 
 
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
 
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
 
* Fix: Word of Joy counts as a hostile act.
 
* Fix: Word of Joy counts as a hostile act.
 
* Fix: Pawn having a mental break on entering a hostile map is drafted.
 
* Fix: Pawn having a mental break on entering a hostile map is drafted.
* Fix: Firefoam IED radius is larger than drawn.
+
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.
 
* Fix: Some monument buildings have enclosed floored areas.
 
* Fix: Some monument buildings have enclosed floored areas.
* Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.
 
 
* Fix: Lent pawns tended to horribly by the host faction.
 
* Fix: Lent pawns tended to horribly by the host faction.
* Fix: Anima trees can display negative meditation values.
 
 
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
 
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
 
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
 
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.
 
 
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
 
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
* Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.
 
 
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.
 
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.
  
 
== Update 1.2.2753 ==
 
== Update 1.2.2753 ==
[[Version/1.2.2753|1.2.2753]]
+
* [[Version/1.2.2753|1.2.2753]] - <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)
 
+
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)
+
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)
+
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
+
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
+
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
+
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)
+
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
 
* We now automatically add appropriate bedrolls to caravan.
 
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
 
* Allow quick loading via permit shuttle from non-home maps with no hostiles.
 
  
 
===Adjustments===
 
===Adjustments===
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
+
* [[Version/1.2.2753|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.
* Make pawns count as guilty while in aggro mental state.
+
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.
* Food and medicine renamed to travel supplies
+
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.
+
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
* Farskip now affects colony animals if not on the home map.
+
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.
+
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.
* Added quest look target when bestowing ceremony cannot be accepted due to threat.
+
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
+
* [[Version/1.2.2753|1.2.2753]] - <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)
* Removed full-map light up effect of all strikes except orbital beam.
+
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.
* Icons of spacer armor now display as off-white instead of dark gray.
+
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
* Adjust eltex gear colors to be darker.
 
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)
 
* Member stripped goodwill penalty increased from 10 to 40.
 
* Royal apparel production costs rebalanced.
 
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
 
  
===Fixes===
+
=== Fixes ===
* Fix: Colonist with a sick thought won't meditate at all.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
+
* [[Version/1.2.2753|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.
* Fix: Auto mortars are always active.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Rescuing downed noble ends shuttle rescue [[quest]].
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
* Fix: Auto Charge Turret fires when stunned
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
+
* [[Version/1.2.2753|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.
* Fix: Meditation preventing pawn from attending a gathering or giving speech.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.
* 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.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
+
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
 
* Fix: Animals refusing to eat reachable food when restricted to an area.
 
* Fix: Can't rescue invisible colonists.
 
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy
 
 
 
== 1.2.2719 and 1.1.2654 Update ==
 
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] Update
 
 
 
As always. This time around, no need to strikeout completed items- just delete them right away. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:51, 20 August 2020 (UTC)
 
 
 
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
 
 
 
There are a few major parts to this update.
 
  
 +
== Version/1.2.2719 ==
 
===New stuff: Base game===
 
===New stuff: Base game===
* Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
+
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
 +
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
 +
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
  
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
+
=== New stuff: Royalty expansion ===
 +
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
 +
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
 +
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
 +
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
  
* New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
+
=== Improvements and adjustments ===
 +
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.
 +
* [[Version/1.2.2719|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.
 +
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
 +
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
 +
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.
 +
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
 +
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
  
* Direct button to use drugs from inventory: This makes combat drugs more usable.
+
=== Technical ===
 +
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
  
* New visual effects:
+
=== Bugfixes ===
** Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
+
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Many neural heat gizmos shown if many psycasters are selected.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn can get random [[inspiration]] while not capable of being conscious.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. <!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text -->
 +
* [[Version/1.2.2719|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.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes "banished" thoughts.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Shuttle]]s sometimes land on natural roofs.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.
  
===New stuff: Royalty expansion===
+
== Version/1.1.2654 ==
* Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
+
=== Improvements ===
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
+
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
* Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
+
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
* Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
 
 
 
===Improvements and adjustments===
 
* Underground resources readout now shows what resource is in each underground cell and how many there are.
 
* Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
 
* Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
 
* On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
 
* Quest helpers no longer spawn with the greedy trait.
 
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
 
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
 
 
 
===Technical===
 
* Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
 
 
 
===Bugfixes===
 
* Fix: [[Anima tree]] doesn't heal properly.
 
* Fix: Joy meditation can cause pawns to fall out of bed.
 
* Fix: [[Condition causer]] destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
 
* Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
 
* Fix: Many neural heat gizmos shown if many psycasters are selected.
 
* Fix: Pawns interrupting their throne meditation for other jobs.
 
* Fix: Insect [[glowpod]]s affect anima meditation.
 
* Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
 
* Fix: Humans with 0% [[hearing]] get thoughts from listening to instruments.
 
* Fix: Pawn can get random [[inspiration]] while not capable of being conscious.
 
* Fix: Peace talks can generate for factions with goodwill rewards disabled.
 
* Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
 
* Fix: Banishing quest lodgers causes "banished" thoughts.
 
* Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.
 
* Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].
 
* Fix: Pawns not gaining comfort from throne while meditating.
 
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].
 
* Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
 
* Fix: Pawn in cryptosleep requires bedroom.
 
* Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.
 
* Fix: It's possible to use doors as electricity-less coolers.
 
* Fix: Just claimed artificial structures don't affect nature focus objects.
 
* Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
 
* Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.
 
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 
* Fix: [[Empire]] is hostile to neutral [[ancients]] by default.
 
* Fix: Incorrect calculation for [[packaged survival meal]] bulk recipe.
 
* Fix: Wild men who are incapable of violence can hunt animals for food.
 
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.
 
* Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.
 
 
 
===Improvements===
 
* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
 
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
 
  
===Tuning===
+
=== Tuning ===
* Increase rewards per points for quests game-wide.
+
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide.
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
+
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
* <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)
+
* [[Version/1.1.2654|1.1.2654]] - <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)
* Extend the thought for when you buried someone in a sarcophagus.
+
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.
* Reduce monument sizes about 15%.
+
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
+
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.
* Reduce [[anima tree]] regrowth check cycle from 40 days to 30 days.
+
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.
* Reduce chance for diseases in caravans by 4x.
+
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600.  
* Min market value for neuroformer quest rewards reduced from 720 to 600.  
+
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.
* Reduced the selection weight of hostile factions as quest askers to 15%.
+
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.
* Disabled paralysis in hospitality quests.
 
 
 
===Fixes===
 
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
 
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
 
  
 
== 1.1 Update ==
 
== 1.1 Update ==
 +
* [[Version/1.1.0]] -
  
 
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)
 
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)
  
 
=== New features ===
 
=== New features ===
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)
+
* Added heatstroke alert for colonists and tame animals.
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)
+
* Added fertility overlay, which shows terrain fertility in an easy-to-see way.
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)
+
* Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
*Added heatstroke alert for colonists and tame animals.
+
* Added an option to choose which kinds of letters pause the game.
*Added fertility overlay, which shows terrain fertility in an easy-to-see way.
+
* Added recipes to burn entire stacks of drugs at once.
*Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
+
* Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
*Added an option to choose which kinds of letters pause the game.
 
*Added recipes to burn entire stacks of drugs at once.
 
*Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
 
  
===Adjustments===
+
=== Adjustments ===
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)
+
* Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
*Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
+
* Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
*Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
+
* 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.
*<s>Downed pawns can now be loaded into transport pods like prisoners.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)
+
* Trade interface now shows the next restock time for settlements.
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)
+
* Open caskets now look different from closed ones.
*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.
+
* Colonists attending a party gain recreation value.
*Trade interface now shows the next restock time for settlements.
+
* Player can now inspect the contents of cryptosleep caskets on a new tab.
*Open caskets now look different from closed ones.
+
* Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
*Colonists attending a party gain recreation value.
+
* Rebalanced mechanoid bodypart coverages
*Player can now inspect the contents of cryptosleep caskets on a new tab.
+
* Tattered apparel and unhappy nudity alerts now shows how many are affected.
*<s>Interface now reports the chance of a successful arrest before you try to make it.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)
+
* Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
*<s>Changed caravan reform to be allowed with sleeping hostiles on site.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)
+
* Placing turrets now shows min and max range, not just max range.
*Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
 
*Rebalanced mechanoid bodypart coverages
 
*Tattered apparel and unhappy nudity alerts now shows how many are affected.
 
*Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
 
*Placing turrets now shows min and max range, not just max range.
 
*<s>Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)
 
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)
 
  
 
=== Fixes ===
 
=== Fixes ===
*Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
+
* Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
*Fix: Manhunting animals could attack doors without seeing anyone going through them.
+
* Fix: Manhunting animals could attack doors without seeing anyone going through them.
*Fix: Corpses wouldn’t create corpse bile.
+
* Fix: Corpses wouldn’t create corpse bile.
*Fix: Colonists could play horseshoes from a different room.
+
* Fix: Colonists could play horseshoes from a different room.
*Fix: Can’t give a rescued addict their drug without angering their faction.
+
* Fix: Can’t give a rescued addict their drug without angering their faction.
*Fix: Prisoner gets mood debuff when colonist euthanized.
+
* Fix: Prisoner gets mood debuff when colonist euthanized.
*Fix: Wind turbines register no wind during windy storm.
+
* Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
*Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
+
* Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
*Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
+
* Fix: Pawn with alcohol-induced brain damage are doomed to die.
*Fix: Pawn with alcohol-induced brain damage are doomed to die.
+
* Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
*Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
+
* Fix: Crashed ship parts that land on bridges are instantly destroyed
*Fix: Crashed ship parts that land on bridges are instantly destroyed
+
* Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
*Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
+
* Fix: Insects can be tamed and hunted after their hives are destroyed.
*Fix: Insects can be tamed and hunted after their hives are destroyed.
+
* Fix: Power conduit graphic does not display properly on top of grave.
*Fix: Power conduit graphic does not display properly on top of grave.
+
* Fix: Manhunter pack incident not working on high wealth or difficulty.
*Fix: Manhunter pack incident not working on high wealth or difficulty.
+
* Fix: Military commissar backstory missing Social bonus.
*Fix: Military commissar backstory missing Social bonus.
+
* Fix: Allies can sometimes push player pawns out of cover during combat.
*Fix: Allies can sometimes push player pawns out of cover during combat.
+
* Fix: Player can start with pets his pawns can’t keep tame.
*Fix: Player can start with pets his pawns can’t keep tame.
 
 
 
== Beta 19/ 1.0 Update ==
 
  
 +
== Beta 19/1.0 Update ==
 
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)
 
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)
  
 
=== New features ===
 
=== New features ===
*Improved caravaning:
+
* Improved caravaning:
**Added Caravan tab with caravan loading progress
+
** 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
+
** Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
**Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
+
** Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
**Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
+
** Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
*New designators: Mass-forbid and unforbid
+
* New designators: Mass-forbid and unforbid
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)
+
* New type of attack: Kick sand/water in eyes
*New type of attack: Kick sand/water in eyes
+
* You can now smooth natural rough rock walls into high-quality walls
*You can now smooth natural rough rock walls into high-quality walls
+
* Added "Show what will buy" window which shows all items a trader will buy
*Workbench bills can now be assigned to specific colonists
+
* Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
*Added "Show what will buy" window which shows all items a trader will buy
+
* Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
*Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
+
* Colonists now opportunistically haul things while working if their current target is roughly in the same direction
*Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
+
* It's now possible to mass-cancel all designations with a designator's right-click menu
*Workbench bills can now be copied and pasted
+
* It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
*Colonists now opportunistically haul things while working if their current target is roughly in the same direction
+
* You can now drag and reorder colonists in the colonist bar
*It's now possible to mass-cancel all designations with a designator's right-click menu
+
* Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
*It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
 
*You can now drag and reorder colonists in the colonist bar
 
*Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
 
  
 
=== Adjustments ===
 
=== Adjustments ===
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)
+
* Doctors can draw medicine from the same stack at the same time
*Doctors can draw medicine from the same stack at the same time
+
* Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
*Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
+
* Insects will no longer attack the colony when harmed by raiders
*Insects will no longer attack the colony when harmed by raiders
+
* Hives will no longer spawn close to enemy bases
*Hives will no longer spawn close to enemy bases
+
* No more random deaths from meteorites falling on colonists
*Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
+
* Caravan members now slowly gain social recreation when the caravan is not moving
*No more random deaths from meteorites falling on colonists
+
* It's no longer possible to build roof over trees
*Caravan members now slowly gain social recreation when the caravan is not moving
+
* Plant cut/harvest time now depends on the plant's growth
*It's no longer possible to build roof over trees
+
* Adjusted doctors and patients work priorities a bit so they do urgent work first
*Plant cut/harvest time now depends on the plant's growth
+
* Most crafting benches are now uninstallable and reinstallable
*Mechanoids now always die on downed
+
* Ores mined by non-colonists (e.g. insects) now spawn forbidden
*Doing passionate work now affects mood instead of recreation
+
* Animals' melee damage now scales with life stage
*Exotic goods outlander traders will no longer trade furniture
+
* Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
*Some traders will now buy only some types of animals, not all
+
* Pets and bonded animals no longer disturb sleep
*Adjusted doctors and patients work priorities a bit so they do urgent work first
+
* When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
*Most crafting benches are now uninstallable and reinstallable
+
* Enemies no longer use single use rocket launchers during caravan ambushes
*Colonists will now take pemmican to inventory (like meals)
+
* Various floors now require research.  
*Ores mined by non-colonists (e.g. insects) now spawn forbidden
+
* Projectile impacts now wake up nearby people and animals
*Animals' melee damage now scales with life stage
+
* Explosive weapons now explode when set on fire
*Added medical care column to the Assign tab
+
* Improved following behavior so animals following their master will now try to stay close to him
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
 
*Minor starvation (below 25% severity) no longer causes miscarriages
 
*Pets and bonded animals no longer disturb sleep
 
*When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
 
*Enemies no longer use single use rocket launchers during caravan ambushes
 
*Various floors now require research.  
 
*Projectile impacts now wake up nearby people and animals
 
*Explosive weapons now explode when set on fire
 
*Improved following behavior so animals following their master will now try to stay close to him
 
*Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)
 
  
 
=== Balance ===
 
=== Balance ===
*Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
+
* 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.
+
* World quest destinations appear 10% closer to the player bases.
*Table search radius 25 -> 32
+
* Table search radius 25 -> 32
*The “expectations” thoughts progress more rapidly.
+
* The “expectations” thoughts progress more rapidly.
*Doubled initial blight size, increase spread rate by 30%.
+
* Wounds are 50% less likely to become permanent scars.
*For all cases where a world quest has a time limit, increase the time limit by 50%
+
* 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.
*Poison ship part plant-killing circle stops expanding at radius 50.
+
* Small adjustments to some [[biome]] [[disease]] frequencies and animal densities
*Wounds are 50% less likely to become permanent scars.
+
* Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
*Increased delay before auto-undraft by 20%.
+
* 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.
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)
+
* Increased base infection chances.
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)
 
*Refactored how [[apparel]] insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
 
*Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
 
*Overhauled [[mental break]] probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
 
*World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
 
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities
 
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
 
*Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
 
*Increased base infection chances.
 
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
 
*Trade requests will give more time and much richer rewards, especially for poor colonies.
 
 
 
====Plants====
 
**<s>All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)
 
**Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
 
**<s>[[Healroot]] grow days 6.5 -> 12, sow and harvest work increased significantly.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)
 
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)
 
**<s>[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)
 
 
 
====Buildings====
 
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)
 
**Slowed constructing buildings with all stone types by 20%
 
 
 
====Animal====
 
**Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
 
**Adjusted many animal market values and movement speeds.
 
**Animals leather amount increased 50% across the board
 
**Animal train chance reduced 25%.
 
**Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
 
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)
 
**<s>All insects main attack cooldowns 2.5 -> 2.9</s> Outdated already, but the wiki has the right value of 2. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:14, 22 September 2021 (UTC)
 
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)
 
**<s>Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:14, 22 September 2021 (UTC)
 
  
====Ranged weapons====
+
==== Plants ====
**<s>Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)
+
* Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
**<s>Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)
 
  
====Melee====
+
==== Animal ====
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s>
+
* Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s>
+
* Adjusted many animal market values and movement speeds.
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)
+
* 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.
  
 
== Updates needed before 1.0 ==
 
== Updates needed before 1.0 ==

Revision as of 02:43, 14 March 2024

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General To-do List

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

  • Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
  • Combat Power on mechanoid pages. automate column on mechanoid hive
  • Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
  • Properties: Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. Harakoni (talk) 01:07, 14 October 2021 (UTC)
  • Chair super page: As above but for "sitting furniture". - Harakoni (Wiki Moderator) (talk) 04:05, 14 March 2022 (UTC)
  • Animal Combat Power: Major only because of the scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. Harakoni (Wiki Moderator) (talk) 11:52, 15 June 2022 (UTC)
  • Goodwill template: Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. Harakoni (Wiki Moderator) (talk) 04:37, 17 October 2022 (UTC)
  • Insectoid pollution stimulus: effects need to be added to the relevant insectoid pages, and possible ailments. - Harakoni (Wiki Moderator) (talk) 12:24, 12 November 2022 (UTC)
  • 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 cows and male bulls. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - Harakoni (Wiki Moderator) (talk) 12:21, 18 March 2023 (UTC)
  • Pyromaniac mood boosts: different firey objects add stacks to a moodlet for pyromaniacs. these stacks should be noted on the individual pages.

Updates and maintenance needed on the Wiki

  • Add an Admin noticeboard --> DONE by Pangaea
    • Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed Harakoni (talk) 08:10, 29 April 2021 (UTC)
  • Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
  • Update some of the default footer pages, as they seem outdated currently --> Partially done by Pangaea
  • Given a fitting license, borrow content from other wikis and improve and expand our Help sections
  • Add articles for each technology and skill, with fitting templates
  • Purge outdated SMW entities: (see Statistics) --> DONE by Hypolite
  • Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
  • Template: STDT tables don't play nice with Template: infobox main and ToC as described here. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in MediaWiki:Common.css as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. Harakoni (talk) 11:43, 1 January 2021 (UTC)
  • Finish the page Help:Templates#Creating_a_template.

Suggestions

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

Large projects

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

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

Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. Harakoni (Wiki Moderator) (talk) 04:54, 19 March 2022 (UTC)
Page type Suggested detail/sections Contributors
Categories/All The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc Contributors
Plants

Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc. This also involes ensuring every page has a variant gallery and has all the stats in the infobox Some suggestions (more needed):

  • For plantables: Growing section using Template: Grow Table
  • For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
  • Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand
Animals
  • Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
Drugs

See Go-juice for an example.

  • Acquistion/crafting information standardized
  • Summary
    • Instanteous effects e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.
    • High effects
    • Tolerance and Severity gains
    • Addiction effects
    • Withdrawal effects
    • Effects for mtb to chemical damage etc.
  • Analysis
    • Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)
    • Comparison of production compared to other drugs in the same class as part of above
    • Comparison of economies, like is currently available for Flake and Yayo, but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.
Weapons Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates.
Production facilities Workbenches like the smithy, tailoring becnh etc.
  • Acquisition - self evident
  • Summary - general information about it use, with both the use of Template:Recipe List to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.
  • Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.
  • Template:Building Stats Table
Diseases
Recreation Standardized recreation comparison - tables with time to recreate etc.
Traps IEDs and spike traps. Standardisation and comparisons - see Security table for start.
Sculpture Sculpture, Small sculpture, Large sculpture, Grand sculpture, Terror sculpture
Factions
  • Lore
  • Variants
  • Ideologies
  • Pawns (from pawn tables where needed)
  • Faction Bases
  • Raid "rewards" (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)
  • Caravans?
  • Reinforcements?
  • Raid types and constitution?

And then add other sections and subsections as needed.

Artificial body parts Almost all of them need a dedicated summary section of their mechanics
Illumination area Add similar images in style/quality/content to Standing lamp#Illumination area by User:SyntaxTerror to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.
Maintenance Not a set of pages, but for things that occasionally break down and need a component to fix. A standardized format for the Summary sections is needed as well as an entry on Component. I actually can't immediately find any mentions of this mechanic on the wiki, so either its not described or its poorly interlinked/SEO'd.
Materials, resources, and Ore Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of Template:Ingredient List. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to Harakoni (Wiki Moderator) (talk) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.
Ruins Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear.

Notable things format has to account for:

Butchery project

There are a factors to butchering that need to be verified by actual in-game testing (not just assumptions, word of mouth, or trusting current page information and/or version histories) in the current version, have their specific mechanics determined, and then disseminated to the various relevant points including:

The following are the things to be checked - don't delete wrong issues, mark them with a Ex.png. Feel free to add issues you think need to be checked.

Issue Issue Confirmed Mechanics Mechanics Confirmed
Difficulty affect butchery yield Check.png By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% Check.png
The 66% multiplier for damaged corpses applies to both meat and leather Check.png As stated in issue Check.png
"euthanize by cut" operation doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) Check.png As stated in issue Check.png
The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a psychic shock lance that does not cause a brain burn) Check.png As stated in issue but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? ?
The Animal Sacrifice ritual Content added by the Ideology DLC doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) Check.png As stated in issue Check.png
Malnutrition causes lower meat returns ? Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% ?
If above is correct, does Malnutrition also affect leather yield ? As stated in issue ?
Lost body parts reduce meat yield Check.png What are the mechanics of this? Is it body part coverage based? ?

Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.

Pawn stats

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

Updated Stat Source


Ex.png Mental Break Threshold Stats_Pawns_General.xml
Ex.png Psychic Sensitivity Stats_Pawns_General.xml
Ex.png Global Learning Factor Stats_Pawns_General.xml
Ex.png Hunger Rate Factor Stats_Pawns_General.xml
Ex.png Immunity Gain Speed Stats_Pawns_General.xml
Ex.png Meat Amount Stats_Pawns_General.xml
Ex.png Leather Amount Stats_Pawns_General.xml
Ex.png Minimum Handling Skill Stats_Pawns_General.xml
Ex.png Pain Shock Threshold Stats_Pawns_General.xml
Ex.png Cooking Speed Stats_Pawns_WorkRecipes.xml
Ex.png Melee DPS Stats_Pawns_Combat.xml
Ex.png Melee Armor Penetration Stats_Pawns_Combat.xml
Ex.png Melee Hit Chance Stats_Pawns_Combat.xml
Ex.png Melee Dodge Chance Stats_Pawns_Combat.xml
Ex.png Shooting Accuracy Stats_Pawns_Combat.xml
Ex.png Trap Spring Chance Stats_Pawns_Combat.xml
Ex.png Incoming Damage Multiplier Stats_Pawns_Combat.xml
Ex.png Medical Tend Quality Stats_Pawns_WorkMedical.xml
Ex.png Medical Surgery Success Chance Stats_Pawns_WorkMedical.xml
Ex.png Beauty - Pawn Beauty Stats_Pawns_Social.xml
Ex.png Global Work Speed Stats_Pawns_WorkGeneral.xml
Ex.png Hunting Stealth Stats_Pawns_WorkGeneral.xml
Ex.png Neural Heat Limit Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Recovery Rate Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Meditation Focus Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)

Version/1.4.3704

  • 1.4.3704 - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
  • 1.4.3704 - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
  • 1.4.3704 - Fix: Pawns leaving map have their assignments reset. - "Does this relate to beds and caskets and such?" - Harakoni (Wiki Moderator) (talk)

Version/1.4.3682

  • 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

  • 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

  • 1.4.3613 - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
  • 1.4.3613 - Xenotype name is locked when loading custom xenotypes from gene assembler.
  • 1.4.3613 - Removed duplicate stat entry RestFallRateFactor.
  • 1.4.3613 - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
  • 1.4.3613 - Fix: AI trying to use tox gas on immune targets.
  • 1.4.3613 - Fix: Some recipes missing ingredients in tooltip.
  • 1.4.3613 - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
  • 1.4.3613 - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
  • 1.4.3613 - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
  • 1.4.3613 - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.

Version/1.4.3580

  • 1.4.3580 - Display genes regrowing duration on gene extractor float menu options if available.
  • 1.4.3580 - Check if region has deadly danger before giving nature running learning.
  • 1.4.3580 - Show rejected float menu option for slaves attempting to use non-slave medical beds.
  • 1.4.3580 - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
  • 1.4.3580 - Fix: Furskin_Average3 head uses the wrong graphic.
  • 1.4.3580 - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
  • 1.4.3580 - Fix: Tattoos render below heavy brow.
  • 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: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
  • 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: Exception trying to visit sick pawn with neversleep gene.
  • 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

  • 1.4.3563 - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
  • 1.4.3563 - Hospitality refugee uses the same system to determine refugee count as for beggars.
  • 1.4.3563 - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
  • 1.4.3563 - Fix: Hemogen wasted when refueling deathrest buildings.
  • 1.4.3563 - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
  • 1.4.3563 - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.

Version/1.4.3558

  • Reworked how many beggars show up depending on colony population.
  • Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.

Version/1.4.3557

  • 1.4.3557 - Dependency genes override other drug-related genes.
  • 1.4.3557 - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
  • 1.4.3557 - Fix: 100% chance for tattoos if pawn has no ideoligion.
  • 1.4.3557 - Fix: Banishing colonists doesn't recalculate faction ideoligions.
  • 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

Changes since unstable

  • 1.4.3555 - Removed xenotype sets from existing MemeDefs.
  • 1.4.3555 - Added a stat entry for humanlikes which displays their current age rate multiplier.
  • 1.4.3555 - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
  • 1.4.3555 - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
  • 1.4.3555 - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
  • 1.4.3555 - Slightly reduce the impact that player mechanoids have on raid points.
  • 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: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
  • 1.4.3555 - Fix: Pollution goodwill loss during Archonexus questline.
  • 1.4.3555 - Fix: Ultraheavy boss mechs are never targetable by lances.
  • 1.4.3555 - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
  • 1.4.3555 - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
  • 1.4.3555 - Fix: Impossible relationships appearing with custom xenotypes.
  • 1.4.3555 - Fix: Animals use human child and adult age rate multipliers.
  • 1.4.3555 - Fix: Growth points are gained during deathrest when learning need is frozen.

Big new stuff

  • 1.4.3555 - Added a new category of precept: Preferred xenotypes.
  • 1.4.3555 - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.
  • 1.4.3555 - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.

Smaller new stuff

  • 1.4.3555 - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
  • 1.4.3555 - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
  • 1.4.3555 - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
  • 1.4.3555 - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
  • 1.4.3555 - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
  • 1.4.3555 - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
  • 1.4.3555 - Display recipe ingredient counts on recipe float menu option tooltip.

Miscellaneous

  • 1.4.3555 - Increased the availability of gene packs from various traders.
  • 1.4.3555 - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
  • 1.4.3555 - We now allow the kind trait to apply in addition to other violence-related genes.
  • 1.4.3555 - We now display market value on colony mechs’ inspect pane.
  • 1.4.3555 - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
  • 1.4.3555 - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
  • 1.4.3555 - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
  • 1.4.3555 - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
  • Display recipe ingredient counts on recipe float menu option tooltip.
  • 1.4.3555 - Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
  • 1.4.3555 - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
  • 1.4.3555 - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
  • 1.4.3555 - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
  • 1.4.3555 - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
  • 1.4.3555 - Added a thing category for mechanitor body parts (used on stockpile config etc.)
  • 1.4.3555 - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
  • 1.4.3555 - Show birth letter for babies born from lent colonists in a PawnLend quest.
  • 1.4.3555 - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
  • 1.4.3555 - Display conditional stat affecters from ideoligions in stats page.
  • 1.4.3555 - Add dev tool to add ideology development points.
  • 1.4.3555 - Added description to "force xenogerm implantation" command.
  • 1.4.3555 - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
  • 1.4.3555 - Bringing babies to a safe temperature jobs can now be interrupted.
  • 1.4.3555 - Added an alert which displays deathresting pawns who can be safely woken.

Fixes

  • 1.4.3555 - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
  • 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.
  • 1.4.3555 - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.

Version/1.4.3542

  • 1.4.3542 - Fix: Missing ideology check when drawing dietary type stat.

Version/1.4.3541

  • 1.4.3541 - Disallow baby food and hemogen packs for chemfuel creation recipes. (Check if this means outright prevents their use or just that they're disabled by default before adding - Harakoni (Wiki Moderator) (talk))
  • 1.4.3541 - Adjusted power info text for deathrest buildings.
  • 1.4.3541 - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
  • 1.4.3541 - Fix: Mech debris can spawn on the anima tree.
  • 1.4.3541 - Fix: Emancipated slaves that are drafted stay drafted.
  • 1.4.3541 - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.

Version/1.4.3534

  • 1.4.3534 - Reduced volume and frequency of yttakin sounds.
  • 1.4.3534 - Added 'humans only' option for bills.
  • 1.4.3534 - Fix: Abandoning home doesn't unlink deathrest buildings.
  • 1.4.3534 - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
  • 1.4.3534 - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
  • 1.4.3534 - Fix: Thrall reinforcements can be passive in certain circumstances.
  • 1.4.3534 - Fix: Genes can be given to children who do not have prerequisite gene.
  • 1.4.3534 - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
  • 1.4.3534 - Fix: Ranged enemies come into melee range consistently when shooting positions are available.
  • 1.4.3534 - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.

Version/1.4.3531

  • 1.4.3531 - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.

Version/1.4.3530

  • 1.4.3530 - Reduce growth points of generated children by ~25%.
  • 1.4.3530 - Fertility stat is no longer capped at 100%.
  • 1.4.3530 - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
  • 1.4.3530 - "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
  • 1.4.3530 - Don't display pick up options for drugs that the pawn will drop immediately anyways.
  • 1.4.3530 - Remove addictions when adding chemical dependency genes.
  • 1.4.3530 - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
  • 1.4.3530 - Babies that have fallen asleep in someone's arms no longer immediately wake up.
  • 1.4.3530 - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
  • 1.4.3530 - Fix: Paramedic not counted as doctor in solo mechanitor run.
  • 1.4.3530 - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
  • 1.4.3530 - Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
  • 1.4.3530 - Fix: Removing passion-adding genes doesn't revert effect.

Version/1.4.3529

  • 1.4.3529 - Added missing fill percent for gene and mech buildings.
  • 1.4.3529 - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
  • 1.4.3529 - Fix: Some mechs cannot load into a shuttle.
  • 1.4.3529 - Fix: Highmates can create bonds with quest visitors and vice versa.
  • 1.4.3529 - Fix: Hemogen extraction can get "stuck" on.
  • 1.4.3529 - Fix: Deathrest buildings use hemogen when not in use.
  • 1.4.3529 - Fix: Growth tier gizmo displays incorrect percent value on bar.

Version/1.4.3528

  • 1.4.3528 - "My child is happy" and related thoughts now can trigger if a pawn is being carried.
  • 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: Letting a pawn die on the world map with wastepacks will not pollute terrain.
  • 1.4.3528 - Fix: Eye cut out graphics are misaligned.
  • 1.4.3528 - Fix: Bossgroup drop pods don't use mechanoid drop pods.
  • 1.4.3528 - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
  • 1.4.3528 - Fix: Psychic drone now properly triggers for colonists being carried.
  • 1.4.3528 - Fix: Held babies/children will now have thoughts about how their parents are happy.
  • 1.4.3528 - Fix: Save modlist saving the filtered mod list.

Version/1.4.3527

  • 1.4.3527 - Update tutorial end message to point players to the correct place for changing storyteller settings.
  • 1.4.3527 - Reduced mechanitor ship combat points by half.
  • 1.4.3527 - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
  • 1.4.3527 - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
  • 1.4.3527 - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
  • 1.4.3527 - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.
  • 1.4.3527 - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
  • 1.4.3527 - Fix: Scenario text cut off if tiny text is disabled.
  • 1.4.3527 - Fix: Abandoning colony pawns text doesn't mention mechs.
  • 1.4.3527 - Fix: Hostile pawns try to path to destroyed structures.
  • 1.4.3527 - Fix regression: Food consumption absurd during lactation.

Version/1.4.3525

  • 1.4.3525 - Disable growth moment letter for quest lodgers.
  • 1.4.3525 - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
  • 1.4.3525 - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
  • 1.4.3525 - Fix: Babies causing bad thoughts for bigotry ideoligions.
  • 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
  • 1.4.3525 - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.

Version/1.4.3523

New stuff - base game

  • 1.4.3523 - Painting and color customization
  • 1.4.3523 - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.
  • 1.4.3523 - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
  • 1.4.3523 - Choose from a large variety of colors to customize your colony!
  • 1.4.3523 - Added many new carpet colors.

Turrets, gas, gear, and medicine

  • 1.4.3523 - Added new gas health conditions.
  • 1.4.3523 - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
  • 1.4.3523 - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.

UI

  • 1.4.3523 - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
  • 1.4.3523 - Completely reworked mods manager and mods mismatch UI.
  • 1.4.3523 - Added tile inspector. View info about a specific tile by holding the “alt” key.
  • 1.4.3523 - Added pawn icons to many menus.
  • 1.4.3523 - Created a square grid float menu for paint and carpets.
  • 1.4.3523 - Weapons are displayed below drafted colonist portraits.

Miscellaneous

  • 1.4.3523 - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
  • 1.4.3523 - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.
  • 1.4.3523 - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
  • 1.4.3523 - Added a search bar to the quests list.
  • 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 and the length of time to clean filth on surfaces
  • 1.4.3523 - Added prisoner recruitment last resistance reduction info in prisoner tab.
  • 1.4.3523 - Added “research bench required” alert.
  • 1.4.3523 - Added build hopper command to nutrient paste dispenser.
  • 1.4.3523 - Drafted colonists can pick up downed people and carry them around.

Improvements and adjustments - base game

Performance

  • 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

  • 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

  • 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

  • 1.4.3523 - Carried things can now be added to caravans.
  • 1.4.3523 - Trade menu always shows player currency, even when it is at 0.
  • 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 - Royalty

  • 1.4.3523 - Limit noble wimp to knight or praetor.
  • 1.4.3523 - Ensure persona weapons are unbound if you leave them on a temporary map.

Improvements and adjustments - Ideology

  • 1.4.3523 - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
  • 1.4.3523 - Moved ideology buildings to new Ideology architect tab.
  • 1.4.3523 - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
  • 1.4.3523 - Allow style selection in bill configuration dialog in classic mode.
  • 1.4.3523 - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
  • 1.4.3523 - Ensure ideoligions are recalculated after an archonexus win.
  • 1.4.3523 - Added complex furniture as a prerequisite for reliquary and styling station.
  • 1.4.3523 - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
  • 1.4.3523 - "No slaves in colony" thought does not apply at "Very low" expectations or below.
  • 1.4.3523 - Rituals are called off if the target is reserved by another pawn during the ritual.
  • 1.4.3523 - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • 1.4.3523 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
  • 1.4.3523 - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
  • 1.4.3523 - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.

Dev tools

  • 1.4.3523 - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
  • 1.4.3523 - Debug actions use a node tree for navigation.
  • 1.4.3523 - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.
  • 1.4.3523 - Implemented dev mode camera controls dialog with saveable presets.
  • 1.4.3523 - Added a simple debug tool for framerate/ticks per second performance benchmarking.
  • 1.4.3523 - Added dev add/remove hediff buttons to a pawn’s health card.
  • 1.4.3523 - Added gear-related debug options to gear screen.

Technical

  • 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

  • 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: Some apparel is smeltable when it would not give anything for smelting.
  • 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: Hidden and temporary factions can own work sites.
  • 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/1.3.3387

Steam Deck Improvements

  • Commands now show "button A" glyph instead of "A" label on Steam Deck.
  • When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
  • Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.

Ideology Improvements

  • Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
  • Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
  • Colonists no longer get upset for delaying a ritual.
  • 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.
  • Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • Adjusted inspect pane and stat readout for relics in classic mode.

Version/1.3.3326

A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years Harakoni (Wiki Moderator) (talk) 01:00, 7 April 2022 (UTC)

Ideology Improvements

  • Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.
  • Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.

UI Improvements

  • Show accept key command hotkey on SteamDeck.
  • Main buttons position change (change height instead of y).
  • Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
  • Don't show tooltips when the SteamDeck keyboard is open.
  • Change quests SteamDeck icon.

Controls

  • Touch screen scrolling improvements on SteamDeck.
  • It's now possible to scroll through lists by dragging your finger on SteamDeck.
  • Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
  • Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
  • Allow more zoom on SteamDeck for better touch screen support and easier navigation.
  • Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.
  • Accept key on a SteamDeck now activates the first command.

Misc Improvements

  • Tutorial now mentions the correct button names on SteamDeck.
  • Added triggered modal ConceptDefs which explain SteamDeck controls.
  • Added controller configuration button to options on SteamDeck.
  • Added an option to disable tiny fonts in options.

Technical

  • Added "Simulate using Steam Deck" debug setting.

Version/1.3.3287

New feature

  • 1.3.3287 - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.

UI improvements

  • 1.3.3287 - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
  • 1.3.3287 - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
  • 1.3.3287 - Meme tooltips now list all prevented precepts instead of just saying how many there are.
  • 1.3.3287 - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
  • 1.3.3287 - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
  • 1.3.3287 - A "Show all" checkbox on ideo dialog shows all hidden precepts.
  • 1.3.3287 - Updated meat eating precept and thought labels and descriptions to better match gameplay.

Tuning - General

  • 1.3.3287 - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
  • 1.3.3287 - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.

Tuning - Ideoligions

  • 1.3.3287 - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
  • 1.3.3287 - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
  • 1.3.3287 - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.

Misc

  • 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

  • 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

Combat - Turrets

  • 1.3.3200 - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.

Combat - Enemies

  • 1.3.3200 - Added a way to make special per-faction raid strategy probabilities.
  • 1.3.3200 - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
  • 1.3.3200 - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.

Food handling

  • 1.3.3200 - We now vary meal textures depending on ingredients.
  • 1.3.3200 - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
  • 1.3.3200 - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.
  • 1.3.3200 - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
  • 1.3.3200 - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
  • 1.3.3200 - Meal-related thoughts now display which meal caused the thought.
  • 1.3.3200 - Added food restrictions for meat or veg only meals.
  • 1.3.3200 - Added special thing filters for meat and veg ingredient-filled meals.
  • 1.3.3200 - Add insect meat food restriction and special things filter.
  • 1.3.3200 - Add cannibal food restriction and special thing filter.
  • 1.3.3200 - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.

Misc improvements

  • 1.3.3200 - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
  • 1.3.3200 - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
  • 1.3.3200 - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
  • 1.3.3200 - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
  • 1.3.3200 - Added a loading tip describing fixed wealth mode.

Fixes

  • 1.3.3200 - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
  • 1.3.3200 - Fix: Newborn animals from other factions don't leave with faction.
  • 1.3.3200 - Fix: High life precept description doesn't properly display mood range.
  • 1.3.3200 - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
  • 1.3.3200 - Fix: Special characters on named precepts can break UI.
  • 1.3.3200 - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
  • 1.3.3200 - Fix: Work speed penalty reasons formatting issues.
  • 1.3.3200 - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
  • 1.3.3200 - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
  • 1.3.3200 - Fix: Meals with no ingredients cause "ate non-meat" thought.
  • 1.3.3200 - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - User:Cheldra does this affect your work with animal growth? Must be checked before this is removed from to-do list. Harakoni (Wiki Moderator) (talk) 01:15, 2 December 2021 (UTC)
  • 1.3.3200 - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
  • 1.3.3200 - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
  • 1.3.3200 - Fix: Hackables can be instantly hacked.
  • 1.3.3200 - Fix: Raiders attacking non-aggressive roamers.
  • 1.3.3200 - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.

Version/1.3.3159

Caravan improvements

  • 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

  • 1.3.3159 - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
  • 1.3.3159 - Sort items players take to new archonexus settlement more in line with usefulness.
  • 1.3.3159 - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
  • 1.3.3159 - Tweak count of items players can bring to new archonexus settlement.
  • 1.3.3159 - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
  • 1.3.3159 - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
  • 1.3.3159 - Reset pawn food and rest levels when starting new archonexus colony.
  • 1.3.3159 - Add animation after selecting new archonexus settlement to make moment feel more significant.

Misc improvements

  • 1.3.3159 - Ideoligious buildings are no longer expected to be placed in non-home maps.
  • 1.3.3159 - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
  • 1.3.3159 - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.
  • 1.3.3159 - Reduced the amount of ancient junk that spawns on newly-generated maps.
  • 1.3.3159 - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
  • 1.3.3159 - Update predators hunting across fences tooltip to match current functionality.
  • 1.3.3159 - Ensure the trigger conditions for scarification/blinding are clear to the player.
  • 1.3.3159 - Right clicking on ancient junk with drafted pawn shows option to attack.
  • 1.3.3159 - Unforbid items in pawn inventory if taken by caravan from temporary map.
  • 1.3.3159 - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.
  • 1.3.3159 - Added range values to darkness combat stats.
  • 1.3.3159 - Added charity events for not helping pilgrims.
  • 1.3.3159 - Added hacking progress stat to hackable things.
  • 1.3.3159 - Clarify age reversal precept.

Fixes

  • 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

Multi-ideo colony viability

  • 1.3.3117 - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
  • 1.3.3117 - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
  • 1.3.3117 - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.

New stuff

  • 1.3.3117 - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
  • 1.3.3117 - You can now randomize fluid ideos before applying changes.
  • 1.3.3117 - You can now randomize normal memes during fluid ideo reforming.

Improvements

  • 1.3.3117 - Blind pawns' stats are now unaffected by light and darkness.
  • 1.3.3117 - Adjust the role tooltip area on the pawn's social tab.
  • 1.3.3117 - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.
  • 1.3.3117 - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
  • 1.3.3117 - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
  • 1.3.3117 - Increased chance for ancient security crates to spawn in ancient complexes.
  • 1.3.3117 - Removed min points limit on security crate spawning in ancient complexes.
  • 1.3.3117 - We now warn player if important plants like anima trees are marked for cutting or in grow zone.
  • 1.3.3117 - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.
  • 1.3.3117 - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
  • 1.3.3117 - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
  • 1.3.3117 - Change to randomized memes for fluid ideo based on feedback.

Fixes

  • 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

New stuff

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

Improvements

  • 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 - Update descriptions of individualist and collectivist memes.
  • 1.3.3101 - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
  • 1.3.3101 - Add note about work to deconstruct to 'work to build' stat description.
  • 1.3.3101 - Adjust some thought descriptions so that they still make sense for blind people.
  • 1.3.3101 - Removed culture restrictions when choosing ideoligion
  • 1.3.3101 - Changed extract tree hotkey to be the same as uninstalling.
  • 1.3.3101 - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.

Tuning

  • 1.3.3101 - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
  • 1.3.3101 - Adjust mood impact of relic-in-ritual-room thought.

Technical

  • Change IsPsychicallySensitive from >= to >.
  • Turn psychic sensitivity checks into a property.
  • Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.
  • Add missing gender constants for deity, foeLeader and founder.

Fixes

  • Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
  • Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
  • Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
  • Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
  • Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
  • Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.
  • Fix regression: Bestower doesn't care about roof collapsing on top of him.
  • Fix: Skeletons don't draw apparel.
  • Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.
  • Fix: It is possible to sell animals while forming a caravan.
  • Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
  • Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
  • Fix: Players can take items from passing trade ship inventory to next archonexus settlement
  • Fix: Dryads with replaced parts don't have the "missing" part added back.
  • Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.
  • Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner.
  • Fix: You can start conversion ritual with a moral guide that can't speak.
  • Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
  • Fix: Cannibal ideo pawns do not prefer human leather apparel.
  • Fix: Non-colonist can be chosen as scarification target.
  • Fix: Wild dryads can wander in, only to leave right away.

Version/1.3.3087

New stuff

  • Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.
  • Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.
  • Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.
  • There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.

Improvements

  • Classic ideo preset can now generate relics.
  • Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
  • Persona weapons are no longer included in "allow biocoded" thing filters.
  • Upon new archonexus settlement, player now retains research up to classic start.
  • We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
  • Colonists now get initial optimism thought after resettling in archonexus quest line
  • Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
  • We no longer randomize classic ideo styles. Just use whatever is in the culture.
  • Dryads now rest near their connected tree, not in beds or sleeping spots.
  • Clicking on ideoligion certainty in social card now opens ideoligion tab
  • Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
  • Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
  • We now reset prevent various events from happening too early after new archonexus settlement.
  • Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
  • Add a "drag to reorder" label on colonist creation screen for clarity.
  • Colorize the Tree Connection ritual icon to match the Gauranlen color.

Technical

  • PawnRenderer weapon drawing now supports Graphic_Random.
  • Limit awaking on clamor to ancient complex insects and mechs.

Fixes

  • Fix: Classic ideo preset can have tattoos for tribal player.
  • Fix: Minified trees left behind on caravans do not count as died.
  • Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
  • Fix: Dryads listed on bed assign dialog.
  • Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
  • Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
  • Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
  • Fix: Techprints retained on archonexus resettlement.
  • Fix: Bloody dominators description typo
  • Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
  • Fix: Ancient complex insects that heard a clamor are not fully awoken.
  • Fix: Hunters finishing off their prey counts as slaughtering an animal.
  • Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
  • Fix: Gauranlen spawn cycle not correct after new archonexus settlement
  • Fix: Savage Tribe shows what it will buy.
  • Fix: Item style overrides information is not shown on ideo preset screen.
  • Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
  • Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
  • Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
  • Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
  • Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
  • Fix: Positive goodwill reward given when labourers miss shuttle
  • Fix: Mentally broken pawn appears as participant for anima linking ritual.
  • Fix: Tribal members do not become hostile when arrested in terminal hack quest.
  • Fix: Passive cave insects block bestowing ceremony.
  • Fix: Badly formatted relic name in relic hunt quest description.

Version/1.3.3080

Improvements

  • 1.3.3080 - Increased plant harvest yield stats' max values. (Note: that this needs more integration than just a update to the Plant Harvest Yield page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - Harakoni (talk))

Fixes

  • 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

Improvements

  • 1.3.3076 - Clarified spacedrone self-destruct delay info in quest description.
  • 1.3.3076 - Archonexus quest now warns players beforehand that research will reset
  • 1.3.3076 - Tuned down apostate memory thoughts and adjusted labels.
  • 1.3.3076 - Rebalance tree connector thoughts.

Fixes

  • 1.3.3076 - Fix: TreeDensityReduced thought stages are incorrectly calculated. - Note that this will require checking that the thought information is currently correct on that page - Harakoni (Wiki Moderator) (talk) 11:17, 26 December 2023 (UTC)
  • 1.3.3076 - Fix: Prisoners lost during farskip.
  • 1.3.3076 - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.

Version/1.3.3074

  • 1.3.3074 - Allowed saving all ideos and allowed saving ideos in-game.
  • 1.3.3074 - Allow non-ideo members to participate in leader speech.
  • 1.3.3074 - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
  • 1.3.3074 - Beggars can now be given items when they are traveling to their wait destination.
  • 1.3.3074 - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
  • 1.3.3074 - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.

Fixes:

  • 1.3.3074 - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
  • 1.3.3074 - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
  • 1.3.3074 - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
  • 1.3.3074 - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
  • 1.3.3074 - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.

Version/1.3.3072

  • 1.3.3072 - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
  • 1.3.3072 - Auto-slaughter config allows you to control bonded animal slaughter specifically.
  • 1.3.3072 - Suspend dryads currently in cocoons.
  • 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

Improvements

  • 1.3.3067 - Blind people no longet get the darkness mood debuff.
  • 1.3.3067 - Reduced min colony wealth to 150k for firing archonexus endgame quest.
  • 1.3.3067 - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
  • 1.3.3067 - Allow starting the bestowing ceremony via right click.
  • 1.3.3067 - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
  • 1.3.3067 - Building damage factors are drawn for projectile weapons in their info card.
  • 1.3.3067 - Mechanoid breach raids spawn with one breacher.
  • 1.3.3067 - Breach raids never have 'drop-in' arrival mode.
  • 1.3.3067 - Prisoners now produce a mood malus if they escape.
  • 1.3.3067 - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.

Fixes

  • 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: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
  • 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

Pens and animals

  • Pen system: Create pens for your farm animals to keep them organized and safe.
  • Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
  • Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
  • Handlers will use ropes to lead animals from one location to another, or out of a pen.
  • Some animals will now roam if they are not contained within a pen.
  • Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
  • animal filth has been reworked
  • Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
  • Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
  • Tame animals can now be released to the wild.

Miscellaneous

  • Added facial hair for pawns. The style of hair is based on the pawn’s background.
  • Added visual wound and prosthetic overlays on pawns.
  • When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.

Improvements and adjustments: Base game

Goodwill

  • All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
  • Goodwill with factions gradually shifts towards the faction’s natural goodwill.
  • Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
  • Guest status with a faction is reset upon gifting a pawn to that faction.

Animals and plants

  • Raiders no longer actively attack passive colony animals.
  • Animals tab life stage tooltip now also shows the animal's exact age.
  • Wild plants spawned during gameplay start at 15% growth instead of 5%.
  • Plants newly sown by players start at 0.01% growth.
  • Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
  • Animals are unwilling to eat plants under 10% growth.
  • Herbivores rebalance:
    • Hunger rate reduced by 50%.
    • Adult age is reduced by 33%.
    • Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
    • Reduced toxic fallout buildup by 50%.
  • Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
  • Increased meat yields by 30%.
  • Damaged corpses give 33% less meat and leather amounts.
  • Animals can be assigned to animal beds. These beds can be designated as medical.
  • Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
  • Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
  • Traders that sell animals try to generate with at least one pair of core farming animals.

Combat, weapons, gear

  • Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
  • When a pawn is drafted while eating from inventory they will return the food to their inventory.
  • Pawns can take medicine into their inventory.
  • Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.

Pawns

  • Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
  • On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Hediff stages can now override hediff labels.
  • Hediff tooltips of grouped hediffs are now separated from each other.
  • Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
  • Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
  • Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
  • Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
  • On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
  • Assigning pawns to beds updates the room role, if possible.
  • Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
  • Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
  • Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
  • Non-cannibals dislike those that wear human leather apparel.
  • When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
  • Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
  • Smoothed out addiction chances based on the pawn’s tolerance.

Caravans

  • Optimized caravan automatic food selection.
  • Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.

Miscellaneous

  • Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
  • Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
  • Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
  • Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
  • Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
  • Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
  • Build designators no longer default to def-defined default if there is none of that type of resource on the map.
  • Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
  • Saving is temporarily disabled while selecting a world tile at the beginning of the game.
  • Added debug setting: Never force normal speed.
  • Added a Thing category for wool.
  • maintenanceCostFactor has a minimum of 1%.
  • Balanced distant fight points adjustment and pawn combat points.

Improvements and adjustments: Royalty

  • The bestowing ceremony is now a gathering that everyone can attend.
  • Pawns lent to another faction have their wounds tended more competently.

Bugfixes

  • Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
  • Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
  • Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
  • Fix: Monument quests aren’t failed after the map is removed.
  • Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
  • Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
  • Fix: Using the “change material” button on weapon info cards does not update stat readout.
  • Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
  • Fix: Brawler guards can still arrive with ranged weapons.
  • Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
  • Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
  • Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
  • Fix: Stun psycast does not interrupt minigun salvo.
  • Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
  • Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
  • Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
  • Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
  • Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
  • Fix: Word of Joy counts as a hostile act.
  • Fix: Pawn having a mental break on entering a hostile map is drafted.
  • Fix: Pawn having a mental break on caravan is drafted upon entering a map.
  • Fix: Some monument buildings have enclosed floored areas.
  • Fix: Lent pawns tended to horribly by the host faction.
  • Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
  • Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
  • Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
  • Fix: Rescue shuttle lands on crashed shuttle and wipes it.

Update 1.2.2753

  • 1.2.2753 - When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly. DONE. Jimyoda (talk) 18:54, 2 April 2021 (UTC)
  • 1.2.2753 - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
  • 1.2.2753 - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
  • 1.2.2753 - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
  • 1.2.2753 - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
  • 1.2.2753 - We now automatically add appropriate bedrolls to caravan.
  • 1.2.2753 - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
  • 1.2.2753 - Allow quick loading via permit shuttle from non-home maps with no hostiles.

Adjustments

  • 1.2.2753 - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
  • 1.2.2753 - Make pawns count as guilty while in aggro mental state.
  • 1.2.2753 - Food and medicine renamed to travel supplies
  • 1.2.2753 - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
  • 1.2.2753 - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
  • 1.2.2753 - Added quest look target when bestowing ceremony cannot be accepted due to threat.
  • 1.2.2753 - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
  • 1.2.2753 - Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog. Detail not needed. Jimyoda (talk) 19:14, 2 April 2021 (UTC)
  • 1.2.2753 - Member stripped goodwill penalty increased from 10 to 40.
  • 1.2.2753 - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.

Fixes

  • 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: Colonist pods returning from a 'pawn lend' quest can roof punch.
  • 1.2.2753 - Fix: Rescuing downed noble ends shuttle rescue quest.
  • 1.2.2753 - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
  • 1.2.2753 - Fix: Meditation preventing pawn from attending a gathering or giving speech.
  • 1.2.2753 - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
  • 1.2.2753 - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
  • 1.2.2753 - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
  • 1.2.2753 - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
  • 1.2.2753 - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
  • 1.2.2753 - Fix: Animals refusing to eat reachable food when restricted to an area.
  • 1.2.2753 - Fix: Can't rescue invisible colonists.
  • 1.2.2753 - Fix: Sick pawns falling out of bed because of trying to do meditation for joy

Version/1.2.2719

New stuff: Base game

  • 1.2.2719 - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
  • 1.2.2719 - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
  • 1.2.2719 - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).

New stuff: Royalty expansion

  • 1.2.2719 - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
  • 1.2.2719 - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
  • 1.2.2719 - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
  • 1.2.2719 - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.

Improvements and adjustments

  • 1.2.2719 - Underground resources readout now shows what resource is in each underground cell and how many there are.
  • 1.2.2719 - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
  • 1.2.2719 - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
  • 1.2.2719 - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
  • 1.2.2719 - Quest helpers no longer spawn with the greedy trait.
  • 1.2.2719 - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
  • 1.2.2719 - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.

Technical

  • 1.2.2719 - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.

Bugfixes

  • 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: Pawn can get random inspiration while not capable of being conscious.
  • 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: Psylink counts as an artificial part for a transhumanist.
  • 1.2.2719 - Fix: Pawns not gaining comfort from throne while meditating.
  • 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: Mechanoids not waking up if you skip them.
  • 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: Shuttles sometimes land on natural roofs.
  • 1.2.2719 - Fix: Some enemies spawn with smoke launchers who shouldn't.

Version/1.1.2654

Improvements

  • 1.1.2654 - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
  • 1.1.2654 - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.

Tuning

  • 1.1.2654 - Increase rewards per points for quests game-wide.
  • 1.1.2654 - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
  • 1.1.2654 - Double the rate of nuzzling by animals to buff mood-oriented pets. Already done. Ickputzdirwech (talk) 08:13, 22 September 2021 (UTC)
  • 1.1.2654 - Extend the thought for when you buried someone in a sarcophagus.
  • 1.1.2654 - Reduce monument sizes about 15%.
  • 1.1.2654 - Toxic fallout: Reduce base chance from 0.14 to 0.12.
  • 1.1.2654 - Reduce chance for diseases in caravans by 4x.
  • 1.1.2654 - Min market value for neuroformer quest rewards reduced from 720 to 600.
  • 1.1.2654 - Reduced the selection weight of hostile factions as quest askers to 15%.
  • 1.1.2654 - Disabled paralysis in hospitality quests.

1.1 Update

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

New features

  • Added heatstroke alert for colonists and tame animals.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.

Adjustments

  • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
  • Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
  • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
  • Trade interface now shows the next restock time for settlements.
  • Open caskets now look different from closed ones.
  • Colonists attending a party gain recreation value.
  • Player can now inspect the contents of cryptosleep caskets on a new tab.
  • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
  • Rebalanced mechanoid bodypart coverages
  • Tattered apparel and unhappy nudity alerts now shows how many are affected.
  • Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
  • Placing turrets now shows min and max range, not just max range.

Fixes

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

Beta 19/1.0 Update

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

New features

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

Adjustments

  • Doctors can draw medicine from the same stack at the same time
  • Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
  • Insects will no longer attack the colony when harmed by raiders
  • Hives will no longer spawn close to enemy bases
  • No more random deaths from meteorites falling on colonists
  • Caravan members now slowly gain social recreation when the caravan is not moving
  • It's no longer possible to build roof over trees
  • Plant cut/harvest time now depends on the plant's growth
  • Adjusted doctors and patients work priorities a bit so they do urgent work first
  • Most crafting benches are now uninstallable and reinstallable
  • Ores mined by non-colonists (e.g. insects) now spawn forbidden
  • Animals' melee damage now scales with life stage
  • Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
  • Pets and bonded animals no longer disturb sleep
  • When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
  • Enemies no longer use single use rocket launchers during caravan ambushes
  • Various floors now require research.
  • Projectile impacts now wake up nearby people and animals
  • Explosive weapons now explode when set on fire
  • Improved following behavior so animals following their master will now try to stay close to him

Balance

  • 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
  • Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
  • Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
  • Increased base infection chances.

Plants

  • Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.

Animal

  • Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
  • Adjusted many animal market values and movement speeds.
  • Animals leather amount increased 50% across the board
  • Animal train chance reduced 25%.
  • Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.

Updates needed before 1.0

Modding

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

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