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* [[megascarab cocoon]]
 
* [[megascarab cocoon]]
 
* [[spelopede cocoon]]
 
* [[spelopede cocoon]]
 +
* [[chopped polux stump]] (only redirect to ''chopped stump'', add images and description there)
 +
* [[smashed polux stump]] (only redirect to ''chopped stump'', add images and description there)
 +
* [[Mech Repair Speed]]
 +
* [[Subcore Encoding Speed]]
  
 
===Stubs===
 
===Stubs===
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The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:
 
The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:
  
{{#ask: [[:+]] [[Modification date::>21 January 2024 02:10:00]]
+
{{#ask: [[:+]] [[Modification date::>11 August 2022 11:23:08]]
 
  | limit = 500 | format = template | template = Page category check | link = none
 
  | limit = 500 | format = template | template = Page category check | link = none
 
  | named args = yes
 
  | named args = yes
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{{Main|Template:File category check}}
 
{{Main|Template:File category check}}
 
The following files (ordered by ''Modification date'') don't have a file category set:
 
The following files (ordered by ''Modification date'') don't have a file category set:
{{#ask: [[File:+]] [[Modification date::>10 February 2024 20:30:50]]
+
{{#ask: [[File:+]] [[Modification date::>10 December 2022 01:53:28]]
 
  | limit = 500 | format = template | template = File category check | link = none
 
  | limit = 500 | format = template | template = File category check | link = none
 
  | named args = yes
 
  | named args = yes
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* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.
 
* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.
 
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)
 
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)
* ''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 ==
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* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed.  
 
* 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 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 beacon]] and [[Ship landing beacon]]
+
* 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]]
 
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]
 
||
 
||
|-
 
| Psycasts
 
| Pages have been created and the basic infobox is on each page, as is the version history relating to each cast. But the mechanical details need to be filled out, the remaining "caster must be capable of violence " parameters need to be set, the [[Template:Acquisition]] section for it needs a rewrite and the analyses need vetting and expansion. Once the parameters are finished, the table on [[Psycasts]] needs to automated (likely partial ownly due to effect details) including links to the relevant pages
 
| [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
 
 
|}
 
|}
  
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| [[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)
 
|}
 
|}
 
== Anomaly DLC ==
 
 
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.
 
 
== Post 1.5 release versions ==
 
 
They need to be hunted down and added both as individual pages but also here for implementation.
 
 
== Version/1.5.4062 ==
 
 
* [[Version/1.5.4062|1.5.4062]] -
 
 
=== New stuff - base game ===
 
 
==== Mechanoid water emergence and slag chunks ====
 
* Mechanoids can now emerge from bodies of water to attack your colony.
 
* Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)
 
 
==== Crawling ====
 
* When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.
 
* Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.
 
 
==== New wanderers after a “game over” ====
 
* When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony.
 
* This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game.
 
* This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.
 
 
==== UI and art ====
 
* Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.
 
* Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.
 
* Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.
 
* Added a 12 / 24 hour clock option.
 
* Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.
 
* Redesigned the prisoner tab.
 
* Redesigned the health tab.
 
* New and improved weapon art.
 
* Improved plant art and added immature and leafless variants.
 
 
==== Miscellaneous ====
 
* Added “Clean room” command for colonists.
 
* Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
 
* Added separate "smooth walls" and "smooth floors" designations to structure and floor architect tabs.
 
* Added a bionic jaw prosthetic.
 
* Added the organ decay disease.
 
* Added auto rebuild option on firefoam poppers.
 
* Added the ability to dismiss traders.
 
* Added new options on the world map to easily send caravans.
 
* Added new SFX for animals eating.
 
* Added new jungle night ambience SFX. This removes the old high-pitched noises.
 
* Added new warm up SFX for psychic shock lances, psychic insanity lances, psychic animal pulsers.
 
* Added and updated SFX for melee & ranged hit impacts.
 
* You can now dismiss messages by right clicking them.
 
 
=== Improvements and adjustments - base game ===
 
==== Pawns ====
 
* Ensure humanlikes are fed first in caravans.
 
* Allowed capturing carried pawns.
 
* Ascetics ignore "Ate without table" thought.
 
* Improved construction hauling.
 
* Ensure beggars never show up with the requested item in their inventory.
 
* Confused wandering has a max duration of 2 days.
 
* Non-player faction animals with no lord eventually leave the map.
 
* Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.
 
* Increase target prone accuracy modifier from 20% to 50%.
 
* Bionic stomachs reduce the chance of getting food poisoning by half.
 
* Added north and south facing artwork for all dessicated animals.
 
* Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
 
* Rebalance brawler trait to offset skill more than mood.
 
* Tending to non-hostile factions improves goodwill.
 
* Killed leavings are deterministic instead of random on death.
 
* Invisible pawns no longer block hostiles from pathing through them.
 
* Added “pyro used fire weapon” thought.
 
* Improved firefighting so colonists prioritize putting out nearby fires.
 
* Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.
 
* Starting colonists have a chance to spawn with possessions related to their traits.
 
 
==== UI and art ====
 
* Improved research UI.
 
* Improved policy UI.
 
* Changed visuals for tainted apparel
 
* Added a corpse color modifier and changed rotting corpse colors.
 
* Display progress on research projects in project tooltip.
 
* Research benches display research speed factors on the inspect pane instead of work speed.
 
* Clicking the "Need research" alert opens the research tab.
 
* Draw the light radius of torches, braziers and lamps in yellow when placing or selected.
 
* New pawns will always be placed to the right side of the colonist bar.
 
* Allow targeting via the colonist bar.
 
* Adjust stat names slightly so they fit better in tooltips.
 
* Zones are renamed by the button on the inspect pane instead of by the gizmo.
 
* Add thought title to thought tooltip in case it's too long for the needs card.
 
* Food now shows its ingredients in the tooltip in caravan/trade dialogs.
 
* Ingredients in menus are now sorted from highest quantity to lowest.
 
* Added research project info to research bench inspect panes.
 
* Egg box has a "select contained thing" gizmo.
 
* Replaced X button texture with trash can for all "delete" instances.
 
* List "efficiency" of added parts in point form like other hediff effects.
 
* Relabel misc injury to "wound".
 
* Remove "shot by X" in tooltips if the pawn is player controlled and not drafted.
 
* Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.
 
* When using a techprof persona core, bring up the research completed window.
 
* “Select contained thing” gizmo now displays the thing as the icon.
 
* Update Ludeon logo on main menu links.
 
* Reorganized some buildables on the furniture architect tab.
 
* Hide meditation focus radius ring from torches and braziers.
 
 
==== Miscellaneous ====
 
* Allow creating storage groups for single shelves by clicking the "rename" button on the inspect pane.
 
* Show message when various abilities' cooldown ends.
 
* Undergrounder trait description mentions pawns will be unhappy outdoors.
 
* Added an option to increase/decrease the number of autosaves the game will keep (1-25)
 
* Infestations now refund/minify any buildings they destroy.
 
* Update bridges to be the same color as wood floors.
 
* Moved natural hair ColorDefs to Core from Ideology.
 
* Meteorite strikes will no longer hit monuments.
 
* Fires produce light.
 
* Things to load into transport pods can now be changed at any time.
 
* Numpad enter can now be used in dialogs the same way that return can.
 
* Scale damage to buildings from fire/burn damage by their flammability.
 
* Removed some spot building exploits.
 
* Foam turret activation cooldown is paused while repressurizing and unpowered.
 
* Gas now dissipates slower in roofed areas.
 
* Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.
 
* Adjusted some backstories to align with universe canon.
 
* Improve descriptions of hediffs for prosthetics.
 
* Rephrased grid excess/stored inspect string for clarity. Now "Grid excess: X (Y stored)".
 
* Improved lighting for roof eaves.
 
* Updated flame damage to scale with building flammability.
 
* Added "resources to make" stat entry for buildables.
 
* Created an "ingredients" stat entry for craftable ThingDefs.
 
* Added a duplicate area button to the area management window.
 
* Added new Core tips.
 
* Tinctoria now has a lifespan of 12 days.
 
 
=== Improvements and adjustments - Royalty ===
 
* Bestower and guards exit the map more quickly.
 
 
=== Improvements and adjustments - Ideology ===
 
* Ideoligion pawn column is not drawn in Ideology disabled mode.
 
* Styling stations now display favorite and ideoligion colors with a small icon.
 
* Trader inventories try to use the styles available for their primary ideoligion.
 
* Update drug policy records when pawn leaves biosculptor pods.
 
* Moral guide abilities now wake up sleeping pawns.
 
* "Unlocked by X" -> "Origin X" for building styles from memes in precept edit dialog.
 
* Reliquary has a “select contained thing” gizmo.
 
* Loudspeakers and lightballs can now be switched on and off.
 
 
=== Improvements and adjustments - Biotech ===
 
* Adjusted wastepack incident to consider pollution.
 
* Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
* Slightly reduce the mass of sashes.
 
* Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.
 
* Remove reference to damage over time in acid spray gene description.
 
* Added toxalope corpse artwork.
 
* Added more acid filth texture options for acid spray so it never looks tiled.
 
* Displayed a stat entry for turrets attached to pawns, such as heavy mechs.
 
* Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
* Displayed when a mechanitor is required to start the next cycle in gestator inspect strings.
 
* Updated fire spew LOS highlighting.
 
* Berserk and similar psycasts no longer work on bosses.
 
* Apocriton is ultraheavy weight class mech.
 
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
* Babies in caravans now ignore drug policies like they do on map.
 
* Added float menu option to take baby to a safe location.
 
 
=== Dev tools ===
 
* Added “Start game with dev palette on” settings option.
 
* Only show names for official mods in incident chances debug output.
 
* Added more columns to incident chances debug output.
 
* Added tools for unfogging and refogging rects of the map.
 
* Improvements to the "change style" tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.
 
* Added debug tool for spawning pawns of a specific lifestage.
 
* Added tool for tending all bleeding hediffs.
 
* Added "destroy part" option to apply damage dev tool.
 
* Added pinnable "add hediff" debug action.
 
* Dev palette entries no longer re-cache their labels.
 
* Added "None" option for "Set faction" dev tool.
 
* Added an editor window for authoring SimpleCurve objects.
 
* Added contents in braces to "add hediff" debug table for hediffs with names shared by another.
 
* Smooth surface applies instantly if in godmode.
 
* Fires are now spawnable with the "Spawn thing" tool. Spawning fires on top of existing ones will increase the size.
 
* Added "Recalculate threat points" debug action. "Current threat points" output recalculates before logging.
 
* Added “Music debugger”
 
 
=== Technical ===
 
* Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).
 
* Implemented asset hot-reload for developer/modder ease.
 
* Added support for maps which don’t have a corresponding world tile.
 
* Added new virtual relationship record system. Maintains relationship information without bloating save files.
 
* Pawn rendering is now multithreaded.
 
* Added a new super-fast dynamic thing culling system.
 
* Added support for wall attached buildings.
 
* Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.
 
* Added a new music system which can change between songs based on current game state.
 
* Optimizations to various alerts.
 
* Small optimizations to beauty calculations.
 
* Optimize food searching for animals in pens.
 
* Minor performance improvements for tending WorkGivers.
 
* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
 
* Add dev gizmo to manually toggle building power.
 
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
 
* Damage effect pawn tinting is done in material property block instead of copying a new material.
 
* Tick equipment on pawns.
 
* Removed redundant burning stump spawn check.
 
* Small optimization for gas section layer setup.
 
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
 
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
 
* Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.
 
* Replace BackstoryDef's "baseDesc" with Def's "description" field.
 
* Made xpGainAmount from skilltrainers configurable.
 
* Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.
 
* Gas rendering now sends density values to the shader and color and texturing is resolved there.
 
* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
 
* Hediffs can now override the skin shader.
 
* Disabled work types use a cached value instead of recalculating every call.
 
* More control over flecks/motes via XML.
 
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
 
* Renamed classic -> classicExtraMode and hiddenIdeoMode -> classicMode.
 
* Removed Biotech MayRequire from MeleeDamageFactor stat.
 
* If a customizer is defined, rule selection for "p=" acts like priority instead of weight.
 
* Increased float range serialization precision.
 
* Allowed areas are now per map.
 
* Reduce the base maxRemembered value of history events to alleviate some save file bloat.
 
 
=== Bugfixes ===
 
* Fix: Meteorites leaving stone change terrain after save/load cycle.
 
* Fix: Many pawns in a small space can cause heat to build up forever.
 
* Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.
 
* Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.
 
* Fix: Psychic suppressor constantly being reapplied at edge of range on world map.
 
* Fix translation issue: Wrong surgery outcome texts without Biotech.
 
* Fix: Lodgers can farskip and enter ancient complex shuttles.
 
* Fix: Several issues with pollution clearing.
 
* Fix: Neurotrainers not including aptitudes in message.
 
* Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.
 
* Fix: Out of bounds error when looking for a meditation spot.
 
* Fix: Mineable steel generation in tutorial.
 
* Fix: Smeltable thing filter allowing wooden apparel to be smelted.
 
* Fix: Unfogging working incorrectly for large buildings.
 
* Fix: Ink black hair not rendering the correct color.
 
* Fix: Nudists trigger “need warm clothes” alert.
 
* Fix: Error getting null target for throne/bedroom requirements alert explantation.
 
* Fix: Whitespace on claw injury label.
 
* Fix: Gatherings could select invalid organizers.
 
* Fix: Team skills showing disabled skills.
 
* Fix: Duelists interacting while in ritual.
 
* Fix: Mech bosses can be called one after the other within a 2 second window.
 
* Fix: Consumable items can appear as relics.
 
* Fix: Installation blueprints render behind things.
 
* Fix: Ancient fences and wire not deconstructible.
 
* Fix: Hediff iteration not correctly accounting for hediff removal.
 
* Fix: Targeting circle not displaying above some thing overlays.
 
* Fix: Prevent wall raise from being used on indestructible things.
 
* Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.
 
* Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.
 
* Fix: Precept_Role.apparelRequirements potential NullReferenceException.
 
* Fix: Organ traded/sold/installed thoughts have "organ harvested" label.
 
* Fix: Drugs being considered with the fresh filter.
 
* Fix: Don't send fuel node messages if the fuel node was destroyed.
 
* Fix: Learning rate being applied on tech print XP bonus.
 
* Fix: Error when looking for a spectate cell.
 
* Fix: Error when mining smoothed wall for door blueprint.
 
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
 
* Fix: Error when creating xenogerm in certain circumstances.
 
* Fix: Incorrect stack count when looking for food to train animals
 
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
 
* Fix: Remove wake up trigger if lord or pawns don't exist.
 
* Fix: Exception getting growth points for dead pawn.
 
* Fix: Saved references to destroyed relic/removed ideo/precept.
 
* Fix: Spectators can reserve altar interaction spots during rituals.
 
* Fix: Pawns no longer analyze items at unpowered research benches.
 
* Fix: Duel not ending if a fighter starts a mental break.
 
* Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.
 
* Fix: Notifications are sent about guests that are leaving the map.
 
* Fix: Trying to save discarded pawn reference in BattleLogEntry.
 
* Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.
 
* Fix: Slaves are unable to attack in duels without having an aggressive reaction set.
 
* Fix: Gender specific apparel does not show gender in their info tab.
 
* Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.
 
* Fix: Empty caskets aren’t claimable.
 
* Fix: Research bench & techprints don't respect allowed area.
 
* Fix: Ability cooldown text cutoff in windowed mode.
 
* Fix: Deathresting pawns don't display life threatening hediff alerts.
 
* Fix: Firefoam pop pack: Wrong stat name and description.
 
* Fix: Mech rechargers don't count as artificial.
 
* Fix: Colonist backstories getting generated on any pawns.
 
* Fix: Pen marker nutrition calculation not working in some circumstances.
 
* Fix: KillThirst persona weapon thought not translatable.
 
* Fix: Column style variants are visually squished.
 
* Fix: Pawns can hack even with hacking stat disabled.
 
* Fix: Dates on history tab can be cut off if too long.
 
* Fix: Multicell things beauty counted once per cell.
 
* Fix: Float menu error if construction is blocked by trees marked for extraction.
 
* Fix: Desired color not saved if apparel has not been colored before.
 
* Fix: Goodwill from guest average mood not being applied.
 
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
 
* Fix: Targeting gizmos now deselect any active designators.
 
* Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.
 
* Fix: Prisoners can start social fights with non-prisoners.
 
* Fix: Unable to strip prisoners that were quest lodgers.
 
* Fix: God Mode Toggle causing issues selecting Pawns in the Top Bar.
 
* Fix: Simple meal gizmo doesn't display correct texture.
 
* Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.
 
* Fix: Inconsistencies with random graphics when installing minified buildings
 
* Fix: Empire hostile to beggar temp factions.
 
* Fix: Exception feeding a baby which died during feeding.
 
* Fix: Randomized graphics not maintained across blueprint -> frame -> building
 
* Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.
 
* Fix: Art bench: The word "make" is missing for ideoligion sculptures.
 
* Fix: Error trying to breastfeed a baby inside a gene extractor.
 
* Fix: Mech cluster mortars can be roofed over without any penalty.
 
* Fix: Sanguophage meetings sometimes skip implantation.
 
* Fix: Red error attempting to plant held Gauranlen pod.
 
* Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.
 
* Fix: Gather for childbirth gizmo showing on beds when ritual has already started.
 
* Fix: Sanguophages don't know how to react to hunters being captured.
 
* Fix: Line connecting pawn under combat command goes off map.
 
* Fix: Minor typo in ThreatReward_Manhunters_ItemPod.
 
* Fix: Fixed pawns praying during labor interrupting the ritual.
 
* Fix: 'Push heat' debug command doesn't do increments; all options do the maximum.
 
* Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.
 
* Fix: Errors when social fight interrupts dyeing clothing.
 
* Fix: Prevent colonists from eating at a fogged table.
 
* Fix: Colony mechs ignore mortar shell settings.
 
* Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.
 
* Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.
 
* Fix: Lesson giving reservation bug.
 
* Fix: Prisoner interaction mode is reset upon being released.
 
* Fix: Traders spawn with incorrect food need value.
 
* Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.
 
* Fix: Berserk warcalled animals will not attack hostile turrets.
 
* Fix: Fire spew can shoot through walls.
 
* Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.
 
* Fix: Filters not applied correctly on ingredients/products in recipe tooltip.
 
* Fix: Invalid spectate cells can be picked when the ritual room is too small.
 
* Fix: Recalculate product counts more reliably.
 
* Fix: Fence gates now prefer to connect to fences.
 
* Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed.
 
* Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.
 
* Fix: Perfect immunity doesn't block gut worms or muscle parasites.
 
* Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
 
* Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.
 
* Fix: Off loudspeakers are now counted correctly when determining ritual quality.
 
* Fix: Blueprints now maintain the correct random graphic when being installed.
 
* Fix: Error during archonexus quest.
 
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
 
* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
 
* Fix: Error trying to execute colonists after banishing them.
 
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
 
* Fix: Power conduit frames appear below walls.
 
* Fix: Gene loss shock is healed before scars and injuries when using healing serum.
 
* Fix: Cannot release wild man after arrest.
 
* Fix: Various high tech research projects missing research bench requirements.
 
* Fix: Prisoners who were former colonists still follow what was set on their schedule tab.
 
* Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.
 
* Fix: Auto selected caravan food not clamping to mass limit.
 
* Fix: Some ThingDefs, including meals, didn't display correct "created at" stat entries. These ThingDefs also display ingredients stat entries now.
 
* Fix: Error on pawn hatching from egg on caravan.
 
* Fix: Breastfeeding not clearing idle tag.
 
* Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.
 
* Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.
 
* Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.
 
* Fix: Spray attacks can't target open door cells.
 
* Fix: Acid and foam spray affected cells don't take into account leaning past cover.
 
* Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.
 
* Fix: Making baby food at campfires ignores work restrictions.
 
* Fix: Dessicated squirrel corpses have north/south graphics flipped.
 
* Fix: Mechanoids on caravans may throw an "out of bounds" error when trying to automatically shutdown on arrival if the landing zone is crowded.
 
* Fix: Draw quest info minimized in character card if it would stack to 3 lines.
 
* Fix: Temporary factions not in map attack target cache.
 
* Fix: Unrecruitable pawns from slave purchases can join as colonists.
 
* Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.
 
* Fix: Fix error when projectile tries to hit a pawn that has just changed map.
 
* Fix: Wrong save mode for inSignalsRemovePawn.
 
* Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.
 
* Fix: Light mechs have sensors and arms described as "left" and "right", even though they don't have multiples.
 
* Fix: Priority work not clearing for hauling
 
* Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
 
* Fix: Pawns can die from going from extreme -> serious toxic buildup due to consciousness differences.
 
* Fix: Exception while recalculating various thoughts for passing ship pawns.
 
* Fix: Hemogen farm does not take into account brain damage consciousness reduction.
 
* Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.
 
* Fix: Handle scenarios where items set to load are null
 
* Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.
 
* Fix: Rot stink gas doesn't cause lung rot without Biotech.
 
* Fix: Uncaptured pawns now have the “No meds” medical care setting.
 
* Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.
 
* Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)
 
* Fix: Waster pawn kinds default to normal pirate faction.
 
* Fix: Frame version of shelves missing copy and paste settings.
 
* Fix: Error when changing a sanguophage to a baby on scenario setup.
 
* Fix: Mech slag not maintaining graphic index over saves.
 
* Fix: Public Execution Ritual error.
 
* Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.
 
* Fix: Abilities are used during duels.
 
* Fix: Error when trying to generate a quest with no colony.
 
* Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
 
* Fix: Can tend to temporarily hostile refugees.
 
* Fix: Caravan errors if pawn can path but animal cannot.
 
* Fix: "Herder" childhood backstory doesn't have any animal skill.
 
* Fix: Animal pen auto cut not working in some circumstances.
 
* Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.
 
* Fix: Dev palette error with mental breaks on the bar and no colony.
 
* Fix: Non optional materials selectable in bill details. Eg. components.
 
* Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable.
 
* Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.
 
* Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.
 
* Fix: Pawns participating in duels can equip weapons they are otherwise unable to do so (bladelinked, biocoded, bonded, etc).
 
* Fix: Charged abilities can be cast via queuing into negative charges.
 
* Fix: Error with mechanitor corpses causing gizmos to be hidden.
 
* Fix: Secondary use item targets are reserved when first ordering usage.
 
* Fix: Herd migration ignoring pollution.
 
* Fix: Wardens with nil suppress rate get stuck suppressing.
 
* Fix: Can't force target mortar without shell.
 
* Fix: Pawn duty being cleared during childbirth.
 
* Fix: Add appropriate work to make tox packs.
 
* Fix: Fire spew ability not leaning like other ranged attacks.
 
* Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.
 
* Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.
 
* Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 
* Fix: Error when trying to construct a watermill generator with water check cells out of bounds of map in god mode.
 
* Fix: Drafted pawns now respect forbidden doors.
 
* Fix: Disallowed filters are now checked before allowed filters.
 
* Fix: Hostile pawns can no longer be placed in beds.
 
* Fix: Speakers now show connection lines to lightballs.
 
* Fix: Faction goodwill not giving full reward.
 
* Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.
 
* Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.
 
* Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.
 
* Fix: Cast ability job fails if ability goes on cooldown.
 
* Fix: Potential error during throne speech.
 
* Fix: Stone bill menu text cutoff.
 
* Fix: Resurrected stillbirth thought remaining.
 
* Fix: Error placing hostile baby in bed.
 
* Fix: Extract skull job isn’t ended if designation is removed.
 
* Fix: Show disabled option if pawn is incapable of hauling to shuttle.
 
* Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.
 
* Fix: Duplication of "sold slave" opinion offset if Ideology is active.
 
* Fix: Warcall animals not hostile to all threats.
 
* Fix: Error when placing a blueprint near the edge of the map.
 
* Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.
 
* Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.
 
* Fix: Error when apocritons jump.
 
* Fix: Issues reserving spots for gatherings.
 
* Fix: Vitals monitor blueprint rotates backwards.
 
* Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.
 
* Fix: Warning when reserving stack of food.
 
* Fix: Duels and misc ritual saving/loading.
 
* Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.
 
* Fix: Deliver food causing reservation errors rarely.
 
* Fix: Designations on minified things are maintained once they have been installed.
 
* Fix: Need meditation spot notification typo.
 
* Fix: Temporary factions can be selected for some quests.
 
* Fix: Mechs are able to open hermetic crates if multiple pawns are selected.
 
* Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 
* Fix: Missing Ideology check for Beggars PawnKindDef.
 
* Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.
 
* Fix: Empire hussar cataphracts for quests come with no go juice.
 
* Fix: Trader Kind things debug output appears incorrect.
 
* Fix: Springer of trap counts as instigator of explosion.
 
* Fix: Hide stack count warning when creating a caravan.
 
* Fix: Allow players to order colonists to take medical drugs from their inventory.
 
* Fix: Needs power overlay now respects draw offset.
 
* Fix: Assigned pawn is maintained on throne reinstall.
 
* Fix: Ideoligion presets with a single "random" style option don't adhere to normal style selection rules.
 
* Fix: Quest lodgers don't have their apparel locked properly.
 
* Fix: Disable work and add On Duty thought to helpers for raid reward quest.
 
* Fix: Pawns aren't dropped when TakeToBed job is interrupted.
 
* Fix: Error when an animal gives birth on a caravan.
 
* Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held.
 
* Fix: Pawn can't reserve bench next to another.
 
* Fix: NRE uninstalling loudspeaker.
 
* Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.
 
* Fix: Pawns sharing seats on interaction cells.
 
* Fix: Clear designator selected area when changing map.
 
* Fix: Caravans set to rest are considered idle.
 
* Fix: Prisoner is forbidden after ritual finished and captured again.
 
* Fix: NullReferenceException when trying to print replant blueprint.
 
* Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.
 
* Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.
 
* Fix: Teaching not giving passion thought.
 
* Fix: Hide allow fresh on butcher config.
 
* Fix: Stacking red error on bugged birth that won't end.
 
* Fix: Huge lag spikes due to skygazing.
 
* Fix: Transport pod crash refugees sometimes aren't downed.
 
* Fix: Prevent colony faction prisoners from participating in childbirth.
 
* Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.
 
* Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.
 
* Fix: GenDrop trying to place things on filled cells.
 
* Fix: Shadows not affecting trees.
 
* Fix: 'Conversion resentment' gives separate instances instead of stacking.
 
* Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.
 
* Fix: Potential error while using comms console.
 
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
 
* Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog. 
 
* Fix: Cancel jobs upon load if item forbidden.
 
* Fix: Rare music error when choosing a new song.
 
* Fix: Prisoners getting unsafe hemogen bill.
 
* Fix: End wick if explosive thing is despawned.
 
* Fix: Quest lodgers no longer count towards idle colonist count.
 
* Fix: Dev toggles on pawn log ITab display in large font.
 
* Fix: Beggar tense incorrect for "have accepted" gift.
 
* Fix: “Reduce will” not using the correct interaction.
 
* Fix: Mech gestators spawning mechs early.
 
* Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.
 
* Fix: Marking carried animals for slaughter throws an error.
 
* Fix: Float rounding pawn generation error.
 
* Fix: Hediff_ChemicalDependency doesn't override CopyFrom().
 
* Fix: Boomalope struck by lightning causes several errors as a corpse.
 
* Fix: Pawn doesn't get interrupted to join the marriage ceremony.
 
* Fix: Cleansweeper pathing to destroyed things on load.
 
* Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.
 
* Fix: Fix death acidifier applying chemical burn to missing part.
 
* Fix: Torch blueprint fire size incorrect.
 
* Fix: Error on tox gas death.
 
* Fix: Can order pawns to consume food that's outside their allowed area.
 
* Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.
 
* Fix: Arrested refugee joins faction upon release.
 
* Fix: NRE related to pyromaniacs wielding fire weapons.
 
* Fix: Pawns with royal permits can't trade/complete trade requests.
 
* Fix: Complexes not spawning terminals.
 
* Fix: Ideoligion persona weapon relics misnamed on thought label/description.
 
* Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.
 
* Fix: Errors on beginning conversion ritual.
 
* Fix: Animal flaps have a faint line in the center when open.
 
* Fix: "Traits sampled" debug output not discarding generated pawns, causing warning spam on save/load.
 
* Fix: Beards don't layer properly on thin head shapes.
 
* Fix: Ideoligion relic installation quest generated with errors.
 
* Fix: Monument building quest spawned with several red errors and broken details.
 
* Fix: NREs from colonists who don't need to eat.
 
* Fix: PawnFlyers disappear on load.
 
* Fix: Sandbags have a small pixelated border around them.
 
* Fix: Sunlamps do not have perfect area of effect leading to rotting crops.
 
* Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.
 
* Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.
 
* Fix: Missing "create fluid" translation key.
 
* Fix: Prison breaking prisoners can be selected to be carried to biosculpters.
 
* Fix: Error when trying to reserve the same bed for resting.
 
* Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.
 
* Fix: Paramedic mechs cannot tend to colonists in caravans.
 
* Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.
 
* Fix: Hidden faction information visible on inspect pane.
 
* Fix: Loading a save during public execution causes an error, ritual never completes.
 
* Fix: Pawns incapable of firefighting can be prioritized to fight fires.
 
* Fix: Reference collection not scribing nulls.
 
* Fix: Psycast meditation ending abruptly.
 
* Fix: Chemical dependency hediff severity cannot be edited via dev tools.
 
* Fix: Hair is partially layered beneath stockpiles.
 
* Fix: Gene extraction can be exploited via save/load.
 
* Fix: No PawnKinds example for raid quests.
 
* Fix: Bestowing quest broken if pawn unspawned.
 
* Fix: Hemogen packs trigger 'ate non-cannibal food' for sanguophage with cannibal precept.
 
* Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.
 
* Fix: Error when a pawn is playing with a baby in some circumstances.
 
* Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.
 
* Fix: Cannot search for creative reward names with spaces in them.
 
* Fix: "DEV: Complete" command doesn't work on unfinished things in some scenarios.
 
* Fix: Pawns digging out of map when they should not during kidnap duty.
 
* Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.
 
* Fix: Apparel covering just eyes does not count as "headgear" for pawn generation purposes.
 
* Fix: Hoopstone and horseshoe differ in sight capacity requirement.
 
* Fix: Sudden light level change at midnight at north pole colonies.
 
* Fix: Pawns may meditate with max joy and no psylink.
 
* Fix: Installing an archotech eye is seen as a surgical violation.
 
* Fix: Group loading horses into drop pods will assign more weight to one drop pod.
 
* Fix: “Take to stockpile” bill option resetting in certain circumstances.
 
* Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.
 
* Fix: Constructing buildings sometimes has pawns facing the wrong direction.
 
* Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.
 
* Fix: Downed mech can cause a mech raid site to stay active.
 
* Fix: BabyTalk not generated correctly for text with non-ASCII characters.
 
* Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.
 
* Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.
 
* Fix: Increment time debug action causes errors for ended sustainer.
 
* Fix: Gibbet cage description mentions they are made of "steel" but can actually be made of any metal.
 
* Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.
 
* Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.
 
* Fix: Error on corpse destruction when completedObligations is null.
 
* Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.
 
* Fix: Plants dying to polluted terrain induce "died due rotting due to being left unharvested" message.
 
* Fix: Missing graphic in “begin ritual” window without ideology active.
 
* Fix: Firespew ability can't target walls.
 
* Fix: Pawns still carry a weapon after getting incapable of violence gene.
 
* Fix: Pawns incapable of violence still can use combat gene abilities
 
* Fix: Refugee pod quests don't affect charity-loving ideoligion members.
 
* Fix: Removed wastepack incident from occurring randomly.
 
* Fix: Prevent duplicate entries in precept tooltip.
 
* Fix: Hide "max satisfied title" on drugs without nutrition.
 
  
 
== Version/1.4.3704 ==
 
== Version/1.4.3704 ==
Line 1,018: Line 428:
 
== Version/1.4.3641 ==  
 
== Version/1.4.3641 ==  
 
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? -->
 
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? -->
 +
* [[Version/1.4.3641|1.4.3641]] - Don't display owner types for cribs since cribs don't have their owner types changed as the room changes.
 
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.
 
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.
 
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
 
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
Line 1,133: Line 544:
 
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
 
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
 
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
 
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
 
+
* [[Version/1.4.3555|1.4.3555]] - Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby.
 +
* [[Version/1.4.3555|1.4.3555]] - Fathers now get a negative thought if their child is stillborn.
 +
* [[Version/1.4.3555|1.4.3555]] - If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.
 
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.  
 
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.  
 
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)
 
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)
Line 1,162: Line 575:
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.
 +
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
  
Line 1,192: Line 606:
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 
* [[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.
 
* [[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.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
  
 
== Version/1.4.3529 ==
 
== Version/1.4.3529 ==
Line 1,237: Line 652:
  
 
=== New stuff - base game ===
 
=== New stuff - base game ===
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization  
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[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.
+
 
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
+
* Painting and color customization  
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!
+
* 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]] - Added many new carpet colors.
+
* Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”
 +
* Choose from a large variety of colors to customize your colony!
 +
* Added many new carpet colors.
  
 
==== Turrets, gas, gear, and medicine ====
 
==== Turrets, gas, gear, and medicine ====
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[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.
+
 
* [[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 new gas health conditions.
 +
* Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.
 +
* Added recipe for bulk medicine creation.
 +
* Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.
  
 
==== UI ====
 
==== UI ====
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.
+
* 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]] - Added pawn icons to many menus.
+
* Completely reworked mods manager and mods mismatch UI.
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.
+
* Added tile inspector. View info about a specific tile by holding the “alt” key.
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.
+
* Added pawn icons to many menus.
 +
* Created a square grid float menu for paint and carpets.
 +
* Weapons are displayed below drafted colonist portraits.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[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.
+
 
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
+
* 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]] - Added a search bar to the quests list.
+
* 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]] - Added "bald" hair style.
+
* Added a toggleable heat overlay that shows the air temperature indoors and outdoors.
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.
+
* Added a search bar to the quests list.
* [[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 "bald" hair style.
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.
+
* Added an option to randomize the menu background every game launch.
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.
+
* 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 build hopper command to nutrient paste dispenser.
+
* Added prisoner recruitment last resistance reduction info in prisoner tab.
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.
+
* Added “research bench required” alert.
 +
* Added build hopper command to nutrient paste dispenser.
 +
* Drafted colonists can pick up downed people and carry them around.
  
 
=== Improvements and adjustments - base game ===
 
=== Improvements and adjustments - base game ===
 
==== Performance ====
 
==== Performance ====
* [[Version/1.4.3523|1.4.3523]] - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.
+
* [[Version/1.4.3523|1.4.3523]] -  
 +
 
 +
* Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.
  
 
==== Pawns ====
 
==== Pawns ====
Line 1,282: Line 708:
  
 
==== UI ====
 
==== UI ====
* [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[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.
+
 
* [[Version/1.4.3523|1.4.3523]] - Improved pawn name rendering with "disable tiny fonts" active.
+
* Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
* [[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.
+
* 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]] - Added small circular dots around the radius of a downed projectile interceptor.
+
* Improved pawn name rendering with "disable tiny fonts" active.
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
+
* 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]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
+
* Added small circular dots around the radius of a downed projectile interceptor.
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.
+
* Display recipe ingredients/products tooltip when hovering over recipe float menu options.
 +
* When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
 +
* Letters are bundled together if they can’t all fit on the screen.
  
 
==== Miscellaneous ====
 
==== Miscellaneous ====
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Trade menu always shows player currency, even when it is at 0.
+
 
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.
+
* Carried things can now be added to caravans.
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.
+
* Trade menu always shows player currency, even when it is at 0.
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
+
* Updated SFX for a number of designators in the architect menu.
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.
+
* Predators limit their hunting range to the same as their scavenging range.
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.
+
* Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
* [[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)
+
* Reduced the rate of toxic buildup from game conditions by 20%.
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.
+
* Hide pawn headgear when in bed.
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.
+
* 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]] - Prevent trees marked for extraction to be cut for construction.
+
* Added stat entries to meals displaying ingredients and dietary type.
* [[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.
+
* Combined hunger rate and food consumption stats.
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.
+
* Prevent trees marked for extraction to be cut for construction.
* [[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.
+
* 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]] - Add command to pawns and buildings for selecting their held things.
+
* Growing zones and stockpiles now have a description for how many cells are in the zone.
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.
+
* 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]] - Backstory mod source is shown if it's not from an official expansion.
+
* Add command to pawns and buildings for selecting their held things.
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
+
* Locked many dev gizmos behind god mode toggle.
* [[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.
+
* Backstory mod source is shown if it's not from an official expansion.
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.
+
* When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.
+
* Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
 +
* Keep selection on things which become despawned in some circumstances.
 +
* Selection is preserved as a blueprint becomes a frame and finally a finished building.
  
 
=== Improvements and adjustments - Royalty ===  
 
=== Improvements and adjustments - Royalty ===  
Line 1,318: Line 748:
  
 
=== Improvements and adjustments - Ideology ===
 
=== Improvements and adjustments - Ideology ===
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Moved ideology buildings to new Ideology architect tab.
 
* [[Version/1.4.3523|1.4.3523]] - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
 
* [[Version/1.4.3523|1.4.3523]] - Allow style selection in bill configuration dialog in classic mode.
 
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
 
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win.
 
* [[Version/1.4.3523|1.4.3523]] - Added complex furniture as a prerequisite for reliquary and styling station.
 
* [[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.
 
* [[Version/1.4.3523|1.4.3523]] - "No slaves in colony" thought does not apply at "Very low" expectations or below.
 
* [[Version/1.4.3523|1.4.3523]] - Rituals are called off if the target is reserved by another pawn during the ritual.
 
* [[Version/1.4.3523|1.4.3523]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 
* [[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.
 
* [[Version/1.4.3523|1.4.3523]] - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
 
* [[Version/1.4.3523|1.4.3523]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
 
  
 +
* “Ideology system inactive” games can set and use all styles of buildings, items and floors.
 +
* Moved ideology buildings to new Ideology architect tab.
 +
* Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.
 +
* Allow style selection in bill configuration dialog in classic mode.
 +
* Added a gizmo to blueprints in classic ideology mode that allows changing the built style.
 +
* Ensure ideoligions are recalculated after an archonexus win.
 +
* Added complex furniture as a prerequisite for reliquary and styling station.
 +
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
 +
* "No slaves in colony" thought does not apply at "Very low" expectations or below.
 +
* Rituals are called off if the target is reserved by another pawn during the ritual.
 +
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 +
* Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
 +
* Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.
 +
* Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
 +
*
 
=== Dev tools ===
 
=== Dev tools ===
* [[Version/1.4.3523|1.4.3523]] - Added a debug option "palette" that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - Debug actions use a node tree for navigation.
+
 
* [[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.
+
* 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]] - Implemented dev mode camera controls dialog with saveable presets.
+
* Debug actions use a node tree for navigation.
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.
+
* 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 dev add/remove hediff buttons to a pawn’s health card.
+
* Implemented dev mode camera controls dialog with saveable presets.
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.
+
* Added a simple debug tool for framerate/ticks per second performance benchmarking.
 +
* Added dev add/remove hediff buttons to a pawn’s health card.
 +
* Added gear-related debug options to gear screen.
  
 
=== Technical ===
 
=== Technical ===
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef
+
* [[Version/1.4.3523|1.4.3523]] -  
* [[Version/1.4.3523|1.4.3523]] - 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.
+
* Replaced CrownType with headTypeDef
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.
+
* Carpet defs are generated from blueprints, creating variants for each color.
 +
* Pawns can now path to a destination if the destination is a Thing that's being held.
 +
* Check if food need is null in MeditationUtility.CanMeditate.
  
 
=== Bugfixes ===
 
=== Bugfixes ===
Line 1,362: Line 798:
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: SetBiotuned() method resets the biosculpter timer.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Sleeping pawns wearing burkas don’t have hair rendered, even though you can see their face/head.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.
Line 1,373: Line 811:
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
 
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets "Fire at will" toggle.
Line 1,381: Line 818:
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top
+
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.
  
Line 1,481: Line 919:
  
 
=== Food handling ===
 
=== Food handling ===
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.
+
* [[Version/1.3.3200|1.3.3200]] -
* [[Version/1.3.3200|1.3.3200]] - 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.
+
* We now vary meal textures depending on ingredients.
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
+
* Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.
* [[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).
+
* 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-related thoughts now display which meal caused the thought.
+
* Meal inspect strings now display information regarding their ingredients and who would accept eating them.
* [[Version/1.3.3200|1.3.3200]] - Added food restrictions for meat or veg only meals.
+
* 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]] - Added special thing filters for meat and veg ingredient-filled meals.
+
* Meal-related thoughts now display which meal caused the thought.
* [[Version/1.3.3200|1.3.3200]] - Add insect meat food restriction and special things filter.
+
* Added food restrictions for meat or veg only meals.
* [[Version/1.3.3200|1.3.3200]] - Add cannibal food restriction and special thing filter.
+
* Added special thing filters for meat and veg ingredient-filled meals.
* [[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.
+
* Add insect meat food restriction and special things filter.
 +
* Add cannibal food restriction and special thing filter.
 +
* Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
  
 
=== Misc improvements ===
 
=== Misc improvements ===
Line 1,501: Line 941:
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
+
* [[Version/1.3.3200|1.3.3200]] -  
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.
+
 
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.
+
* 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: Less-restrictive nudism precepts are inconsistent with allowed gear.
+
* Fix: Newborn animals from other factions don't leave with faction.
* [[Version/1.3.3200|1.3.3200]] - Fix: Special characters on named precepts can break UI.
+
* Fix: High life precept description doesn't properly display mood range.
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
+
* Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.
+
* Fix: Special characters on named precepts can break UI.
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
+
* Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
+
* Fix: Work speed penalty reasons formatting issues.
* [[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: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
+
* Fix: Meals with no ingredients cause "ate non-meat" thought.
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
+
* 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: Hackables can be instantly hacked.
+
* Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.
+
* Fix: Bestowing ceremony target is undraftable even after ceremony ended.
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
+
* Fix: Hackables can be instantly hacked.
 +
* Fix: Raiders attacking non-aggressive roamers.
 +
* Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
  
 
==Version/1.3.3159==
 
==Version/1.3.3159==
  
 
=== Caravan improvements ===
 
=== Caravan improvements ===
* [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
+
* [[Version/1.3.3159|1.3.3159]] -  
* [[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.
+
* 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]] - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
+
* 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]] - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
+
* 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]] - Joy decreases more slowly when a pawn is preparing a caravan.
+
* 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]] - Colonists will now look for food in pack animal inventory if no better food sources available.
+
* Joy decreases more slowly when a pawn is preparing a caravan.
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.
+
* Colonists will now look for food in pack animal inventory if no better food sources available.
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.
+
* Colonists will grab food from pack animal to feed patients if no other food 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.
+
* Colonists can grab medicine from pack animals.
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.
+
* Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
 +
* Update pen needed alert to take into account hitching post and handling skill for roping removal.
  
 
=== Archonexus improvements ===
 
=== Archonexus improvements ===
* [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
+
* [[Version/1.3.3159|1.3.3159]] -  
* [[Version/1.3.3159|1.3.3159]] - 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.
+
* Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.
+
* Sort items players take to new archonexus settlement more in line with usefulness.
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
+
* Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
+
* Tweak count of items players can bring to new archonexus settlement.
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.
+
* Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.
+
* Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
 +
* Reset pawn food and rest levels when starting new archonexus colony.
 +
* Add animation after selecting new archonexus settlement to make moment feel more significant.
  
 
=== Misc improvements ===
 
=== Misc improvements ===
* [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps.
+
* [[Version/1.3.3159|1.3.3159]] -  
* [[Version/1.3.3159|1.3.3159]] - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
+
* Ideoligious buildings are no longer expected to be placed in non-home maps.
* [[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.
+
* 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]] - Reduced the amount of ancient junk that spawns on newly-generated maps.
+
* Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
+
* 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]] - Update predators hunting across fences tooltip to match current functionality.
+
* Reduced the amount of ancient junk that spawns on newly-generated maps.
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.
+
* Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.
+
* Update predators hunting across fences tooltip to match current functionality.
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.
+
* Ensure the trigger conditions for scarification/blinding are clear to the player.
* [[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.
+
* Right clicking on ancient junk with drafted pawn shows option to attack.
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.
+
* Unforbid items in pawn inventory if taken by caravan from temporary map.
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.
+
* 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]] - Added hacking progress stat to hackable things.
+
* Added range values to darkness combat stats.
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.
+
* Added charity events for not helping pilgrims.
 +
* Added hacking progress stat to hackable things.
 +
* Clarify age reversal precept.
  
 
=== Fixes ===
 
=== Fixes ===
Line 1,566: Line 1,013:
 
== Version/1.3.3117 ==
 
== Version/1.3.3117 ==
 
=== Multi-ideo colony viability ===
 
=== Multi-ideo colony viability ===
 +
* [[Version/1.3.3117|1.3.3117]] - Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.
 
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
 
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.
 
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
 
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.
Line 1,571: Line 1,019:
  
 
=== New stuff ===
 
=== New stuff ===
 +
* [[Version/1.3.3117|1.3.3117]] -
  
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
+
* 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]] - You can now randomize fluid ideos before applying changes.
+
* 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 normal memes during fluid ideo reforming.
+
* You can now randomize fluid ideos before applying changes.
 +
* You can now randomize normal memes during fluid ideo reforming.
  
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.
+
* [[Version/1.3.3117|1.3.3117]] -
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.
+
 
* [[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.
+
* Blind pawns' stats are now unaffected by light and darkness.
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
+
* Adjust the role tooltip area on the pawn's social tab.
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
+
* 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]] - Increased chance for ancient security crates to spawn in ancient complexes.
+
* Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.
+
* Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
* [[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.
+
* Increased chance for ancient security crates to spawn in ancient complexes.
* [[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.
+
* Removed min points limit on security crate spawning in ancient complexes.
* [[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 player if important plants like anima trees are marked for cutting or in grow zone.
* [[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.
+
* 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]] - Change to randomized memes for fluid ideo based on feedback.
+
* Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.
 +
* We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
 +
* Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.
 +
* Change to randomized memes for fluid ideo based on feedback.
  
 
=== Fixes ===
 
=== Fixes ===
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
+
* [[Version/1.3.3117|1.3.3117]] -
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
+
 
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
+
* 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: Totemic sculpture is pixelated.
+
* Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.
+
* Fix: Text of funeral ritual states bonus awards are available after randomizing name.
* [[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: Totemic sculpture is pixelated.
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.
+
* Fix: Research command ability icon is pixelated on non-uniform ui scales.
* [[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: 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: Archonexus quest line cannot be continued if map part holder faction defeated.
+
* Fix: Sunlamp does not trigger blinding light for Darkness 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: Wild people can be enslaved while arrested.
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
+
* 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: Pawns ignore food restrictions and bring nutrient paste to prisoner
+
* Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
+
* 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: Bestower sometimes arrives malnourished.  
+
* Fix: Regression * Colonists no longer automatically take yayo and a few other drugs.
* [[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: Pawns ignore food restrictions and bring nutrient paste to prisoner
* [[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: You can assign a role changer of non-player ideo on the ritual config screen.
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
+
* Fix: Bestower sometimes arrives malnourished.  
* [[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: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.
+
* Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
 +
* Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
 +
* Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
 +
* Fix: Skip abilities don't update cover grid.
  
 
==Version/1.3.3101==
 
==Version/1.3.3101==
Line 1,624: Line 1,080:
  
 
=== Improvements ===
 
=== Improvements ===
* [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
+
* [[Version/1.3.3101|1.3.3101]] -
* [[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.
+
 
* [[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.
+
* 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]] - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
+
* 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]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.
+
* 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 hide quests that are ended by starting a new archonexus settlement
+
* 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]] - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
+
* Extractable trees are no longer auto-minifiable in caravan forming dialog.
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
+
* We now hide quests that are ended by starting a new archonexus settlement
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
+
* 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]] - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
+
* Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
* [[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.
+
* Tweaked the archonexus "choose items to take to new colony" dialog formatting.
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
+
* 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]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
+
* 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]] - 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.
+
* Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
* [[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.
+
* Change ritual quality check graphics to look less like togglable ones for better UI clarity.
* [[Version/1.3.3101|1.3.3101]] - Update descriptions of individualist and collectivist memes.
+
* 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]] - 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 --->
+
* 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]] - Add note about work to deconstruct to 'work to build' stat description.
+
* Update descriptions of individualist and collectivist memes.
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.
+
* 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]] - Removed culture restrictions when choosing ideoligion
+
* Add note about work to deconstruct to 'work to build' stat description.
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.
+
* Adjust some thought descriptions so that they still make sense for blind people.
* [[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.
+
* Removed culture restrictions when choosing ideoligion
 +
* Changed extract tree hotkey to be the same as uninstalling.
 +
* Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
  
 
===Tuning===
 
===Tuning===
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
+
* [[Version/1.3.3101|1.3.3101]] -  
* [[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.
 +
* Adjust mood impact of relic-in-ritual-room thought.
  
 
===Technical===
 
===Technical===

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