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

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If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])
 
If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])
  
==Outdated pages and pages that need updated/more images==
+
==Pages that need rewrites, creation, content, or updated/more images==
===Outdated===
+
=== Pages to be rewritten ===
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be rewritten]]''
 
 
{{#ask: [[Category:Pages to be rewritten]]
 
{{#ask: [[Category:Pages to be rewritten]]
|format=category
+
| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
|columns=3
+
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be rewritten]] | format = count}}''' designated as in need of rewrites. For a complete, see [[:Category:Pages to be rewritten]].''
|limit = 500
+
| default = This category is currently empty. Good work!
 
}}
 
}}
  
 
===Image(s) wanted===
 
===Image(s) wanted===
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages that need images]]''
+
{{#ask: [[Category:Pages that need images]]
{{#ask: [[Category:Pages that need images]]         |format=ul}}
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 +
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need images]] | format = count}}''' designated as in need of images. For a complete, see [[:Category:Pages that need images]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
=== Pages wanted ===
 +
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please perform 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while.''
 +
* [[Granite]] (Exists as redirect, but should be own page)
 +
* [[Limestone]] (Exists as redirect, but should be own page)
 +
* [[Marble]] (Exists as redirect, but should be own page)
 +
* [[Sandstone]] (Exists as redirect, but should be own page)
 +
* [[Slate]] (Exists as redirect, but should be own page)
 +
* [[Smoothed granite]] (Exists as redirect, but should be own page)
 +
* [[Smoothed limestone]] (Exists as redirect, but should be own page)
 +
* [[Smoothed marble]] (Exists as redirect, but should be own page)
 +
* [[Smoothed sandstone]] (Exists as redirect, but should be own page)
 +
* [[Smoothed slate]] (Exists as redirect, but should be own page)
 +
* [[Collapsed rocks]] (Exists but needs TLC and to match whatever format is chosen for the rest.)
 +
* [[Compacted steel]] (Exists as redirect, but should be own page)
 +
* [[Ore]] pages (Ore page may need to be expanded into super page)
 +
** [[Silver ore]] (Exists as redirect, but should be own page)
 +
** [[Gold ore]] (Exists as redirect, but should be own page)
 +
** [[Uranium ore]] (Exists as redirect, but should be own page)
 +
** [[Compacted plasteel]] (Exists as redirect, but should be own page)
 +
** [[Jade]] (Ore is named the same as the page, needs suitable alternative name)
 +
** [[Compacted machinery]] (Exists as redirect, but should be own page)
 +
* [[Raised rocks]]
 +
* Ideology pawns page ala [[Mercenaries/Pawns]] et al.
 +
* Biotech pawn pages/updates
 +
* [[Monument]] (Exists as redirect, but should be own page)
 +
* [[Monument marker]]
 +
* [[Work site]] (Section exists on [[Quests]], but should be own page)
 +
* [[Burning power cell]]
 +
* [[Burnout low-shield]] {{IdeologyIcon}}
 +
* All the [[terrain]]s
 +
 
 +
==== Biotech ====
 +
Be sure to add the biotech banner to these pages with <code><nowiki>{{Biotech}}</nowiki></code>
 +
* [[ancient mech gestator]]
 +
* [[ancient large mech gestator]]
 +
* [[ancient basic recharger]]
 +
* [[ancient standard recharger]]
 +
* [[ancient toxifier generator]]
 +
* [[ancient band node]]
 +
* [[crashed mechanitor ship]]
 +
* [[megaspider cocoon]]
 +
* [[megascarab cocoon]]
 +
* [[spelopede cocoon]]
 +
* [[Mech Repair Speed]]
 +
* [[Subcore Encoding Speed]]
  
 
===Stubs===
 
===Stubs===
''This automated list is not always up to date. For a more accurate list, see [[:Category:Stubs]]''
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{{#ask: [[Category:Stubs]]
{{#cargo_query:
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
tables=_pageData
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Stubs]] | format = count}}''' designated as in need of additional content. For a complete, see [[:Category:Stubs]].''
|fields=_pageName
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| default = This category is currently empty. Good work!
|where=_categories HOLDS 'Stubs'
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}}
|group by=_pageName
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|format=ul
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=== Pages that need fact checking or details ===
|columns=3
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{{#ask: [[Category:Pages that need fact checking]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional details. For a complete, see [[:Category:Pages that need fact checking]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
===Pages to be Moved===
 +
{{#ask: [[Category:Pages to be moved]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be moved]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be moved]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
===Pages to be Merged===
 +
{{#ask: [[Category:Pages to be merged]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 +
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be merged]] | format = count}}''' designated as in need of merging with other pages. For a complete, see [[:Category:Pages to be merged]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
===Pages to be Recoded===
 +
{{#ask: [[Category:Pages to be recoded]]
 +
| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 +
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be recoded]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages to be recoded]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
===Pages using duplicate arguments in template calls===
 +
{{#ask: [[Category:Pages using duplicate arguments in template calls]]
 +
| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
 +
| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''
 +
| default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work!
 +
}}
 +
 
 +
=== Pages with wrong property definitions ===
 +
{{#ask: [[Has improper value for::+]]
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| limit = 50 | format = category | order = random | columns = 0 | searchlabel =
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| intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''
 +
| default = This category is currently empty. Good work! {{Check}}
 +
}}
 +
 
 +
=== Unverified articles ===
 +
{{#ask: [[Category:Unverified_articles]]
 +
| limit = 10 | format = category | order = random | columns = 0 | searchlabel =
 +
| intro = ''This automated list displays a random selection of up to '''#10''' pages out of '''#{{#ask: [[Category:Unverified_articles]] | format = count}}''' that have not been [[Template:Verified|verified]]. For a complete, see [[:Category:Unverified_articles]].''
 +
| default = This category is currently empty. Good work!
 +
}}
 +
 
 +
=== Category checks ===
 +
==== Page category check ====
 +
{{Main|Template:Page category check}}
 +
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]]
 +
| limit = 500 | format = template | template = Page category check | link = none
 +
| named args = yes
 +
| ? = page
 +
| ?Category = Category
 +
| ?Modification date = Date
 +
| sort = Modification date
 +
| offset = 0
 +
}}
 +
 
 +
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
 +
 
 +
==== File category check ====
 +
{{Main|Template:File category check}}
 +
The following files (ordered by ''Modification date'') don't have a file category set:
 +
{{#ask: [[File:+]] [[Modification date::>10 February 2024 20:30:50]]
 +
| limit = 500 | format = template | template = File category check | link = none
 +
| named args = yes
 +
| ? = file
 +
| ?Category = Category
 +
| ?Modification date = Date
 +
| sort = Modification date
 +
| offset = 0
 +
}}
 +
 
 +
The last checked file has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
 +
 
 +
=== Copyright checks ===
 +
==== No license ====
 +
{{Main|Template:Copyright check}}
 +
The following files (ordered by ''Modification date'') don't have a license template:
 +
{{#ask: [[File:+]] [[Modification date::>10 December 2022 01:53:28]]
 +
| limit = 500 | format = template | template = Copyright check | link = none
 +
| named args = yes
 +
| ? = file
 +
| ?License = License
 +
| ?Modification date = Date
 +
| sort = Modification date
 +
}}
 +
 
 +
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}
 +
 
 +
==== Incomplete license ====
 +
{{Main|Property:License incomplete}}
 +
The following query returns up to '''#10''' out of '''#{{#ask: [[File:+]] [[License incomplete::true]] | format = count}}''' random files that have a license template but with incomplete information:
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 +
{{#ask: [[File:+]] [[License incomplete::true]]
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| limit = 10 | order = random
 +
| default = There are currently no files with incomplete license information. Good work!
 
}}
 
}}
  
 
==General To-do List==
 
==General To-do List==
 
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)
 
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)
 
+
* Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.
*'''Pages''': Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. [[User:Mayoculpa|Mayoculpa]] ([[User talk:Mayoculpa|talk]]) 12:19, 5 February 2020 (UTC)
+
* Combat Power on mechanoid pages. automate column on mechanoid hive
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)
+
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)  
* Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])
 
** I started a short how-to on properties and queries on my  [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)
 
** This is perhaps the main attraction of Cargo. If/when all that stuff is done, we can use data across the wiki from various pages using queries, without the pages being high-maintenance. The list queries above is a small example. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 15:15, 1 August 2019 (UTC)
 
 
 
 
<!-- Can always just consider these ideas for now, which can be thrown out -->
 
<!-- Can always just consider these ideas for now, which can be thrown out -->
 +
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)
 +
* ''Chair super page'': As above but for "sitting furniture". - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:05, 14 March 2022 (UTC)
 +
* '''Animal Combat Power''': Major only because of the scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:52, 15 June 2022 (UTC)
 +
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)
 +
* ''Insectoid pollution stimulus:'' effects need to be added to the relevant insectoid pages, and possible [[ailments]].  - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:24, 12 November 2022 (UTC)
 +
* '''Deathrest building default text:''' A default spiel for every deathrest building covering the shared mechanics of deathrest buildings. How they bond, connection distance, deathrest capacity limitations, bonding etc. Ideally it can be placed in a template ala [[Template:Apparel_Social_Impact_Note]] so it can standard across all pages and updated all at once.
 +
* ''Lifestage and gendered names for animals:'' Lots of animals have different names at different life stages e.g. a baby [[cat]] is called a [[kitten]]. They need to be documented in the intro of the page, bolded for their first use as with the animal name, and ideally a redirect to the page from the alternate names. Some are complete, but not all. Similarly, some names are gendered - in RW, the [[cow]] species has female [[cow]]s and male [[bull]]s. These should be included similarly - afaik these are all done, but any missing ones noticed while adding the lifestages should be added. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:21, 18 March 2023 (UTC)
 +
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.
  
 
== Updates and maintenance needed on the Wiki ==
 
== Updates and maintenance needed on the Wiki ==
 
* Freshen up the frontpage, and if nothing else, change from a table to div setup --> <code>In progress</code> by Pangaea
 
* Categorise all images so it's easier to find them --> <code>In progress</code> by Pangaea
 
** Ideally with AutoWikiBrowser, because it is ''much'' faster
 
* If relevant: update outdated images, and add missing images
 
** <s>Possibly re-enable the MsUpload extension to make it easier, or do it with AWB</s> --> <code>DONE</code> by Zesty
 
 
* <s>Add an [[RimWorld Wiki:Admin noticeboard|Admin noticeboard]]</s> --> <code>DONE</code> by Pangaea
 
* <s>Add an [[RimWorld Wiki:Admin noticeboard|Admin noticeboard]]</s> --> <code>DONE</code> by Pangaea
 +
** Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 08:10, 29 April 2021 (UTC)
 
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
 
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
 
* Update some of the default footer pages, as they seem outdated currently --> <code>Partially done</code> by Pangaea
 
* Update some of the default footer pages, as they seem outdated currently --> <code>Partially done</code> by Pangaea
 
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections
 
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections
** See [https://help.gamepedia.com/Extension:Cargo] for a suggestion that might work here as well
 
 
* Add articles for each technology and skill, with fitting templates
 
* Add articles for each technology and skill, with fitting templates
 
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite
 
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite
 
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page
 
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page
* An RSS feed for [[news]] would be nice, but looks like we'd need this [https://www.mediawiki.org/wiki/Extension:RSS extension] for it. Could perhaps put it on the frontpage then. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 13:21, 1 August 2019 (UTC)
+
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)
 +
* Finish the page [[Help:Templates#Creating_a_template]].
 +
 
 +
== Suggestions ==
 +
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]
 +
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.
 +
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].
 +
 
 +
==Large projects==
 +
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.
 +
 
 +
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:50, 3 August 2021 (UTC)
 +
 
 +
: Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:54, 19 March 2022 (UTC)
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Page type !! Suggested detail/sections !! Contributors
 +
|-
 +
| Categories/All || The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc||  Contributors
 +
|-
 +
| Plants ||
 +
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc.
 +
This also involes ensuring every page has a variant gallery and has all the stats in the infobox
 +
Some suggestions (more needed):
 +
* For plantables: Growing section using [[Template: Grow Table]]
 +
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.
 +
* Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| Animals ||
 +
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| Drugs ||
 +
See [[Go-juice]] for an example.
 +
* Acquistion/crafting information standardized
 +
** Include note on whether it uses [[Drug Synthesis Speed]] or [[Drug Cooking Speed]]
 +
* Summary
 +
** Instanteous effects e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.
 +
** High effects
 +
** Tolerance and Severity gains
 +
** Addiction effects
 +
** Withdrawal effects
 +
** Effects for mtb to chemical damage etc.
 +
* Analysis
 +
** Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)
 +
** Comparison of production compared to other drugs in the same class as part of above
 +
** Comparison of economies, like is currently available for [[Flake]] and [[Yayo]], but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates.
 +
|-
 +
|Production facilities || Workbenches like the smithy, tailoring becnh etc.
 +
* Acquisition - self evident
 +
* Summary - general information about it use, with both the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.
 +
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric.
 +
* [[Template:Building Stats Table]]
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|Diseases||
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|Recreation|| Standardized recreation comparison - tables with time to recreate etc.
 +
|-
 +
| Traps || IEDs and spike traps. Standardisation and comparisons - see [[Security]] table for start.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|Sculpture || [[Sculpture]], [[Small sculpture]], [[Large sculpture]], [[Grand sculpture]], [[Terror sculpture]]
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| [[Factions]] ||
 +
*Lore
 +
*Variants
 +
*Ideologies
 +
*Pawns (from pawn tables where needed)
 +
*Faction Bases
 +
*Raid "rewards" (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)
 +
*Caravans?
 +
*Reinforcements?
 +
*Raid types and constitution?
 +
And then add other sections and subsections as needed.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|[[Artificial body parts]] || Almost all of them need a dedicated summary section of their mechanics
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
|Illumination area|| Add similar images in style/quality/content to [[Standing lamp#Illumination area]] by [[User:SyntaxTerror]] to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| ''Maintenance'' || Not a set of pages, but for things that occasionally break down and need a component to fix. A standardized format for the Summary sections is needed as well as an entry on [[Component]]. I actually can't immediately find any mentions of this mechanic on the wiki, so either its not described or its poorly interlinked/SEO'd.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.
 +
| <!-- Place name here with a "~~~", without quotes -->
 +
|-
 +
| Ruins || Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear.
 +
 
 +
Notable things format has to account for:
 +
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed.
 +
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.
 +
* Some are copies/variants of existing things e.g. [[ancient nav beacon]] and [[Ship landing beacon]]
 +
* 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]])
 +
|}
 +
 
 +
== Butchery project ==
 +
There are a factors to butchering that need to be verified '''by actual in-game testing''' (not just assumptions, word of mouth, or trusting current page information and/or version histories) '''in the current version''', have their specific mechanics determined,  and then disseminated to the various relevant points including:
 +
* [[Butcher spot]]
 +
* [[Butcher table]]
 +
* [[Animals#Slaughtering]]
 +
* [[Corpse]]
 +
* [[Meat Amount]]
 +
* [[Leather Amount]]
 +
* [[Malnutrition]] (Maybe, see below)
 +
* [[Butchery Efficiency]] (Only if the factors affect the pawn stat)
 +
 
 +
The following are the things to be checked - don't delete wrong issues, mark them with a {{Cross}}. Feel free to add issues you think need to be checked.
 +
{| class="wikitable"
 +
|-
 +
! Issue !! Issue Confirmed !! Mechanics !! Mechanics Confirmed
 +
|-
 +
| Difficulty affect butchery yield || {{Check}} || By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% || {{Check}}
 +
|-
 +
| The 66% multiplier for damaged corpses applies to both meat and leather || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| "euthanize by cut" [[operation]] doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a [[psychic shock lance]] that does not cause a brain burn) || {{Check}} || ''As stated in issue'' but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? || ?
 +
|-
 +
| The Animal Sacrifice ritual {{IdeologyIcon}} doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}
 +
|-
 +
| Malnutrition causes lower meat returns || ? || Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% || ?
 +
|-
 +
| If above is correct, does Malnutrition also affect leather yield || ? || ''As stated in issue'' || ?
 +
|-
 +
| Lost body parts reduce meat yield || {{Check}} || What are the mechanics of this? Is it body part coverage based? || ? 
 +
|}
 +
 
 +
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.
 +
 
 +
== Pawn stats ==
 +
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)
 +
 
 +
{| {{STDT|sortable c_06 text-center}}
 +
! Updated || Stat || Source
 +
 
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Hunger Rate Factor]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml
 +
|-
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml
 +
|-
 +
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml
 +
|-
 +
 
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml
 +
|-
 +
 
 +
|-
 +
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 +
|-
 +
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 +
|-
 +
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 +
|-
 +
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)
 +
|}
 +
 
 +
== Version/1.4.3704 ==
 +
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 +
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 +
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''"Does this relate to beds and caskets and such?" - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])
 +
 
 +
== Version/1.4.3682 ==
 +
* [[Version/1.4.3682|1.4.3682]] - The bestowing ceremony lord will now be removed once the last pawn has left the map.
 +
* [[Version/1.4.3682|1.4.3682]] - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
 +
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
 +
 
 +
== Version/1.4.3641 ==
 +
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. <!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? -->
 +
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.
 +
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
 +
* [[Version/1.4.3641|1.4.3641]] - Ageless gene stops aging progress at 18.5 instead of 18.
 +
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720) 
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo "crytosleep".
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo: "means that so"
 +
* [[Version/1.4.3641|1.4.3641]] - Fix typo "forth body ring".
 +
 
 +
== Version/1.4.3613 ==
 +
* [[Version/1.4.3613|1.4.3613]] - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
 +
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.
 +
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
 +
* [[Version/1.4.3613|1.4.3613]] - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.
 +
 
 +
== Version/1.4.3580 ==
 +
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.
 +
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.
 +
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Tattoos render below heavy brow.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo "worshiped".
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Exception trying to visit sick pawn with neversleep gene.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.
 +
 
 +
== Version/1.4.3563 ==
 +
* [[Version/1.4.3563|1.4.3563]] - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.
 +
* [[Version/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Hemogen wasted when refueling deathrest buildings.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg "Allow vegetarian food" for instances of food and not just based on def.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: "Slept in cold" and "Slept in heat" memories don't take into account gene-related comfortable temperature offsets.
 +
 
 +
== Version/1.4.3558 ==
 +
* Reworked how many beggars show up depending on colony population.
 +
* Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.
 +
 
 +
== Version/1.4.3557 ==
 +
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Banishing colonists doesn't recalculate faction ideoligions.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
 +
* [[Version/1.4.3557|1.4.3557]] - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
 +
 
 +
== Version/1.4.3555 ==
 +
=== Changes since unstable ===
 +
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.
 +
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a positive "child not in growth vat" thought to "Growth Vats: Prohibited" precept.
 +
* [[Version/1.4.3555|1.4.3555]] - Update the description for "child not in growth vat" to make it clearer that it relates to the colonist's child, not just any child.
 +
* [[Version/1.4.3555|1.4.3555]] - Slightly reduce the impact that player mechanoids have on raid points.
 +
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.
 +
 
 +
=== Big new stuff ===
 +
* [[Version/1.4.3555|1.4.3555]] - Added a new category of precept: Preferred xenotypes.
 +
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves.
 +
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.
 +
 
 +
=== Smaller new stuff ===
 +
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.
 +
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.
 +
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.
 +
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).
 +
* [[Version/1.4.3555|1.4.3555]] - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.
 +
* [[Version/1.4.3555|1.4.3555]] - Added more varieties of yttakin pawn kinds. This means more variety of yttakin raiders and traders.
 +
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.
 +
 
 +
=== Miscellaneous ===
 +
* [[Version/1.4.3555|1.4.3555]] - Increased the availability of gene packs from various traders.
 +
* [[Version/1.4.3555|1.4.3555]] - Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.
 +
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.
 +
* [[Version/1.4.3555|1.4.3555]] - We now display market value on colony mechs’ inspect pane.
 +
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.
 +
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over.
 +
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.
 +
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.
 +
* Display recipe ingredient counts on recipe float menu option tooltip.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a "(disliked food)" parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.
 +
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.
 +
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.
 +
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.
 +
 
 +
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver.
 +
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)
 +
* [[Version/1.4.3555|1.4.3555]] - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things.
 +
* [[Version/1.4.3555|1.4.3555]] - Show birth letter for babies born from lent colonists in a PawnLend quest.
 +
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.
 +
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.
 +
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.
 +
* [[Version/1.4.3555|1.4.3555]] - Added description to "force xenogerm implantation" command.
 +
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.
 +
* [[Version/1.4.3555|1.4.3555]] - Bringing babies to a safe temperature jobs can now be interrupted.
 +
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.
 +
 
 +
=== Fixes ===
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.
 +
 
 +
== Version/1.4.3542 ==
 +
* [[Version/1.4.3542|1.4.3542]] - Fix: Missing ideology check when drawing dietary type stat.
 +
 
 +
== Version/1.4.3541 ==
 +
* [[Version/1.4.3541|1.4.3541]] - Disallow baby food and hemogen packs for chemfuel creation recipes.  (Check if this means outright prevents their use or just that they're disabled by default before adding - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))
 +
* [[Version/1.4.3541|1.4.3541]] - Adjusted power info text for deathrest buildings.
 +
* [[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: 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/1.4.3534 ==
 +
* [[Version/1.4.3534|1.4.3534]] - Reduced volume and frequency of yttakin sounds.
 +
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Ranged enemies come into melee range consistently when shooting positions are available.
 +
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
 +
 
 +
== Version/1.4.3531 ==
 +
* [[Version/1.4.3531|1.4.3531]] - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.
 +
 
 +
== Version/1.4.3530 ==
 +
* [[Version/1.4.3530|1.4.3530]] - Reduce growth points of generated children by ~25%.
 +
* [[Version/1.4.3530|1.4.3530]] - Fertility stat is no longer capped at 100%.
 +
* [[Version/1.4.3530|1.4.3530]] - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
 +
* [[Version/1.4.3530|1.4.3530]] - "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
 +
* [[Version/1.4.3530|1.4.3530]] - Don't display pick up options for drugs that the pawn will drop immediately anyways.
 +
* [[Version/1.4.3530|1.4.3530]] - Remove addictions when adding chemical dependency genes.
 +
* [[Version/1.4.3530|1.4.3530]] - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
 +
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: Paramedic not counted as doctor in solo mechanitor run.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
 +
* [[Version/1.4.3530|1.4.3530]] - Fix: 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|1.4.3529]] - Added missing fill percent for gene and mech buildings.
 +
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Some mechs cannot load into a shuttle.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get "stuck" on.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Deathrest buildings use hemogen when not in use.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.
 +
 
 +
== Version/1.4.3528 ==
 +
* [[Version/1.4.3528|1.4.3528]] - "My child is happy" and related thoughts now can trigger if a pawn is being carried.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Held babies/children will now have thoughts about how their parents are happy.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Save modlist saving the filtered mod list.
  
== Wiki consistency and overhaul ==
+
== Version/1.4.3527 ==
 +
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.
 +
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.
 +
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
 +
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
 +
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: Scenario text cut off if tiny text is disabled.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.
 +
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.
  
* <s>Time to elaborate (or duplicate) Policies and Formatting guidelines. Basics like: Consensus, Edit Warring so that newcomers can learn their way around. Tutorials. Finish the page [[Help:Templates#Creating_a_template]].   [[User:Yoshida Keiji|Yoshida Keiji]] ([[User talk:Yoshida Keiji|talk]]) 09:17, 23 September 2017 (UTC)</s>
+
== Version/1.4.3525 ==
** Zesty has already said this is not Wikipedia proper; these policies could help with keeping order but if not enforced correctly they will seem excessively draconic and scare away potential contributors-- and this has already happened, twice. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 12:34, 25 July 2019 (UTC)
+
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
 +
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.
  
As an aside, if I may be so bold as to suggest a few extensions I didn't see here, which could prove useful:
+
== Version/1.4.3523 ==
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.
+
 
* [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]: I see you already use SMW. Cargo is basically a more light-weight alternative to SMW, and set up more like a traditional SQL database, so it's easier to use queries than with the pretty complex SMW syntax, and its plethora of property and query pages. I don't really suggest to shift from SMW to Cargo as it's a pretty monumental task given you appear to be actively using SMW here, however it may be worth to read up on it. I happened to be admin/guardian on a Gamepedia wiki when they, after huge stability issues related to SMW sitewide, decided to de facto ban it and urge wikis to transition over to Cargo. So I have, or at least had, a good deal of knowledge about it, and created a bunch of templates when [https://pillarsofeternity.gamepedia.com Pillars of Eternity] transitioned from SMW to Cargo. It's not perfect of course, but I found it really useful, so wanted to leave a tip here about it, just in case admins/mods want to look into it.
+
=== New stuff - base game ===
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].
+
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization
 +
* [[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.”
 +
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!
 +
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.
 +
 
 +
==== Turrets, gas, gear, and medicine ====
 +
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.
 +
* [[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.
 +
 
 +
==== UI ====
 +
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.
 +
* [[Version/1.4.3523|1.4.3523]] - Completely 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.
 +
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.
 +
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.
 +
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.
 +
 
 +
==== 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]] - 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.
 +
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list.
 +
* [[Version/1.4.3523|1.4.3523]] - Added "bald" hair style.
 +
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.
 +
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan and the length of time to clean filth on surfaces
 +
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.
 +
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.
 +
* [[Version/1.4.3523|1.4.3523]] - Added build hopper command to nutrient paste dispenser.
 +
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.
 +
 
 +
=== Improvements and adjustments - base game ===
 +
==== 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.
 +
 
 +
==== Pawns ====
 +
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.
 +
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.
 +
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.
 +
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.
 +
* [[Version/1.4.3523|1.4.3523]] - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
 +
* [[Version/1.4.3523|1.4.3523]] - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).
 +
 
 +
==== 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]] - 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.
 +
* [[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.
 +
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.
 +
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
 +
* [[Version/1.4.3523|1.4.3523]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
 +
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.
 +
 
 +
==== Miscellaneous ====
 +
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.
 +
* [[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.
 +
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.
 +
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
 +
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.
 +
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.
 +
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
 +
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.
 +
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.
 +
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.
 +
* [[Version/1.4.3523|1.4.3523]] - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
 +
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.
 +
* [[Version/1.4.3523|1.4.3523]] - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
 +
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.
 +
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.
 +
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.
 +
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
 +
* [[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.
 +
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.
 +
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.
 +
 
 +
=== Improvements and adjustments - Royalty ===
 +
* [[Version/1.4.3523|1.4.3523]] - Limit noble wimp to knight or praetor.
 +
* [[Version/1.4.3523|1.4.3523]] - Ensure persona weapons are unbound if you leave them on a temporary map.
  
== Suggestions ==
+
=== 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]] - 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.
  
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]
+
=== Dev tools ===
* The [[Template:Infobox main]] should be somewhat wider. On nearly any page the infobox is used at least one line doesn't fit in and it is sometimes hard to read which numbers match which category. Especially for pages like animals the infobox is often longer than the rest of the article (I do realise that this depends on the size of your screen though). [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 12:55, 26 February 2020 (UTC)
+
* [[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]] - 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.
 +
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.
 +
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.
 +
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.
 +
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.
  
== Update 1.2.2753 ==
+
=== Technical ===
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)
+
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef
 +
* [[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.
 +
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.
  
* When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
+
=== Bugfixes ===
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as "acceptable for everyone".
* We now display a text mote when a player pawn gains a new level in a skill.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Some apparel is smeltable when it would not give anything for smelting.
* Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.
* Mods can now be tagged as translations in the workshop.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Hidden and temporary factions can own work sites.
* We now automatically add appropriate bedrolls to caravan.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
* Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.
* Add some text content to refugee hospitality quest.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
* Recipes for crafted things now show work to make in their info card.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
* New artwork for orbital targeters.
+
* [[Version/1.4.3523|1.4.3523]] - Fix: Shuttle stays forever if all passengers cannot get on board.
* Allow quick loading via permit shuttle from non-home maps with no hostiles.
+
* [[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: 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: Shuttle crash quest fails if you have VIP boarded.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Nullified thoughts being counted against food optimality.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
 +
* [[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: 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: 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 exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
 +
* [[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: When searching in an information panel, clicking any stat will scroll to the top
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.
  
===Adjustments===
+
== Version/1.3.3387 ==
* Adjust text and icon for the 'Take drug' command.
+
=== Steam Deck Improvements ===
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
+
* [[Version/1.3.3387|1.3.3387]] -
* Move 'take to inventory' column over just to the right of the drug name.
 
* Dirt now washes away in rain.
 
* Psycasts are now sorted on the interface by category and then level.
 
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
 
* Ensure all the mech cluster buildings wake up once it was attacked.
 
* Adjustments to Precious Lump quest text and world object info.
 
* Make pawns count as guilty while in aggro mental state.
 
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
 
* Reorganized permit UI. Exchanged horizontal scrollbar for vertical.
 
* Added faction icon to main work tab with click through to faction and scroll to faction.
 
* Added max lodger count to hospitality refugee quest.
 
* AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
 
* Rewrite noble requests for help in the pawn lending quest.
 
* Increase frequency of bandit camp mission and shuttle crash quests.
 
* Food and medicine renamed to travel supplies.
 
* Add hediff links to recipes for implants and parts.
 
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.
 
* Made nature shrines minifiable and reinstallable.
 
* Made shrines improve anima tree meditation.
 
* Farskip now affects colony animals if not on the home map.
 
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.
 
* Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
 
* NPC pawns with titles now purchase random permits on generation.
 
* We now show the player a feedback message when calling resources to a caravan.
 
* Trade requests will no longer request patchleather.
 
* Added quest look target when bestowing ceremony cannot be accepted due to threat.
 
* Bestowing ceremony text now says that player is expected to keep bestower safe.
 
* Jump packs and locust armor now require enough chemfuel to provide their initial fuel, and one more component.
 
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
 
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
 
* Increased warmup time for aerodrone permits by 1 second.
 
* Removed full-map light up effect of all strikes except orbital beam.
 
* Icons of spacer armor now display as off-white instead of dark gray.
 
* Adjust eltex gear colors to be darker.
 
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
 
* Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
 
* Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
 
* Bestower is no longer required to have archotech eyes.
 
* Neural heat overload can no longer cause psylink degradation or any other permanent damage.
 
* Member stripped goodwill penalty increased from 10 to 40.
 
* Royal apparel production costs rebalanced.
 
* Prevent farskip when caravan is overweight.
 
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
 
  
===Fixes===
+
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
* Fix: Colonist with a sick thought won't meditate at all.
+
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
* Fix: Pawn lend initial description and final letter mismatch.
+
* Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.
* Fix: Ability duration on the tooltip is shown in hours even for low values.
 
* Fix: Gunlink displays shooting accuracy stat offset as %.
 
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
 
* Fix: Auto-rebuild doesn't work on bridges.
 
* Fix: Quest prisoners can spawn on door tiles and walk away.
 
* Fix: Overlapping keybinds for assigning pawn and toggle prisoner-owned for beds.
 
* Fix: Psycast disabled status is not being updated in shrunk mode.
 
* Fix: Auto mortars are always active.
 
* Fix: Compressed commands are drawn from top to bottom.
 
* Fix: Errors on generating long range mineral scanner quest via debug tools.
 
* Fix: Psyfocus target value on the gizmo tooltip is not updated until you finished adjusting it.
 
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
 
* Fix: No mech cluster building is multi-selectable
 
* Fix: Keyed translations from a mod can't replace existing values with the same key and log an error instead.
 
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
 
* Fix: Auto Charge Turret fires when stunned
 
* Fix: Can't prioritize chatting with a prisoner if some other warden is already doing it
 
* Fix: Apparel scoring algorithm ignores heat armor.
 
* Fix: Rescuing downed noble ends shuttle rescue quest.
 
* Fix: Bandit camp returnees don't unload.
 
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
 
* Fix: Some wrong import settings on a few UI icon graphics.
 
* Fix: "Unchangeable" text from visually overlaps with "Clear forced" button in assign-outfits panel.
 
* Fix: Incorrect memory thought when refugee arrested or violated and incorrect letter text when violated in refugee hospitality quest.
 
* Fix: Join letter in hospitality refugee quest remains (with disabled accept) if pawn leaves map before quest has ended.
 
* Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
 
* Fix: Quest helper went wild man, now wandering around on map, can't arrest or empire becomes hostile.
 
* Fix: Drug scheduling for inventory does not function when set to 1.
 
* Fix: Meditation preventing pawn from attending a gathering or giving speech.
 
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
 
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).
 
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
 
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
 
* Fix: Shuttle auto-load does not properly work on shuttle assault quest return.
 
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
 
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
 
* Fix: Animals refusing to eat reachable food when restricted to an area.
 
* Fix: Pawns don't face table when eating.
 
* Fix: Healer mech serum heals love
 
* Fix: Player blueprints prevent mech clusters from dropping.
 
* Fix: Attacking a settlement with a shuttle causes the map to be smaller compared to caravans and transport pods.
 
* Fix: Some single-use utility items could be used multiple times via shift-clicking.
 
* Fix: Pawn keeps meditating with a focus object that has 0 focus offset.
 
* Fix: "Clear prioritised work" command can interrupt neuroquake cast.
 
* Fix: Can't rescue invisible colonists.
 
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy.
 
* Fix: Errors on viewing bestowing quest while target pawn is not spawned.
 
* Fix: Arrested Refugee Leader can not be sold, leaves to unusual behavior.
 
* Fix: The mouse-attachment that indicates what resource is contained in areas found by ground-penetrating radars should show even when the area is fogged (such as under a mountain).
 
* Fix: Setting the butchering or mining yield to a high value in the custom difficulty settings may not result in actual increased yields.
 
* Fix: Mission shuttles cannot auto loot.
 
* Fix: Taking wake-up to inventory same wording as taking wake-up.
 
* Fix: Non-heat psycasts can be spammed when it shouldn't be possible.
 
* Fix: Teetotalers can use drugs normally by using the new gizmos.
 
* Fix: You can use farskip on the caravan you're in.
 
* Fix: Prisoner refugee leaves when refugee quest ends normally.
 
* Fix: Arrested refugees will join the player colony if arrest job is interupted before placing refugee in cell.
 
* Fix: Permit prerequisites are removed even when you don't have the permit.
 
* Fix: Can banish quest lodgers through character card UI.
 
  
== 1.2 Update ==
+
=== Ideology Improvements ===
 +
* [[Version/1.3.3387|1.3.3387]] -
  
As always. This time around, no need to strikeout completed items- just delete them right away. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:51, 20 August 2020 (UTC)
+
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
 +
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
 +
* Colonists no longer get upset for delaying a ritual.
 +
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
 +
* "No slaves in colony" thought does not apply at "Very low" expectations or below.
 +
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
 +
* Adjusted inspect pane and stat readout for relics in classic mode.
  
The 1.2 release of RimWorld adds a variety of new content and a few new systems.
+
== Version/1.3.3326 ==
 +
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:00, 7 April 2022 (UTC)
  
There are a few major parts to this update.
+
=== Ideology Improvements ===
 +
* Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.
 +
* Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.
  
===New stuff: Base game===
+
=== UI Improvements ===
* Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
+
* Show accept key command hotkey on SteamDeck.
** Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
+
* Main buttons position change (change height instead of y).
** Player friendly fire chances.
+
* Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.
** Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
+
* Don't show tooltips when the SteamDeck keyboard is open.
** Overall threat scale
+
* Change quests SteamDeck icon.
** Major threats toggle
 
** Quests threats toggle
 
** Intro threats toggle
 
** Predators hunt humans toggle
 
** Extreme weather toggle
 
** Harvest, mining, and butchering yield
 
** Quest rewards
 
** Raid loot
 
** Trade prices
 
** Turret rearm cost
 
** Scaria rot chance
 
** Enemy death on downed chance
 
** Colonist mood
 
** Food poison chance
 
** Animal revenge chance
 
** Infection chance
 
** Disease frequency
 
** Hive insect spawn rate
 
** Deep drill infestation chance
 
** Ancient structure threats toggle
 
** Passive hives at map generation toggle
 
** Toggles to allow/disallow player building traps, turrets, and mortars
 
** Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
 
** Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.
 
  
* Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
+
=== Controls ===
 +
* Touch screen scrolling improvements on SteamDeck.
 +
* It's now possible to scroll through lists by dragging your finger on SteamDeck.
 +
* Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.
 +
* Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.
 +
* Allow more zoom on SteamDeck for better touch screen support and easier navigation.
 +
* Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.
 +
* Accept key on a SteamDeck now activates the first command.
  
* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.
+
=== Misc Improvements ===
 +
* Tutorial now mentions the correct button names on SteamDeck.
 +
* Added triggered modal ConceptDefs which explain SteamDeck controls.
 +
* Added controller configuration button to options on SteamDeck.
 +
* Added an option to disable tiny fonts in options.
  
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
+
=== Technical ===
 +
* Added "Simulate using Steam Deck" debug setting.
  
* New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
+
== Version/1.3.3287 ==
  
* Direct button to use drugs from inventory: This makes combat drugs more usable.
+
=== New feature ===
 +
* [[Version/1.3.3287|1.3.3287]] - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.
  
* New visual effects:
+
=== UI improvements ===
** Building destruction. Screen shake, dust, and so on.
+
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
** Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
+
* [[Version/1.3.3287|1.3.3287]] - The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
** EMP state on mechs or turrets, with electrical arcs and sparks.
+
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.
 +
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
 +
* [[Version/1.3.3287|1.3.3287]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
 +
* [[Version/1.3.3287|1.3.3287]] - A "Show all" checkbox on ideo dialog shows all hidden precepts.
 +
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.
  
===New stuff: Royalty expansion===
+
=== Tuning - General ===
 +
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
 +
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
  
* Major quest * Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
+
=== Tuning - Ideoligions ===
 +
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
 +
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
 +
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.
  
* Major quest * Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
+
=== Misc ===
 +
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.
 +
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
  
* Major quest * Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
+
=== Fixes ===
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
  
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.
+
== Version/1.3.3200 ==
 +
=== Combat - Turrets ===
 +
* [[Version/1.3.3200|1.3.3200]] - Reduced uranium slug turret cost per shot from 3 uranium to 2.666.
  
 +
=== Combat - Enemies ===
 +
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.
 +
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.
 +
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.
  
* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.
+
=== Food handling ===
** Sculptures are enhanced by nearby sculptures.
+
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.
** Grave is enhanced by nearby graves.
+
* [[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.
 +
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.
 +
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).
 +
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.
 +
* [[Version/1.3.3200|1.3.3200]] - Added food restrictions for meat or veg only meals.
 +
* [[Version/1.3.3200|1.3.3200]] - Added special thing filters for meat and veg ingredient-filled meals.
 +
* [[Version/1.3.3200|1.3.3200]] - Add insect meat food restriction and special things filter.
 +
* [[Version/1.3.3200|1.3.3200]] - Add cannibal food restriction and special thing filter.
 +
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.
  
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.
+
=== Misc improvements ===
 +
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.
 +
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
 +
* [[Version/1.3.3200|1.3.3200]] - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).
 +
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.
 +
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.
  
* Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won't survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it's a reward which can be claimed only if the cluster is approached a certain way.
+
=== Fixes ===
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: 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.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Special characters on named precepts can break UI.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause "ate non-meat" thought.
 +
* [[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)
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
  
* Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
+
==Version/1.3.3159==
  
* Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better.
+
=== Caravan improvements ===
* Throne rooms in Empire bases:
+
* [[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]] - 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]] - 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]] - 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]] - Joy decreases more slowly when a pawn is preparing a caravan.
 +
* [[Version/1.3.3159|1.3.3159]] - Colonists will now look for food in pack animal inventory if no better food sources available.
 +
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.
 +
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.
 +
* [[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.
 +
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.
  
* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.
+
=== 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]] - 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.
 +
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.
 +
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.
 +
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.
 +
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.
 +
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.
  
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
+
=== 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]] - Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".
 +
* [[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.
 +
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.
 +
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.
 +
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.
 +
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.
 +
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.
 +
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.
 +
* [[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.
 +
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.
 +
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.
 +
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.
 +
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.
  
* Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
+
=== Fixes ===
 +
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists
 +
* [[Version/1.3.3159|1.3.3159]] - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
 +
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
 +
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.
  
* Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
+
== Version/1.3.3117 ==
 +
=== Multi-ideo colony viability ===
 +
* [[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]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.
  
* Added visual effect for wallraise rocks expiring.
+
=== New stuff ===
  
===Improvements and adjustments===
+
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.
 +
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.
 +
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.
  
* Underground resources readout now shows what resource is in each underground cell and how many there are.
+
=== Improvements ===
* Desired psyfocus UI controls are more robust.
+
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.
* Refined room stats readout.
+
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.
* Storyteller now ignores HP for purposes of wealth calculation.
+
* [[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.
* Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
+
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.
* Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
+
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.
* [[Anima tree]] will no longer be destroyed by meteors, crashed ship parts, or shuttles.
+
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.
* Empire soldiers now have more distinctive haircuts.
+
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.
* Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
+
* [[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.
* Anima trees now reduce their anima grass progress rate after they're heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness.
+
* [[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.
* Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won't fight (this is a rare scenario).
+
* [[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.
* Display meat icon in butchery recipe float menu option.
+
* [[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.
* Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).
+
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.
* Speech duration reduced from 5 hours to 4 hours.
 
* [[Stele]] and [[nature shrine]] now have terrain affordances appropriate for their sizes.
 
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.
 
* All anima tree psylink levels now take 20 anima grass (instead of 18 or 22).
 
* On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
 
* Quest helpers no longer spawn with the greedy trait.
 
* Relabel skill neurotrainers to "skilltrainer" and give them their own category similar to psytrainers.
 
* Removed special letter icon for choice letters.
 
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
 
* Optimized UI gizmo drawing by skipping the layout phase.
 
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
 
* Orbital mech cluster targeter will no longer spawn a cluster with condition causer.
 
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.
 
* Gear tab now expands if it needs space and there is space, before using scroll bar.
 
* Added labelMale and labelFemale to traits.
 
* You can now navigate debug menus with keyboard alone.
 
  
===Technical===
+
=== Fixes ===
* Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: 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.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.
 +
* [[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.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
 +
* [[Version/1.3.3117|1.3.3117]] - 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: Regression - Colonists no longer automatically take yayo and a few other drugs.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished.
 +
* [[Version/1.3.3117|1.3.3117]] - 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: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
 +
* [[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
 +
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.
  
===Bugfixes===
+
==Version/1.3.3101==
* Fix: Anima tree doesn't heal properly.
+
=== New stuff ===
* Fix: Joy meditation can cause pawns to fall out of bed.
+
* [[Version/1.3.3101|1.3.3101]] -
* Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
 
* Fix: Text rounding issue with re-enter cooldown text.
 
* Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type.
 
* Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
 
* Fix: Many neural heat gizmos shown if many psycasters are selected.
 
* Fix: Situational thoughts with reason don't give access to PAWN symbol.
 
* Fix: Pawns interrupting their throne meditation for other jobs.
 
* Fix: Not saving drawAimPie field in Stance_Warmup.
 
* Fix: Insect glowpods affect anima meditation.
 
* Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
 
* Fix: Humans with 0% hearing get thoughts from listening to instruments.
 
* Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused.
 
* Fix: Pawn can get random inspiration while not capable of being conscious.
 
* Fix: Bug where items from <costList> would never be returned from deconstructing a building if the stackCount of that item was exactly 1.
 
* Fix: Peace talks can generate for factions with goodwill rewards disabled.
 
* Fix: Inconsistent stat report for stuff, not reporting all stat factors/offsets if you open it via hyperlink.
 
* Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
 
* Fix: Banishing quest lodgers causes "banished" thoughts.
 
* Fix: Downed refugee icon on the quest info has permanent red tint from DamageFlasher.
 
* Fix: The call to InnerThing.GetStatValue ignores the null check.
 
* Fix: Siege buildings retain their faction after siege ended.
 
* Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
 
* Fix: "Considered: Fine" stat appears on floors with royalty not active.
 
* Fix: Psylink counts as an artificial part for a transhumanist.
 
* Fix: Pawns not gaining comfort from throne while meditating.
 
* Fix: Royalty-only stats appear in scenario editor with Royalty.
 
* Fix: Colonists can lose their psylink entirely when being resurrected.
 
* Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
 
* Fix: Pawn in cryptosleep requires bedroom.
 
* Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
 
* Fix: It's possible to use doors as electricity-less coolers.
 
* Fix: Exception when selecting brazier construction ghost.
 
* Fix: Undignified throne room alert causes FPS drop for a throne that is outdoors.
 
* Fix: Just claimed artificial structures don't affect nature focus objects.
 
* Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
 
* Fix: Mechanoids not waking up if you skip them.
 
* Fix: Mechanoid capacity tooltip displays hidden capacity impactors.
 
* Fix: "Created at" stat has duplicates for things with bulk and normal recipes.
 
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 
* Fix: Empire is hostile to neutral ancients by default.
 
* Fix: Can't right click directly on pawn to prioritize hunting.
 
* Fix: Psychic drone level increased letter doesn't mention affected gender.
 
* Fix: RadialDistinctThingsAround doesn't work correctly for 1:X size things.
 
* Fix: Quest lodgers show up on history graph.
 
* Fix: Incorrect calculation for packaged survival meal bulk recipe.
 
* Fix: Wild men who are incapable of violence can hunt animals for food.
 
* Fix: Shuttles sometimes land on natural roofs.
 
* Fix: Some enemies spawn with smoke launchers who shouldn't.
 
  
===Improvements===
+
* The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.
* You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
+
* Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.
* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
+
* Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
+
* Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.
* All [[Empire]] pawns have at least the title of Freeholder.
+
* Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.
* Player-created names update.
+
* Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.
 +
* Added toggleable texture compression and atlas texture compression in the options menu.
  
===Training and feedback===
+
=== Improvements ===
* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.
+
* [[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.
* Rename difficulty: "The price of survival is blood" to "Blood and dust".
+
* [[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.
* Added warning message when designating an anima tree for cutting.
+
* [[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.
* Clarify undignified thronerooms reason text.
+
* [[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.
* Anima tree now sends a letter when enough anima grass is available for linking.
+
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.
* We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.
+
* [[Version/1.3.3101|1.3.3101]] - We now hide quests that are ended by starting a new archonexus settlement
* Add "Meditation desired psyfocus" learning helper lesson.
+
* [[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.
* Add "Meditation schedule" learning helper lesson.
+
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
* Show base and max value for MeditationFocusStrength stats with offsets.
+
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
* Improved organization of drug stats listing.
+
* [[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.
 +
* [[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.
 +
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
 +
* [[Version/1.3.3101|1.3.3101]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
 +
* [[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.
 +
* [[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.
 +
* [[Version/1.3.3101|1.3.3101]] - Update descriptions of individualist and collectivist memes.
 +
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. <!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni --->
 +
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.
 +
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.
 +
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion
 +
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.
 +
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.
  
 
===Tuning===
 
===Tuning===
* Increase rewards per points for quests game-wide.
+
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
+
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.
* Double the rate of nuzzling by animals to buff mood-oriented pets.
 
* Extend the thought for when you buried someone in a sarcophagus.
 
* Reduce monument sizes about 15%.
 
* Reduce psyfocus decay rates 0.5% at each level.
 
* Increase psyfocus gain of wall from 11 to 22.
 
* Increase psyfocus gain range of grave from 4~20 to 6~26.
 
* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
 
* Increase psyfocus gain of animus stone from 25 to 34.
 
* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
 
* Increase psyfocus gain of small nature shrine from 15 to 22.
 
* Increase psyfocus gain of large nature shrine from 22 to 30.
 
* Remove psylink neuroformer from traders (but most still buy it).
 
* Reduce nature shrine build times by 40%.
 
* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
 
* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).
 
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
 
* Reduce anima tree regrowth check cycle from 40 days to 30 days.
 
* Ship chunks now leave a component if killed, even if not deconstructed.
 
* Reduce blood rot severity per day gain from 60% to 40%.
 
* Reduce chance for diseases in caravans by 4x.
 
* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.
 
* Reduced the selection weight of hostile factions as quest askers to 15%.
 
* Disabled paralysis in hospitality quests.
 
  
 
===Technical===
 
===Technical===
* Moved Abasia and BloodRot to Royalty XML files.
+
* [[Version/1.3.3101|1.3.3101]] -
* Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.
+
 
 +
* Change IsPsychicallySensitive from >= to >.
 +
* Turn psychic sensitivity checks into a property.
 +
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second.  
 +
* Add missing gender constants for deity, foeLeader and founder.
  
 
===Fixes===
 
===Fixes===
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
+
* [[Version/1.3.3101|1.3.3101]] -
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.
+
 
* Fix: Unstable power cell can be rotated.
+
* Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.
 +
* Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.
 +
* Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.
 +
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.
 +
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.
 +
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it. 
 +
* Fix regression: Bestower doesn't care about roof collapsing on top of him.
 +
* Fix: Skeletons don't draw apparel.
 +
* Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.
 +
* Fix: It is possible to sell animals while forming a caravan.
 +
* Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon
 +
* Fix: Mech breach raids can completely break down sometimes and just stop doing anything.
 +
* Fix: Players can take items from passing trade ship inventory to next archonexus settlement
 +
* Fix: Dryads with replaced parts don't have the "missing" part added back.
 +
* Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.
 +
* Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner.
 +
* Fix: You can start conversion ritual with a moral guide that can't speak.
 +
* Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.
 +
* Fix: Cannibal ideo pawns do not prefer human leather apparel.
 +
* Fix: Non-colonist can be chosen as scarification target.
 +
* Fix: Wild dryads can wander in, only to leave right away.
 +
 
 +
==Version/1.3.3087==
 +
* [[Version/1.3.3087|1.3.3087]] -
 +
 
 +
=== New stuff ===
 +
 
 +
* Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.
 +
* Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.
 +
* Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.
 +
* There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.
 +
 
 +
=== Improvements ===
 +
* Classic ideo preset can now generate relics.
 +
* Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
 +
* Persona weapons are no longer included in "allow biocoded" thing filters.
 +
* Upon new archonexus settlement, player now retains research up to classic start.
 +
* We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
 +
* Colonists now get initial optimism thought after resettling in archonexus quest line
 +
* Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
 +
* We no longer randomize classic ideo styles. Just use whatever is in the culture.
 +
* Dryads now rest near their connected tree, not in beds or sleeping spots.
 +
* Clicking on ideoligion certainty in social card now opens ideoligion tab
 +
* Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
 +
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
 +
* We now reset prevent various events from happening too early after new archonexus settlement.
 +
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
 +
* Add a "drag to reorder" label on colonist creation screen for clarity.
 +
* Colorize the Tree Connection ritual icon to match the Gauranlen color.
 +
 
 +
=== Technical ===
 +
 
 +
* PawnRenderer weapon drawing now supports Graphic_Random.
 +
* Limit awaking on clamor to ancient complex insects and mechs.
 +
 
 +
=== Fixes ===
 +
* Fix: Classic ideo preset can have tattoos for tribal player.
 +
* Fix: Minified trees left behind on caravans do not count as died.
 +
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
 +
* Fix: Dryads listed on bed assign dialog.
 +
* Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
 +
* Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
 +
* Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
 +
* Fix: Techprints retained on archonexus resettlement.
 +
* Fix: Bloody dominators description typo
 +
* Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
 +
* Fix: Ancient complex insects that heard a clamor are not fully awoken.
 +
* Fix: Hunters finishing off their prey counts as slaughtering an animal.
 +
* Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
 +
* Fix: Gauranlen spawn cycle not correct after new archonexus settlement
 +
* Fix: Savage Tribe shows what it will buy.
 +
* Fix: Item style overrides information is not shown on ideo preset screen.
 +
* Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
 +
* Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
 +
* Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
 +
* Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
 +
* Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
 +
* Fix: Positive goodwill reward given when labourers miss shuttle
 +
* Fix: Mentally broken pawn appears as participant for anima linking ritual.
 +
* Fix: Tribal members do not become hostile when arrested in terminal hack quest.
 +
* Fix: Passive cave insects block bestowing ceremony.
 +
* Fix: Badly formatted relic name in relic hunt quest description.
 +
 
 +
== Version/1.3.3080 ==
 +
=== Improvements ===
 +
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))
 +
 
 +
=== Fixes ===
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
 +
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.
 +
 
 +
== Version/1.3.3076 ==
 +
 
 +
 
 +
=== Improvements ===
 +
* [[Version/1.3.3076|1.3.3076]] - Clarified spacedrone self-destruct delay info in quest description.
 +
* [[Version/1.3.3076|1.3.3076]] - Archonexus quest now warns players beforehand that research will reset
 +
* [[Version/1.3.3076|1.3.3076]] - Tuned down apostate memory thoughts and adjusted labels.
 +
* [[Version/1.3.3076|1.3.3076]] - Rebalance tree connector thoughts.
 +
 
 +
=== Fixes ===
 +
* [[Version/1.3.3076|1.3.3076]] - Fix: TreeDensityReduced thought stages are incorrectly calculated. - ''Note that this will require checking that the thought information is currently correct on that page'' - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:17, 26 December 2023 (UTC)
 +
* [[Version/1.3.3076|1.3.3076]] - Fix: Prisoners lost during farskip.
 +
* [[Version/1.3.3076|1.3.3076]] - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
 +
 
 +
== Version/1.3.3074 ==
 +
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.
 +
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.
 +
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
 +
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.
 +
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
 +
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
 +
 
 +
=== Fixes: ===
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
 +
 
 +
== Version/1.3.3072 ==
 +
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
 +
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.
 +
* [[Version/1.3.3072|1.3.3072]] - Suspend [[dryads]] currently in cocoons.
 +
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.
 +
* [[Version/1.3.3072|1.3.3072]] - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
 +
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
 +
 
 +
== Version/1.3.3067 ==
 +
=== Improvements ===
 +
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.
 +
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.
 +
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
 +
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.
 +
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
 +
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.
 +
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.
 +
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.
 +
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.
 +
* [[Version/1.3.3067|1.3.3067]] - Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
 +
 
 +
=== Fixes ===
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.
 +
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.
 +
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.
 +
 
 +
== 1.3.3066 ==
 +
=== Pens and animals ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Pen system: Create pens for your farm animals to keep them organized and safe.
 +
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
 +
* Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
 +
* Handlers will use ropes to lead animals from one location to another, or out of a pen.
 +
* Some animals will now roam if they are not contained within a pen.
 +
* Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
 +
* animal filth has been reworked
 +
* Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
 +
* Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
 +
* Tame animals can now be released to the wild.
 +
 
 +
=== Miscellaneous ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Added facial hair for pawns. The style of hair is based on the pawn’s background.
 +
* Added visual wound and prosthetic overlays on pawns.
 +
* When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.
 +
 
 +
=== Improvements and adjustments: Base game ===
 +
=== Goodwill ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
 +
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.
 +
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
 +
* Guest status with a faction is reset upon gifting a pawn to that faction.
 +
 
 +
=== Animals and plants ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Raiders no longer actively attack passive colony animals.
 +
* Animals tab life stage tooltip now also shows the animal's exact age.
 +
* Wild plants spawned during gameplay start at 15% growth instead of 5%.
 +
* Plants newly sown by players start at 0.01% growth.
 +
* Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
 +
* Animals are unwilling to eat plants under 10% growth.
 +
* Herbivores rebalance:
 +
** Hunger rate reduced by 50%.
 +
** Adult age is reduced by 33%.
 +
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
 +
** Reduced toxic fallout buildup by 50%.
 +
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
 +
* Increased meat yields by 30%.
 +
* Damaged corpses give 33% less meat and leather amounts.
 +
* Animals can be assigned to animal beds. These beds can be designated as medical.
 +
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
 +
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
 +
* Traders that sell animals try to generate with at least one pair of core farming animals.
 +
 
 +
=== Combat, weapons, gear ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
 +
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 +
* Pawns can take medicine into their inventory.
 +
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
 +
 
 +
=== Pawns ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
 +
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
 +
* Hediff tooltips of grouped hediffs are now separated from each other.
 +
* Hediff stages can now override hediff labels.
 +
* Hediff tooltips of grouped hediffs are now separated from each other.
 +
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
 +
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
 +
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
 +
* Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
 +
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
 +
* Assigning pawns to beds updates the room role, if possible.
 +
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
 +
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
 +
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
 +
* Non-cannibals dislike those that wear human leather apparel.
 +
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
 +
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
 +
* Smoothed out addiction chances based on the pawn’s tolerance.
 +
 
 +
=== Caravans ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Optimized caravan automatic food selection.
 +
* Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.
 +
 
 +
=== Miscellaneous ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
 +
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
 +
* Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
 +
* Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
 +
* Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
 +
* Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
 +
* Build designators no longer default to def-defined default if there is none of that type of resource on the map.
 +
* Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
 +
* Saving is temporarily disabled while selecting a world tile at the beginning of the game.
 +
* Added debug setting: Never force normal speed.
 +
* Added a Thing category for wool.
 +
* maintenanceCostFactor has a minimum of 1%.
 +
* Balanced distant fight points adjustment and pawn combat points.
 +
 
 +
=== Improvements and adjustments: Royalty ===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* The bestowing ceremony is now a gathering that everyone can attend.
 +
* Pawns lent to another faction have their wounds tended more competently.
 +
 
 +
===Bugfixes===
 +
* [[Version/1.3.3066|1.3.3066]] -
 +
 
 +
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
 +
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 +
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
 +
* Fix: Monument quests aren’t failed after the map is removed.
 +
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
 +
* Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
 +
* Fix: Using the “change material” button on weapon info cards does not update stat readout.
 +
* Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
 +
* Fix: Brawler guards can still arrive with ranged weapons.
 +
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
 +
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 +
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
 +
* Fix: Stun psycast does not interrupt minigun salvo.
 +
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
 +
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
 +
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
 +
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
 +
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
 +
* Fix: Word of Joy counts as a hostile act.
 +
* Fix: Pawn having a mental break on entering a hostile map is drafted.
 +
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.
 +
* Fix: Some monument buildings have enclosed floored areas.
 +
* Fix: Lent pawns tended to horribly by the host faction.
 +
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
 +
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
 +
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
 +
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.
 +
 
 +
== Update 1.2.2753 ==
 +
* [[Version/1.2.2753|1.2.2753]] - <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)
 +
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
 +
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
 +
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
 +
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
 +
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.
 +
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
 +
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.
 +
 
 +
===Adjustments===
 +
* [[Version/1.2.2753|1.2.2753]] - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
 +
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.
 +
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies
 +
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.
 +
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.
 +
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.
 +
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
 +
* [[Version/1.2.2753|1.2.2753]] - <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)
 +
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.
 +
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.
 +
 
 +
=== Fixes ===
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Rescuing downed noble ends shuttle rescue [[quest]].
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.
 +
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy
 +
 
 +
== Version/1.2.2719 ==
 +
===New stuff: Base game===
 +
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
 +
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
 +
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
 +
 
 +
=== New stuff: Royalty expansion ===
 +
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
 +
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
 +
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
 +
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
 +
 
 +
=== Improvements and adjustments ===
 +
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.
 +
* [[Version/1.2.2719|1.2.2719]] - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
 +
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
 +
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
 +
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.
 +
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
 +
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
 +
 
 +
=== Technical ===
 +
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.
 +
 
 +
=== Bugfixes ===
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Many neural heat gizmos shown if many psycasters are selected.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn can get random [[inspiration]] while not capable of being conscious.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. <!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text -->
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes "banished" thoughts.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: [[Shuttle]]s sometimes land on natural roofs.
 +
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.
 +
 
 +
== Version/1.1.2654 ==
 +
=== Improvements ===
 +
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
 +
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
 +
 
 +
=== Tuning ===
 +
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide.
 +
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
 +
* [[Version/1.1.2654|1.1.2654]] - <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)
 +
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.
 +
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.
 +
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.
 +
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.
 +
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600.
 +
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.
 +
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.
  
 
== 1.1 Update ==
 
== 1.1 Update ==
 +
* [[Version/1.1.0]] -
  
 
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)
 
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)
  
 
=== New features ===
 
=== New features ===
*UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
+
* Added heatstroke alert for colonists and tame animals.
*New Quests tab provides information about available, active, and historical quests.
+
* Added fertility overlay, which shows terrain fertility in an easy-to-see way.
*Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
+
* Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
*UI now uses colored text to highlight important words like character names, places, and rewards.
+
* Added an option to choose which kinds of letters pause the game.
*Improved the mod management interface and code.
+
* Added recipes to burn entire stacks of drugs at once.
*Mods now have a global package ID which lets them refer to each other.
+
* Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
*Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
 
*Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
 
*Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
 
*Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
 
*Loading screen now displays present and active expansions and mods.
 
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
 
*Added smoke grenadier enemy.
 
*Added a planet population slider to the planet generation parameters.
 
*Added a bunch of new backstories across multiple categories.
 
*Added heatstroke alert for colonists and tame animals.
 
*Added taming [[mental inspiration|inspiration]], which makes the next tame attempt very likely to succeed.
 
*Added fertility overlay, which shows terrain fertility in an easy-to-see way.
 
*Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
 
*Added an option to choose which kinds of letters pause the game.
 
*Added recipes to burn entire stacks of drugs at once.
 
*Added [[Wooden hand]]
 
*Added a variety of new tribal [[backstories]].
 
*Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
 
*Added asexual trait.
 
*Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
 
*Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
 
*Info card now visually displays the object being inspected.
 
*For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
 
*Added Greek language localzation created by some wonderful volunteers.
 
  
===Adjustments===
+
=== Adjustments ===
*Faction icons are now differentiated by shape as well as color, to help out colorblind players.
+
* Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
*Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
+
* Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
*Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
+
* Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
*Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
+
* Trade interface now shows the next restock time for settlements.
*Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
+
* Open caskets now look different from closed ones.
*Added new body impact visual effects for when a creature gets hit by a projectile.
+
* Colonists attending a party gain recreation value.
*Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
+
* Player can now inspect the contents of cryptosleep caskets on a new tab.
*Downed pawns can now be loaded into transport pods like prisoners.
+
* Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
*Added confirmation dialog before attacking friendly factions.
+
* Rebalanced mechanoid bodypart coverages
*Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
+
* Tattered apparel and unhappy nudity alerts now shows how many are affected.
*Pawns now really like the pawn who rescued them.
+
* Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
*Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.
+
* Placing turrets now shows min and max range, not just max range.
*Added an explanatory letter telling players how to get advanced components for the fabrication bench.
 
*Added skill descriptions to combat log text.
 
*Added an arrow that points at the UI during the tutorial.
 
*Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
 
*Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
 
*Trade interface now shows the next restock time for settlements.
 
*Added mood boost when prisoner released.
 
*Open caskets now look different from closed ones.
 
*Colonists attending a party gain recreation value.
 
*Player can now inspect the contents of cryptosleep caskets on a new tab.
 
*Stomach is no longer a vital organ.
 
*Changed animal rescue radius from 30 to 75.
 
*Info card for surgeries now shows the chance of death upon failure.
 
*Info card shows max hit points factor for materials.
 
*Interface now reports the chance of a successful arrest before you try to make it.
 
*Insect hives slowly heal over the course of days.
 
*Changed caravan reform to be allowed with sleeping hostiles on site.
 
*Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
 
*Added the ability for world sites to have unknown parts.
 
*Rebalanced mechanoid bodypart coverages
 
*Changed rare thrumbo incident to send from 2 to 6 thrumbos.
 
*Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
 
*Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
 
*Trade price improvement from negotiator is now reported on the trade screen.
 
*Tattered apparel and unhappy nudity alerts now shows how many are affected.
 
*Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
 
*Placing turrets now shows min and max range, not just max range.
 
*Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
 
*The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
 
*Pawns now sometimes take the family name of their partner upon marriage.
 
*Rework stock generation for all trader and settlement types.
 
*Factions tab display changed for clarity; enemy relations are shown with icons.
 
*Bio tab now displays faction icons.
 
*History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.
 
*Credits now list the memory of colonists who died.
 
*Increased the selection limit up to 200.
 
*Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.
 
*Renamed sculptor’s table to art bench since it’s not just for sculptures any more.
 
*Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.
 
  
 
=== Fixes ===
 
=== Fixes ===
*Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
+
* Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
*Fix: Enemy settlements could generate with floors on water.
+
* Fix: Manhunting animals could attack doors without seeing anyone going through them.
*Fix: Manhunting animals could attack doors without seeing anyone going through them.
+
* Fix: Corpses wouldn’t create corpse bile.
*Fix: Corpses wouldn’t create corpse bile.
+
* Fix: Colonists could play horseshoes from a different room.
*Fix: Colonists could play horseshoes from a different room.
+
* Fix: Can’t give a rescued addict their drug without angering their faction.
*Fix: Duplicate context menu options on campfire when producing psychite tea.
+
* Fix: Prisoner gets mood debuff when colonist euthanized.
*Fix: Can’t give a rescued addict their drug without angering their faction.
+
* Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
*Fix: Goodwill change during siege does not end attack.
+
* Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
*Fix: Blind guy won’t use recreation.
+
* Fix: Pawn with alcohol-induced brain damage are doomed to die.
*Fix: Jawless animals can still haul.
+
* Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
*Fix: Prisoner gets mood debuff when colonist euthanized.
+
* Fix: Crashed ship parts that land on bridges are instantly destroyed
*Fix: Wind turbines register no wind during windy storm.
+
* Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
*Fix: Shelves have no path cost
+
* Fix: Insects can be tamed and hunted after their hives are destroyed.
*Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
+
* Fix: Power conduit graphic does not display properly on top of grave.
*Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
+
* Fix: Manhunter pack incident not working on high wealth or difficulty.
*Fix: Pawn with alcohol-induced brain damage are doomed to die.
+
* Fix: Military commissar backstory missing Social bonus.
*Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
+
* Fix: Allies can sometimes push player pawns out of cover during combat.
*Fix: Wild animals spawn in sealed underground spaces.
+
* Fix: Player can start with pets his pawns can’t keep tame.
*Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
 
*Fix: No forced departure countdown for caravan if there are sleeping mechanoids.
 
*Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
 
*Fix: Even if campfire runs out of fuel during cooking, cooking continues.
 
*Fix: Raiders keep attacking walls forever after their group flees.
 
*Fix: Crashed ship parts that land on bridges are instantly destroyed.
 
*Fix: Storyteller choice resets when you reopen the storyteller config page.
 
*Fix: The ‘restore default settings’ tool exits game without saving.
 
*Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
 
*Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
 
*Fix: Age displayed differently in trade screen and on colonist.
 
*Fix: Administered beer does not provide nutrition.
 
*Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
 
*Fix: Insects can be tamed and hunted after their hives are destroyed.
 
*Fix: Power conduit graphic does not display properly on top of grave.
 
*Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.
 
*Fix: Selecting several beds causes a major performance drop.
 
*Fix: Manhunter pack incident not working on high wealth or difficulty.
 
*Fix: Can see things in undiscovered cells if they peek around the edge of the fog.
 
*Fix: Military commissar backstory missing Social bonus.
 
*Fix: Allies can sometimes push player pawns out of cover during combat.
 
*Fix: Player can start with pets his pawns can’t keep tame.
 
 
 
== Beta 19/ 1.0 Update ==
 
  
 +
== Beta 19/1.0 Update ==
 
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)
 
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)
  
 
=== New features ===
 
=== New features ===
*Improved caravaning:
+
* Improved caravaning:
**Added Caravan tab with caravan loading progress
+
** Added Caravan tab with caravan loading progress
**Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
+
** Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
**Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
+
** Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
**Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
+
** Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
*New designators: Mass-forbid and unforbid
+
* New designators: Mass-forbid and unforbid
*New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
+
* New type of attack: Kick sand/water in eyes
*New type of attack: Kick sand/water in eyes
+
* You can now smooth natural rough rock walls into high-quality walls
*You can now smooth natural rough rock walls into high-quality walls
+
* Added "Show what will buy" window which shows all items a trader will buy
*Workbench bills can now be assigned to specific colonists
+
* Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
*Added "Show what will buy" window which shows all items a trader will buy
+
* Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
*Trees’ color now depends on the current season
+
* Colonists now opportunistically haul things while working if their current target is roughly in the same direction
*Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
+
* It's now possible to mass-cancel all designations with a designator's right-click menu
*Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
+
* It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
*Workbench bills can now be copied and pasted
+
* You can now drag and reorder colonists in the colonist bar
*Colonists now opportunistically haul things while working if their current target is roughly in the same direction
+
* Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
*It's now possible to mass-cancel all designations with a designator's right-click menu
 
*It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
 
*You can now drag and reorder colonists in the colonist bar
 
*Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.
 
*Random variant art added for some plants
 
*Mods page now has a search bar so you can easily find one mod in your list of hundreds
 
  
 
=== Adjustments ===
 
=== Adjustments ===
 
+
* Doctors can draw medicine from the same stack at the same time
*Heavily rearranged the research tree for easier reading
+
* Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
*Battles in the Combat tab are now named
+
* Insects will no longer attack the colony when harmed by raiders
*Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning
+
* Hives will no longer spawn close to enemy bases
*Items of the same type in the Items tab are now grouped together
+
* No more random deaths from meteorites falling on colonists
*Items in the Items tab can now be sorted by mass, market value, etc.
+
* Caravan members now slowly gain social recreation when the caravan is not moving
*When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there
+
* It's no longer possible to build roof over trees
*Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
+
* Plant cut/harvest time now depends on the plant's growth
*Reworked a ton of text generation to create more sensible, interesting results
+
* Adjusted doctors and patients work priorities a bit so they do urgent work first
*Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab
+
* Most crafting benches are now uninstallable and reinstallable
*Doctors can draw medicine from the same stack at the same time
+
* Ores mined by non-colonists (e.g. insects) now spawn forbidden
*Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
+
* Animals' melee damage now scales with life stage
*Insects will no longer attack the colony when harmed by raiders
+
* Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
*Hives will no longer spawn close to enemy bases
+
* Pets and bonded animals no longer disturb sleep
*Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
+
* When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
*No more random deaths from meteorites falling on colonists
+
* Enemies no longer use single use rocket launchers during caravan ambushes
*Caravan members now slowly gain social recreation when the caravan is not moving
+
* Various floors now require research.  
*Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed
+
* Projectile impacts now wake up nearby people and animals
*When a health condition in the Health tab is clicked we now seek to appropriate combat log entry
+
* Explosive weapons now explode when set on fire
*It's no longer possible to build roof over trees
+
* Improved following behavior so animals following their master will now try to stay close to him
*Alphabeavers incident now only occurs in biomes with sparse plants
 
*Plant cut/harvest time now depends on the plant's growth
 
*Mechanoids now always die on downed
 
*Nutrient paste dispensers are now orange when they can be used by prisoners
 
*Doing passionate work now affects mood instead of recreation
 
*Firefoam poppers will now pop whenever there's a fire in a 3-cell radius
 
*Exotic goods outlander traders will no longer trade furniture
 
*Some traders will now buy only some types of animals, not all
 
*Adjusted doctors and patients work priorities a bit so they do urgent work first
 
*Important world objects are now easier to see when the camera is zoomed out
 
*The player now must choose a route for the caravan before sending it
 
*Caravans will no longer rest just before reaching their destination
 
*Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat
 
*Most crafting benches are now uninstallable and reinstallable
 
*Inspired colonists now get a special icon in the colonist bar
 
*Colonists will now take pemmican to inventory (like meals)
 
*Ores mined by non-colonists (e.g. insects) now spawn forbidden
 
*Alerts now also look at caravan members where appropriate
 
*The permadeath savefile is now also renamed when the colony is given a name
 
*Combined ribs into rib cage
 
*Animals' melee damage now scales with life stage
 
*Plants in the plant selection menu are now sorted by category and name
 
*Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options
 
*Minerals and ancient dangers will no longer appear on encounter maps
 
*Graves now show the person's date of death
 
*Added medical care column to the Assign tab
 
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
 
*Minor starvation (below 25% severity) no longer causes miscarriages
 
*Pets and bonded animals no longer disturb sleep
 
*When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
 
*Enemies no longer use single use rocket launchers during caravan ambushes
 
*Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects
 
*Projectile impacts now wake up nearby people and animals
 
*Explosive weapons now explode when set on fire
 
*Improved following behavior so animals following their master will now try to stay close to him
 
*Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)
 
  
 
=== Balance ===
 
=== Balance ===
*Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
+
* Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
*World quest destinations appear 10% closer to the player bases.
+
* World quest destinations appear 10% closer to the player bases.
*Table search radius 25 -> 32
+
* Table search radius 25 -> 32
*The “expectations” thoughts progress more rapidly.
+
* The “expectations” thoughts progress more rapidly.
*Doubled initial blight size, increase spread rate by 30%.
+
* Wounds are 50% less likely to become permanent scars.
*For all cases where a world quest has a time limit, increase the time limit by 50%
+
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
*Poison ship part plant-killing circle stops expanding at radius 50.
+
* Small adjustments to some [[biome]] [[disease]] frequencies and animal densities
*Wounds are 50% less likely to become permanent scars.
+
* Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
*Burying corpses takes 2x longer. Digging graves takes 20% longer.
+
* Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
*Increased delay before auto-undraft by 20%.
+
* Increased base infection chances.
*Shallow water movement cost 12 -> 22
 
*Equalized mood penalties for being too hot and too cold.
 
*Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.
 
*Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
 
*Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
 
*Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
 
*Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
 
*World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
 
*Small adjustments to some biome disease frequencies and animal densities
 
*Rebalanced flammability across the whole game.
 
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
 
*Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.
 
*Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
 
*Increased base infection chances.
 
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.
 
*Trade requests will give more time and much richer rewards, especially for poor colonies.
 
*Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.
 
*Rebalanced the intensity and duration of many thoughts.
 
*Deep drills cost more and mine slower.
 
*Items:
 
**Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.
 
*Plants:
 
**All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
 
**Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
 
**Sowing trees takes 8x longer.
 
**You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
 
**Reduced all tree-type plant’s max hit points by to 66% of old values.
 
**Bomb damage now does 2x damage vs plants.
 
**Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
 
**Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
 
**Reduced daylily and rose lifespans.
 
**Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.
 
**Sand fertility 6% -> 10%.
 
*Buildings:
 
**Reduced all costs to build the ship components by 30%
 
**Slowed constructing buildings with all stone types by 20%
 
*Animals:
 
**Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
 
**Adjusted many animal market values and movement speeds.
 
**Animals leather amount increased 50% across the board
 
**Animal train chance reduced 25%.
 
**Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
 
**Obedience training steps 1 -> 3.
 
**Warg damage increased by 15%.
 
**All insects main attack cooldowns 2.5 -> 2.9
 
**Alphabeaver body size 0.6 -> 0.45
 
**Wild boar trainable intelligence Advanced -> Intermediate
 
**Wild boar tusk damage 9 -> 8
 
**Wild boar speed 5 -> 4.2
 
**Wild boar min comfy temperature -20 -> -15
 
**Boomalope chemfuel production reduced by 40%
 
**Boomalope hunger rate 1.0 -> 1.3
 
**Alpaca move speed 3.8 -> 3.2
 
**Alpaca leg damage 7 -> 6
 
**Dromedary leg damage 11 -> 8
 
**Wolf trainable intelligence Advanced -> Intermediate
 
**Wolf bite damage 11 -> 12
 
**Wolf scratch usage commonality 100% -> 50% per side
 
**Wolf nuzzle interval 120 -> 240 hours
 
**Husky body sizes reduced slightly
 
**Nuzzle target search distance 15 -> 40
 
**Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
 
**Yorkshire terrier nuzzle interval 15 -> 24 hours
 
**Monkey, chinchilla nuzzle interval 72 -> 48 hours
 
**Hare, snowhare nuzzle interval 120 -> 72
 
*Drugs:
 
**Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03
 
**Psychoid pekoe market value 14 -> 10
 
**Psychoid pekoe restFallFactor 0.9 -> 0.8
 
**Hop plant min grow skill 7 -> 3
 
**Beer fermenting time 10 days -> 6 days
 
**Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity
 
**Alcohol severity per day -1.0 -> 0.75, so it lasts longer
 
**Alcohol mood gains all increase +2
 
*Ranged weapons:
 
**Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
 
**Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).
 
*Melee:
 
**Debuffed fists very slightly (~5%) in cooldown
 
**Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
 
**Buffed beer bottles slightly (~10%) above fists in terms of DPS
 
**Serious melee weapons (knife on upward) across the board 5%-10% DPS buff
 
  
== Updates needed before 1.0 ==
+
==== Plants ====
 +
* Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
  
=== World generation ===
+
==== Animal ====
 +
* Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
 +
* Adjusted many animal market values and movement speeds.
 +
* Animals leather amount increased 50% across the board
 +
* Animal train chance reduced 25%.
 +
* Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
  
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
+
== Updates needed before 1.0 ==
 
 
=== Misc additions ===
 
*Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
 
 
 
*New world site components (used in various situations):
 
**Animal ambush
 
  
 
=== Modding ===
 
=== Modding ===
Line 763: Line 1,601:
 
*Work tab boxes are easier to identify skill level for visually.
 
*Work tab boxes are easier to identify skill level for visually.
 
}}
 
}}
 
=== Miscellaneous Changes ===
 
 
* [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
 
* [11b] Mods config page shows load order of mods.
 
 
=== Characters ===
 
 
* [11a] Guests are smarter and no longer walk out of the colony bleeding.
 
  
  
 
[[Category:Wiki maintenance]]
 
[[Category:Wiki maintenance]]

Latest revision as of 08:32, 7 April 2024

There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{Stub}} to make our job a bit easier.

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

Updates and maintenance needed on the Wiki[edit]

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

Suggestions[edit]

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

Large projects[edit]

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

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

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

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

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

See Go-juice for an example.

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

And then add other sections and subsections as needed.

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

Notable things format has to account for:

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 Harakoni (Wiki Moderator) (talk)

Butchery project[edit]

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

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

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

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

Pawn stats[edit]

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

Updated Stat Source


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

Version/1.4.3704[edit]

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

Version/1.4.3682[edit]

  • 1.4.3682 - The bestowing ceremony lord will now be removed once the last pawn has left the map.
  • 1.4.3682 - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
  • 1.4.3682 - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
  • 1.4.3682 - Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.

Version/1.4.3641[edit]

  • 1.4.3641 - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
  • 1.4.3641 - Colonists can now put unadopted babies born to prisoners in cribs.
  • 1.4.3641 - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
  • 1.4.3641 - Ageless gene stops aging progress at 18.5 instead of 18.
  • 1.4.3641 - Added an alert for babies from other factions which have no local caregivers and can be adopted.
  • 1.4.3641 - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)
  • 1.4.3641 - Fix: Colonist in labor letter doesn't have look target set.
  • 1.4.3641 - Fix: Generated immediate family relationships unable to generate.
  • 1.4.3641 - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
  • 1.4.3641 - Fix: Beard and genes offset incorrectly based on rotation in some situations.
  • 1.4.3641 - Fix: Growth stat appearing on humans.
  • 1.4.3641 - Fix typo "crytosleep".
  • 1.4.3641 - Fix typo: "means that so"
  • 1.4.3641 - Fix typo "forth body ring".

Version/1.4.3613[edit]

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

Version/1.4.3580[edit]

  • 1.4.3580 - Display genes regrowing duration on gene extractor float menu options if available.
  • 1.4.3580 - Check if region has deadly danger before giving nature running learning.
  • 1.4.3580 - Show rejected float menu option for slaves attempting to use non-slave medical beds.
  • 1.4.3580 - Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
  • 1.4.3580 - Fix: Furskin_Average3 head uses the wrong graphic.
  • 1.4.3580 - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
  • 1.4.3580 - Fix: Tattoos render below heavy brow.
  • 1.4.3580 - Fix: Traits selected during growth moments don't modify skills.
  • 1.4.3580 - Fix: Child not allowed to enter shuttle called via permit.
  • 1.4.3580 - Fix: Typo "worshiped".
  • 1.4.3580 - Fix: Children cause the "anima linking ready" alert to be active when no adults can link
  • 1.4.3580 - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.
  • 1.4.3580 - Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene.
  • 1.4.3580 - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.
  • 1.4.3580 - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.
  • 1.4.3580 - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.
  • 1.4.3580 - Fix: Some buildings able to overlap zones where nonsensical.
  • 1.4.3580 - Fix: Exception trying to visit sick pawn with neversleep gene.
  • 1.4.3580 - Fix: Wrong description and tooltip shown for custom xenotype pawns
  • 1.4.3580 - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.

Version/1.4.3563[edit]

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

Version/1.4.3558[edit]

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

Version/1.4.3557[edit]

  • 1.4.3557 - Dependency genes override other drug-related genes.
  • 1.4.3557 - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
  • 1.4.3557 - Fix: 100% chance for tattoos if pawn has no ideoligion.
  • 1.4.3557 - Fix: Banishing colonists doesn't recalculate faction ideoligions.
  • 1.4.3557 - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
  • 1.4.3557 - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.

Version/1.4.3555[edit]

Changes since unstable[edit]

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

Big new stuff[edit]

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

Smaller new stuff[edit]

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

Miscellaneous[edit]

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

Fixes[edit]

  • 1.4.3555 - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.
  • 1.4.3555 - Fix: Custom xenotypes show up with relationships that make no genetic sense.
  • 1.4.3555 - Fix: Hair color genes have a chance to not be passed on.
  • 1.4.3555 - Fix: Genes requiring other genes can be skipped for child genes generation.
  • 1.4.3555 - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.
  • 1.4.3555 - Fix: 'No colonists can do this surgery' message appears even when there is a colony paramedic mech.

Version/1.4.3542[edit]

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

Version/1.4.3541[edit]

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

Version/1.4.3534[edit]

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

Version/1.4.3531[edit]

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

Version/1.4.3530[edit]

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

Version/1.4.3529[edit]

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

Version/1.4.3528[edit]

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

Version/1.4.3527[edit]

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

Version/1.4.3525[edit]

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

Version/1.4.3523[edit]

New stuff - base game[edit]

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

Turrets, gas, gear, and medicine[edit]

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

UI[edit]

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

Miscellaneous[edit]

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

Improvements and adjustments - base game[edit]

Performance[edit]

  • 1.4.3523 - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.

Pawns[edit]

  • 1.4.3523 - Colonists can be ordered to re-arm turrets while drafted.
  • 1.4.3523 - Wild people no longer get mood debuffs for sleeping outside or on the ground.
  • 1.4.3523 - Allow amputation on body parts with scars and other permanent injuries.
  • 1.4.3523 - Very hungry pawns now wake up if there is food available and they aren't very tired.
  • 1.4.3523 - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.
  • 1.4.3523 - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).

UI[edit]

  • 1.4.3523 - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.
  • 1.4.3523 - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an "add" button.
  • 1.4.3523 - Improved pawn name rendering with "disable tiny fonts" active.
  • 1.4.3523 - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.
  • 1.4.3523 - Added small circular dots around the radius of a downed projectile interceptor.
  • 1.4.3523 - Display recipe ingredients/products tooltip when hovering over recipe float menu options.
  • 1.4.3523 - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.
  • 1.4.3523 - Letters are bundled together if they can’t all fit on the screen.

Miscellaneous[edit]

  • 1.4.3523 - Carried things can now be added to caravans.
  • 1.4.3523 - Trade menu always shows player currency, even when it is at 0.
  • 1.4.3523 - Updated SFX for a number of designators in the architect menu.
  • 1.4.3523 - Predators limit their hunting range to the same as their scavenging range.
  • 1.4.3523 - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.
  • 1.4.3523 - Reduced the rate of toxic buildup from game conditions by 20%.
  • 1.4.3523 - Hide pawn headgear when in bed.
  • 1.4.3523 - Rename the rest need to sleep (this avoids confusion with pawns that are "resting" but not recovering the rest need)
  • 1.4.3523 - Added stat entries to meals displaying ingredients and dietary type.
  • 1.4.3523 - Combined hunger rate and food consumption stats.
  • 1.4.3523 - Prevent trees marked for extraction to be cut for construction.
  • 1.4.3523 - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.
  • 1.4.3523 - Growing zones and stockpiles now have a description for how many cells are in the zone.
  • 1.4.3523 - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
  • 1.4.3523 - Add command to pawns and buildings for selecting their held things.
  • 1.4.3523 - Locked many dev gizmos behind god mode toggle.
  • 1.4.3523 - Backstory mod source is shown if it's not from an official expansion.
  • 1.4.3523 - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).
  • 1.4.3523 - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.
  • 1.4.3523 - Keep selection on things which become despawned in some circumstances.
  • 1.4.3523 - Selection is preserved as a blueprint becomes a frame and finally a finished building.

Improvements and adjustments - Royalty[edit]

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

Improvements and adjustments - Ideology[edit]

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

Dev tools[edit]

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

Technical[edit]

  • 1.4.3523 - Replaced CrownType with headTypeDef
  • 1.4.3523 - Carpet defs are generated from blueprints, creating variants for each color.
  • 1.4.3523 - Pawns can now path to a destination if the destination is a Thing that's being held.
  • 1.4.3523 - Check if food need is null in MeditationUtility.CanMeditate.

Bugfixes[edit]

  • 1.4.3523 - Fix: Meals with meat shown as "acceptable for everyone".
  • 1.4.3523 - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.
  • 1.4.3523 - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from "Create custom (fluid)" are set to fluid. Ideoligions loaded from "Create custom (fixed)" are set to fixed.
  • 1.4.3523 - Fix: Some apparel is smeltable when it would not give anything for smelting.
  • 1.4.3523 - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction.
  • 1.4.3523 - Fix: Wild people can steal ingredients while they are being cooked.
  • 1.4.3523 - Fix: Hidden and temporary factions can own work sites.
  • 1.4.3523 - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.
  • 1.4.3523 - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.
  • 1.4.3523 - Fix: You can shoot through some ancient buildings, but can't pass through them.
  • 1.4.3523 - Fix: "Cannot feed: No food" displayed while pawn has "nothing" food restriction.
  • 1.4.3523 - Fix: Bestower shuttle won't leave if one of the guards is downed or left the map.
  • 1.4.3523 - Fix: Shuttle stays forever if all passengers cannot get on board.
  • 1.4.3523 - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.
  • 1.4.3523 - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.
  • 1.4.3523 - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.
  • 1.4.3523 - Fix: Classic ideoligion pawns cannot extract skulls.
  • 1.4.3523 - Fix: Shuttle crash quest fails if you have VIP boarded.
  • 1.4.3523 - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.
  • 1.4.3523 - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.
  • 1.4.3523 - Fix: Nullified thoughts being counted against food optimality.
  • 1.4.3523 - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.
  • 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
  • 1.4.3523 - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.
  • 1.4.3523 - Fix: Rebelling slaves could be sold to tribute collectors.
  • 1.4.3523 - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.
  • 1.4.3523 - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.
  • 1.4.3523 - Fix: Jumping resets "Fire at will" toggle.
  • 1.4.3523 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
  • 1.4.3523 - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves.
  • 1.4.3523 - Fix: Missing feedback when trying to tame an animal with no acceptable food.
  • 1.4.3523 - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.
  • 1.4.3523 - Fix: When searching in an information panel, clicking any stat will scroll to the top
  • 1.4.3523 - Fix: Colonists deconstructing walls even though they are not assigned to construction.

Version/1.3.3387[edit]

Steam Deck Improvements[edit]

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

Ideology Improvements[edit]

  • Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
  • Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
  • Colonists no longer get upset for delaying a ritual.
  • Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
  • "No slaves in colony" thought does not apply at "Very low" expectations or below.
  • Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
  • Adjusted inspect pane and stat readout for relics in classic mode.

Version/1.3.3326[edit]

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

Ideology Improvements[edit]

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

UI Improvements[edit]

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

Controls[edit]

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

Misc Improvements[edit]

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

Technical[edit]

  • Added "Simulate using Steam Deck" debug setting.

Version/1.3.3287[edit]

New feature[edit]

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

UI improvements[edit]

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

Tuning - General[edit]

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

Tuning - Ideoligions[edit]

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

Misc[edit]

  • 1.3.3287 - Added a debug tool for spawning meals with specific ingredients.
  • 1.3.3287 - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.

Fixes[edit]

  • 1.3.3287 - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
  • 1.3.3287 - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
  • 1.3.3287 - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
  • 1.3.3287 - Fix: Loading classic mode game gives the player non-classic rituals.
  • 1.3.3287 - Fix: Execution requires altar or ideogram in classic mode.
  • 1.3.3287 - Fix: Research warning doesn't check for minor ideoligions.
  • 1.3.3287 - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.

Version/1.3.3200[edit]

Combat - Turrets[edit]

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

Combat - Enemies[edit]

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

Food handling[edit]

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

Misc improvements[edit]

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

Fixes[edit]

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

Version/1.3.3159[edit]

Caravan improvements[edit]

  • 1.3.3159 - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.
  • 1.3.3159 - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.
  • 1.3.3159 - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.
  • 1.3.3159 - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.
  • 1.3.3159 - Joy decreases more slowly when a pawn is preparing a caravan.
  • 1.3.3159 - Colonists will now look for food in pack animal inventory if no better food sources available.
  • 1.3.3159 - Colonists will grab food from pack animal to feed patients if no other food available.
  • 1.3.3159 - Colonists can grab medicine from pack animals.
  • 1.3.3159 - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.
  • 1.3.3159 - Update pen needed alert to take into account hitching post and handling skill for roping removal.

Archonexus improvements[edit]

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

Misc improvements[edit]

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

Fixes[edit]

  • 1.3.3159 - Fix: Royal ascent shuttle can only take 1000kg of colonists
  • 1.3.3159 - Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.
  • 1.3.3159 - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.
  • 1.3.3159 - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.

Version/1.3.3117[edit]

Multi-ideo colony viability[edit]

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

New stuff[edit]

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

Improvements[edit]

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

Fixes[edit]

  • 1.3.3117 - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.
  • 1.3.3117 - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.
  • 1.3.3117 - Fix: Text of funeral ritual states bonus awards are available after randomizing name.
  • 1.3.3117 - Fix: Totemic sculpture is pixelated.
  • 1.3.3117 - Fix: Research command ability icon is pixelated on non-uniform ui scales.
  • 1.3.3117 - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.
  • 1.3.3117 - Fix: Wild people can be enslaved while arrested.
  • 1.3.3117 - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.
  • 1.3.3117 - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.
  • 1.3.3117 - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.
  • 1.3.3117 - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.
  • 1.3.3117 - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner
  • 1.3.3117 - Fix: You can assign a role changer of non-player ideo on the ritual config screen.
  • 1.3.3117 - Fix: Bestower sometimes arrives malnourished.
  • 1.3.3117 - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.
  • 1.3.3117 - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.
  • 1.3.3117 - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.
  • 1.3.3117 - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items
  • 1.3.3117 - Fix: Skip abilities don't update cover grid.

Version/1.3.3101[edit]

New stuff[edit]

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

Improvements[edit]

  • 1.3.3101 - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.
  • 1.3.3101 - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.
  • 1.3.3101 - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.
  • 1.3.3101 - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.
  • 1.3.3101 - Extractable trees are no longer auto-minifiable in caravan forming dialog.
  • 1.3.3101 - We now hide quests that are ended by starting a new archonexus settlement
  • 1.3.3101 - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.
  • 1.3.3101 - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.
  • 1.3.3101 - Tweaked the archonexus "choose items to take to new colony" dialog formatting.
  • 1.3.3101 - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.
  • 1.3.3101 - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.
  • 1.3.3101 - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.
  • 1.3.3101 - Change ritual quality check graphics to look less like togglable ones for better UI clarity.
  • 1.3.3101 - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.
  • 1.3.3101 - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.
  • 1.3.3101 - Update descriptions of individualist and collectivist memes.
  • 1.3.3101 - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.
  • 1.3.3101 - Add note about work to deconstruct to 'work to build' stat description.
  • 1.3.3101 - Adjust some thought descriptions so that they still make sense for blind people.
  • 1.3.3101 - Removed culture restrictions when choosing ideoligion
  • 1.3.3101 - Changed extract tree hotkey to be the same as uninstalling.
  • 1.3.3101 - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.

Tuning[edit]

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

Technical[edit]

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

Fixes[edit]

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

Version/1.3.3087[edit]

New stuff[edit]

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

Improvements[edit]

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

Technical[edit]

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

Fixes[edit]

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

Version/1.3.3080[edit]

Improvements[edit]

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

Fixes[edit]

  • 1.3.3080 - Fix: Pawns who prefer indoors do outdoor joy activities
  • 1.3.3080 - Fix: Dryads can bond with pawns other than the connected one.
  • 1.3.3080 - Fix: Deserter quest doesn't count as raiding.
  • 1.3.3080 - Fix: Rusted car only appears in north orientation.
  • 1.3.3080 - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map
  • 1.3.3080 - Fix: Dryad can spawn over graves.

Version/1.3.3076[edit]

Improvements[edit]

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

Fixes[edit]

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

Version/1.3.3074[edit]

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

Fixes:[edit]

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

Version/1.3.3072[edit]

  • 1.3.3072 - Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
  • 1.3.3072 - Auto-slaughter config allows you to control bonded animal slaughter specifically.
  • 1.3.3072 - Suspend dryads currently in cocoons.
  • 1.3.3072 - Fix: Dryads prioritize rest over drafted follow.
  • 1.3.3072 - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
  • 1.3.3072 - Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.

Version/1.3.3067[edit]

Improvements[edit]

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

Fixes[edit]

  • 1.3.3067 - Fix: Pawns can end up with overlapping apparel requirements.
  • 1.3.3067 - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it
  • 1.3.3067 - Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
  • 1.3.3067 - Fix: Pawns walking over structures causes construction to halt.
  • 1.3.3067 - Fix: Stacking building damage factors don't display if they have the same value.
  • 1.3.3067 - Fixes to anima tree linking feedback for spectator role.

1.3.3066[edit]

Pens and animals[edit]

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

Miscellaneous[edit]

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

Improvements and adjustments: Base game[edit]

Goodwill[edit]

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

Animals and plants[edit]

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

Combat, weapons, gear[edit]

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

Pawns[edit]

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

Caravans[edit]

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

Miscellaneous[edit]

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

Improvements and adjustments: Royalty[edit]

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

Bugfixes[edit]

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

Update 1.2.2753[edit]

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

Adjustments[edit]

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

Fixes[edit]

  • 1.2.2753 - Fix: Colonist with a sick thought won't meditate at all.
  • 1.2.2753 - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
  • 1.2.2753 - Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
  • 1.2.2753 - Fix: Rescuing downed noble ends shuttle rescue quest.
  • 1.2.2753 - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
  • 1.2.2753 - Fix: Meditation preventing pawn from attending a gathering or giving speech.
  • 1.2.2753 - Fix: Condition causer can be spawned ontop of power conduits (wiping them).
  • 1.2.2753 - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
  • 1.2.2753 - Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
  • 1.2.2753 - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
  • 1.2.2753 - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
  • 1.2.2753 - Fix: Animals refusing to eat reachable food when restricted to an area.
  • 1.2.2753 - Fix: Can't rescue invisible colonists.
  • 1.2.2753 - Fix: Sick pawns falling out of bed because of trying to do meditation for joy

Version/1.2.2719[edit]

New stuff: Base game[edit]

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

New stuff: Royalty expansion[edit]

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

Improvements and adjustments[edit]

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

Technical[edit]

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

Bugfixes[edit]

  • 1.2.2719 - Fix: Joy meditation can cause pawns to fall out of bed.
  • 1.2.2719 - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
  • 1.2.2719 - Fix: Many neural heat gizmos shown if many psycasters are selected.
  • 1.2.2719 - Fix: Pawns interrupting their throne meditation for other jobs.
  • 1.2.2719 - Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
  • 1.2.2719 - Fix: Pawn can get random inspiration while not capable of being conscious.
  • 1.2.2719 - Fix: Peace talks can generate for factions with goodwill rewards disabled.
  • 1.2.2719 - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
  • 1.2.2719 - Fix: Banishing quest lodgers causes "banished" thoughts.
  • 1.2.2719 - Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
  • 1.2.2719 - Fix: Psylink counts as an artificial part for a transhumanist.
  • 1.2.2719 - Fix: Pawns not gaining comfort from throne while meditating.
  • 1.2.2719 - Fix: Pawn in cryptosleep requires bedroom.
  • 1.2.2719 - Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
  • 1.2.2719 - Fix: It's possible to use doors as electricity-less coolers.
  • 1.2.2719 - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
  • 1.2.2719 - Fix: Mechanoids not waking up if you skip them.
  • 1.2.2719 - Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
  • 1.2.2719 - Fix: Wild men who are incapable of violence can hunt animals for food.
  • 1.2.2719 - Fix: Shuttles sometimes land on natural roofs.
  • 1.2.2719 - Fix: Some enemies spawn with smoke launchers who shouldn't.

Version/1.1.2654[edit]

Improvements[edit]

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

Tuning[edit]

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

1.1 Update[edit]

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

New features[edit]

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

Adjustments[edit]

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

Fixes[edit]

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

Beta 19/1.0 Update[edit]

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

New features[edit]

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

Adjustments[edit]

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

Balance[edit]

  • Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
  • World quest destinations appear 10% closer to the player bases.
  • Table search radius 25 -> 32
  • The “expectations” thoughts progress more rapidly.
  • Wounds are 50% less likely to become permanent scars.
  • Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
  • Small adjustments to some biome disease frequencies and animal densities
  • Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
  • Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
  • Increased base infection chances.

Plants[edit]

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

Animal[edit]

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

Updates needed before 1.0[edit]

Modding[edit]

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

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