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* Players can now designate stockpile zones. These are areas on the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re just AI directives.
 
* Players can now designate stockpile zones. These are areas on the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re just AI directives.
* Stockpile zones can be configured using a hierarchical interface to accept any combination of items. You could have one that takes all resources, or all guns, or just [[Autopistol|pistols]], or only [[molotov cocktail]]s, [[potatoes]], and dead animals.
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* Stockpile zones can be configured using a hierarchical interface to accept any combination of items. You could have one that takes all resources, or all guns, or just pistols, or only molotov cocktails, potatoes, and dead animals.
 
* Stockpile zones can have priorities. Haulers will fill the highest-priority zones first, and even move items from lower-priority zones to higher-priority ones.
 
* Stockpile zones can have priorities. Haulers will fill the highest-priority zones first, and even move items from lower-priority zones to higher-priority ones.
* The storage and priority interface is also used for storage buildings, like food hoppers, [[grave]]s, and the (currently-pointless) equipment racks.
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* The storage and priority interface is also used for storage buildings, like food hoppers, graves, and the (currently-pointless) equipment racks.
  
 
One nice natural side-effect of this change is that your colonists will no longer starve if they have a huge food reserve but no nutrient paste dispenser. They can eat the raw food right from the stockpile – though it’s not efficient, and they hate eating raw potatoes. Also note that animals will sometimes eat food out of your stockpile.
 
One nice natural side-effect of this change is that your colonists will no longer starve if they have a huge food reserve but no nutrient paste dispenser. They can eat the raw food right from the stockpile – though it’s not efficient, and they hate eating raw potatoes. Also note that animals will sometimes eat food out of your stockpile.
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And that’s just when they’re naked. In addition, there is a new apparel system. Characters can wear multiple layers of clothing, and the clothing itself is randomized. So you could have a guy in a green T-shirt. Or a dude in a white T-shirt, with an armor vest and a tan duster. The number of combinations is nearly infinite. Finally, hairdos are now randomized as well.
 
And that’s just when they’re naked. In addition, there is a new apparel system. Characters can wear multiple layers of clothing, and the clothing itself is randomized. So you could have a guy in a green T-shirt. Or a dude in a white T-shirt, with an armor vest and a tan duster. The number of combinations is nearly infinite. Finally, hairdos are now randomized as well.
  
Currently, they’re just randomized for everyone and cannot be changed. In future, [[apparel]] will be fleshed out systemically, and you’ll see different clothing and hairdos for people from different cultures. One pirate band will wear all leather and spiky mohawks. A nearby tribe will send raiding parties in animal skins with tribal hairdos. And you could enforce an all-pink-clothes-with-pink-afro colony uniform if you wanted.
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Currently, they’re just randomized for everyone and cannot be changed. In future, apparel will be fleshed out systemically, and you’ll see different clothing and hairdos for people from different cultures. One pirate band will wear all leather and spiky mohawks. A nearby tribe will send raiding parties in animal skins with tribal hairdos. And you could enforce an all-pink-clothes-with-pink-afro colony uniform if you wanted.
  
 
Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
 
Overall we’re looking to get to a point where colonists and pirates can be characterized and recognized just by looking at them. The tools to do that are now in, but they’re used haphazardly. Upcoming versions will have characters spawn with proper clothing and change their clothing as appropriate. Clothes will also help protect characters, affect their movement speed, and so on.
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* Integrated storyteller portraits in entry menus.
 
* Integrated storyteller portraits in entry menus.
 
* Unified thing dropping placement code.
 
* Unified thing dropping placement code.
* [[Storyteller|Kassandra]] is now Cleopatra.
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* [[Tough Kassandra Classic|Kassandra]] is now Cleopatra.
 
* Updated credits.
 
* Updated credits.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
 
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
 
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
 
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
* Colonist will now eat from [[Nutrient paste dispenser|dispensers]] in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
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* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
 
* You can now rename stockpiles.
 
* You can now rename stockpiles.
 
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
 
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
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* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
 
* Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
 
* Lots of new art from Rho.
 
* Lots of new art from Rho.
* Added [[jacket]] from Rho.
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* Added jacket from Rho.
 
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
 
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
 
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
 
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.

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