Editing Version/0.12.906

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Version Nav}}
 
 
 
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post.
 
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post.
  
Line 11: Line 9:
 
==Release Trailer==
 
==Release Trailer==
  
<youtube>https://www.youtube.com/watch?v=KkmR_FNp1ng</youtube>
+
https://www.youtube.com/watch?v=KkmR_FNp1ng
  
 
==Changes==
 
==Changes==
Line 17: Line 15:
 
===Animals===
 
===Animals===
 
====Animal taming====
 
====Animal taming====
* Colonists with the Animal Handler work type will now interact with [[animals]].
+
* Colonists with the Animal Handler work type will now interact with animals.
* Animal handling success rates are governed by the new [[Skills|Animals skill]].
+
* Animal handling success rates are governed by the new Animals skill.
* Handlers can tame animals. They approach designated wild animals with [[food]] and attempt to tame them to make them part of the colony.
+
* Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
 
* Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
 
* Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
 
* Trainable skills:
 
* Trainable skills:
Line 30: Line 28:
 
* Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
 
* Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
 
* Tame animals can be assigned animal areas in which they will try to remain.
 
* Tame animals can be assigned animal areas in which they will try to remain.
* Tame animals can be bought and sold. Bulk [[traders]] carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
+
* Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
 
* Tame animals can be designated for slaughter and animal handlers will slaughter them.
 
* Tame animals can be designated for slaughter and animal handlers will slaughter them.
 
 
====New animal behaviors and mechanics====
 
====New animal behaviors and mechanics====
* Some animals ([[alpaca]], [[muffalo]], [[camel]]) can be shorn for [[wool]] that can be crafted into [[apparel]].
+
* Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
* Some animals ([[muffalo]], [[cow]], [[camel]]) can be [[milk]]ed.
+
* Some animals (muffalo, cow, camel) can be milked.
* Some animals ([[chicken]], [[cobra]], [[iguana]], [[tortoise]], etc) can now lay [[eggs]]. Fertilized eggs will hatch. All eggs can be eaten or cooked.
+
* Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
* [[Animals]] can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
+
* Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
* You can now build [[animal bed]]s and [[Animal sleeping box|animal boxes]] and place [[animal sleeping spot]]s.
+
* You can now build animal beds and animal boxes and place animal sleeping spots.
 
* Animals all sleep.
 
* Animals all sleep.
 
* Animals can have different graphics per gender.
 
* Animals can have different graphics per gender.
 
* Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
 
* Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
* Colony [[Scenario system|starts]] with a random pet.
+
* Colony starts with a random pet.
* Animals can nuzzle colonists, improving their [[mood]].
+
* Animals can nuzzle colonists, improving their mood.
 
* Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
 
* Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
* All organisms including animals have life expectancies and will develop chronic conditions like [[Frail|frailty]] or [[Cataract|cataracts]] in old age.
+
* All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
* New incident: [[Events#(Animals) join|Farm Animals Wander In]] (some tame farm animals wander to and join the colony)
+
* New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
* New incident: [[Events#(Animal) self-tamed|Self Tame]] (random wild animal on map becomes tame).
+
* New incident: Self Tame (random wild animal on map becomes tame).
 
* Doctors will treat animals’ wounds if the animal is in a colony bed.
 
* Doctors will treat animals’ wounds if the animal is in a colony bed.
 
* Some animals may attack on a failed taming attempt.
 
* Some animals may attack on a failed taming attempt.
* Animals produce animal [[filth]], proportional to body size, inversely proportional to petness.
+
* Animals produce animal filth, proportional to body size, inversely proportional to petness.
 
* Tons of new animal graphics and sounds for new animals.
 
* Tons of new animal graphics and sounds for new animals.
  
 
====New animals====
 
====New animals====
* [[Boomalope]] (large fragile animal that explodes and sets fires on death)
+
* Boomalope (large fragile animal that explodes and sets fires on death)
* [[Thrumbo]] (giant peaceful powerful creature with amazing [[thrumbofur|fur]] and [[Thrumbo horn|horn]])
+
* Thrumbo (giant peaceful powerful creature with amazing fur and horn)
* [[Chinchilla]] (very valuable [[Chinchilla fur|fur]])
+
* Chinchilla (very valuable fur)
* [[Capybara]]
+
* Capybara
* [[Cow]]
+
* Cow
* [[Pig]]
+
* Pig
* [[Chicken]]
+
* Chicken
* [[Yorkshire terrier]]
+
* Yorkshire terrier
* [[Labrador retriever]]
+
* Labrador retriever
* [[Husky]]
+
* Husky
* [[Elephant]]
+
* Elephant
  
 
===Room roles and stats===
 
===Room roles and stats===
 
* Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
 
* Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room.
 
* Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
 
* Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
====[[Room roles]]====
+
====Room Roles====
 
* Bedroom
 
* Bedroom
 
* Barracks
 
* Barracks
Line 80: Line 77:
 
* Rec room
 
* Rec room
 
* Tomb
 
* Tomb
 
+
====Room Stats====
====[[Room stats|Room Stats]]====
 
 
* Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
 
* Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
 
* Wealth
 
* Wealth
Line 88: Line 84:
 
* Cleanliness (has a direct effect on medical outcomes)
 
* Cleanliness (has a direct effect on medical outcomes)
 
===== Room Stat Effects =====
 
===== Room Stat Effects =====
* [[Immunity Gain Speed]]
+
* Immunity gain speed
* [[Medical Tend Quality|Medical treatment quality]]
+
* Medical treatment quality
* Room stats create many variants on [[thoughts]] like:
+
* Room stats create many variants on thoughts like:
** Ate in impressive dining room
+
* Ate in impressive dining room
** Own impressive bedroom
+
* Own impressive bedroom
** Own bed in impressive barracks
+
* Own bed in impressive barracks
** Did joy activity in impressive rec room
+
* Did joy activity in impressive rec room
 
===== Traits Related To Room Stats =====
 
===== Traits Related To Room Stats =====
* [[Greedy]]: Unhappy without a very impressive room.
+
* Greedy: Unhappy without a very impressive room.
* [[Jealous]]: Unhappy if anyone has a room noticeably better than him.
+
* Jealous: Unhappy if anyone has a room noticeably better than him.
* [[Ascetic]]: Unhappy unless he has a very crappy room.
+
* Ascetic: Unhappy unless he has a very crappy room.
  
 
===Facilities===
 
===Facilities===
 
* Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
 
* Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
* [[Vitals monitor]] (improves healing in adjacent medical bed)
+
* Vitals monitor (improves healing in adjacent medical bed)
* [[Tool cabinet]] (improves production at nearby work table)
+
* Tool cabinet (improves production at nearby work table)
* [[Multi-analyzer]] (speeds research at nearby research bench)
+
* Multi-analyzer (speeds research at nearby research bench)
  
 
===Ancient artifacts===
 
===Ancient artifacts===
* Ancient [[artifact]]s with psychic powers can be bought, sold, and found in [[Ancient shrine|ancient crypts]].
+
* Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
 
* Psychic powers work at any range through obstacles.
 
* Psychic powers work at any range through obstacles.
 
* Artifacts are one-use.
 
* Artifacts are one-use.
 
====Artifacts====
 
====Artifacts====
* [[Psychic insanity lance]] – drives a single target insane
+
* Psychic insanity lance – drives a single target insane
* [[Psychic shock lance]] – drops a single target asleep
+
* Psychic shock lance – drops a single target asleep
* [[Psychic animal pulser]] – drives animals berserk map-wide
+
* Psychic animal pulser – drives animals berserk map-wide
* [[Psychic soothe pulser]] – gives a temporary mood boost to everyone on the map
+
* Psychic soothe pulser – gives a temporary mood boost to everyone on the map
  
 
===Graves and sarcophagi===
 
===Graves and sarcophagi===
* [[Grave]]s are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
+
* Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
* Can now build [[sarcophagus|sarcophagi]] out of solid materials. High-quality sarcophagi are art items.
+
* Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
* Colonists will visit graves of dead colonists for a [[joy]] activity.
+
* Colonists will visit graves of dead colonists for a joy activity.
  
 
===Misc new incidents===
 
===Misc new incidents===
* New incident: [[Poison ship]]. A variation on the psychic drone ship that kills plants in an expanding circle.
+
* New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
* New [[Events#Flashstorm|Flashstorm]]. A localized, intense [[lightning]] storm in one area of the map. Causes big fires.
+
* New Flashstorn. A localized, intense lightning storm in one area of the map. Causes big fires.
  
 
===Interface rework===
 
===Interface rework===
Line 130: Line 126:
  
 
===Misc===
 
===Misc===
* Added [[heart attack]]s. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
+
* Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
* Added [[hay]] (animal food only, for getting through winter). Added [[haygrass]] (long growing, high yield of hay).
+
* Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
 
* Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
 
* Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
* All [[furniture]] is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
+
* All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
* New [[trait]]: Night owl. Happy when awake at night, sad if awake around midday.
+
* New trait: Night owl. Happy when awake at night, sad if awake around midday.
* New [[Mood|thought]]: Crowded – In a space with too many people.
+
* New thought: Crowded – In a space with too many people.
* New installable implant: [[Painstopper]]. Prevents all [[pain]], but reduces [[consciousness]] permanently.
+
* New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
* New installable implant: [[Joywire]]. Large permanent [[Mood|happiness]] boost, but reduces [[consciousness]] permanently.
+
* New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
* [[Furniture]] can now be art engraved.
+
* Furniture can now be art engraved.
* New floors: [[gold tile]], [[sterile tile]], [[cream carpet]], [[dark carpet|dark gray carpet]].
+
* New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
 
* Game start now has a “select random landing site” button if you don’t want to choose.
 
* Game start now has a “select random landing site” button if you don’t want to choose.
 
* Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
 
* Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
* Added ‘open’ designator for opening [[cryptosleep casket]]s, [[grave]]s, [[Sarcophagus|sarcophagi]], and other containers.
+
* Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
* [[Events#Manhunter_Pack|Manhunter pack]] incident can use [[animals]] besides [[warg]]s.
+
* Manhunter pack incident can use animals besides wargs.
 
* Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
 
* Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.
* [[Mental_break#Psychotic wandering (Daze|Dazed broken]] pawns will now randomly strip off clothes and drop things.
+
* Dazed broken pawns will now randomly strip off clothes and drop things.
* New graphics for [[squirrel]] and [[warg]].
+
* New graphics for squirrel and warg.
* New graphics for [[research bench]] and other buildings.
+
* New graphics for research bench and other buildings.
* [[Plant Harvest Yield|Unskilled or injured growers]] can fail at harvesting, destroying the harvest for one plant
+
* Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant
 
* A bunch of new music from Alistair Lindsay.
 
* A bunch of new music from Alistair Lindsay.
* [[Carrying Capacity|Carrying capacity]] is now a stat that can change for body size and [[manipulation]] capacity.
+
* Carrying capacity is now a stat that can change for body size and manipulation capacity.
* [[Raid#Siege|Siegers]] will never be sent with only melee weapons (too exploitable).
+
* Siegers will never be sent with only melee weapons (too exploitable).
* [[Sappers]] now avoid mining through high-health ores and barriers.
+
* Sappers now avoid mining through high-health ores and barriers.
 
* Rebalanced crop yields and harvesting challenges so crops require a bit more space.
 
* Rebalanced crop yields and harvesting challenges so crops require a bit more space.
 
* Game will auto-reset mods config on startup crash to try to recover.
 
* Game will auto-reset mods config on startup crash to try to recover.
 
* Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.
 
* Tons and tons of bugfixes and other adjustments, refactorings, balancings and tunings.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)