Hykal94
Orange Estus Kitteh
- Location
- Firelink Shrine
View: https://www.reddit.com/r/RimWorld/comments/10l1q18/name_in_game/
Ah, the RimWorld community never ceases to surprise me.
Changelog
- Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any.
- Don't display owner types for cribs since cribs don't have their owner types changed as the room changes.
- Updated name-in-game content.
- Colonists can now put unadopted babies born to prisoners in cribs.
- Moved speech letter translation keys to Core from Royalty.
- Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.
- Ageless gene stops aging progress at 18.5 instead of 18.
- Unassign beds from pawns that have grown too large to fit in them.
- Added an alert for babies from other factions which have no local caregivers and can be adopted.
- Moved some speech-related translation keys from Royalty to Core.
Fixes
- Fix: Recommended screen resolution incorrect when using DSR.
- Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)
- Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock.
- Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed.
- Fix: Colonist in labor letter doesn't have look target set.
- Fix: Error on releasing space refugee prisoners.
- Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped.
- Fix: Generated immediate family relationships unable to generate.
- Fix: Fabricors not making medicine.
- Fix: Paramedics not fighting fires automatically.
- Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor)
- Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected.
- Fix: Psychic suppression targeted by healer mech serum.
- Fix: Mech global work speed is affected by darkness. Inconsistent with move speed.
- Fix: Error when non-human pawn reaches growth moment age.
- Fix: Exception when trying to get mech with no energy need for tooltip in niche circumstances.
- Fix: Inactive sterile gene affects fertility.
- Fix: Gauranlen and polux seeds can be planted on hydroponics basins and plant pots.
- Fix: Beard and genes offset incorrectly based on rotation in some situations.
- Fix: Growth stat appearing on humans.
- Fix: Lancer shoulder parts labels inconsistent.
- Fix typo "crytosleep".
- Fix: Typo in config error when pawn kind appears in more than one BossDef.
- Fix typo: "means that so"
- Fix typo "forth body ring".
Spring is here, so we're springing into action with a (small) update of fixes for RimWorld and its expansions.
The changelog is below, but here are the highlights! We fixed an issue where captured prisoners were escaping from your caravans and another issue where siblings became unrelated to each other if their parents were removed from the game.
If you like following these updates, you're welcome to join us and even test new builds over at the Official RimWorld Development Discord!
Enjoy! - Tia
Changelog
- The bestowing ceremony lord will now be removed once the last pawn has left the map.
- Removed 2 second damage stagger from tunneler mechs. Staggering is based on weapon stopping power as with all other pawns.
- Update previous passion values if a child growth moment picks a skill with passion dropped by gene.
- Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.
- Updated player name-in-game content.
Fixes
- Fix: Incapable of violence pawns can activate rocketswarm launchers.
- Fix: Error when shield belt on ground is hit by EMP explosion.
- Fix: Captured prisoners escaping from reformed caravans.
- Fix: Slaves freed on exiting map.
- Fix: Ranged weapons that don't do bullet damage don't display "Headshot" text on head hit.
- Fix: Dead calm pawns go berserk when arresting fails.
- Fix: Embryo skin color not preserved in growth vat between save/load.
- Fix: Pawns incapable of manipulation are able to strip targets via float menu option.
- Fix: Caravans holding relics cause "relic lost" thought on map exit.
- Fix: Rare exception occurring when attempting to start a queued job with a null def.
- Fix: Rare error when attempting to dye buildings.
- Fix: Items in fogged areas counting as complete for bills.
- Fix: Invalid destination for shuttle causes errors.
- Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.
- Fix: Pawn sibling relationships disappearing when parents are removed.
- Fix: Long range mineral scanner tune command has no description.
- Fix: Hard-coded English string "No description." for commands without a description.
- Potential fix for TKey system suggesting long-form translation aliases.
- Fix: Missing period in legionary description.
- Fix typo: "Do really want to hack..."
- Fix: Awkward wording in dirtmole description.
C# actually. Rimworld exclusively uses sharp for its scrips.That's cool. I wanted to make a mod that fixes Gunlinks but I still cant be arsed to relearn C++.
well, the shooting gene is capped by the 20 skill limit, but gunlink isntI have no idea what that means but I'm sure I'll figure it out eventually.
Gunlinks give a standard +3 to Shooting, which is basically useless with Biotech and its +8 for the max Shooting genes. It also has Quality, but there's no difference in how much Shooting you get. I want to mod it so Shooting gives a reduced Aiming Time, with the highest level also having that +3, as a bonus. Haven't figured out the math yet, but that's the idea. Maybe something akin to Marksman Command ++ for Masterwork and Legendary.
wiki says it's capped at 60, which you probably aren't getting to?
Try a mod that adds a semi-automatic sniper rifle?I simply want my snipers go pew pew pew instead of pew. pew. pew.
View: https://www.youtube.com/watch?v=MN22cQqsnaI
Anyone try this out? The demo will be available for July 10th. The main big mechanic differentiating it from RimWorld is you have a main family of X pawns that you can control like RimWorld, but your villagers/peasants aren't controllable. So far, it's pretty neat!
Also, the turorial is like 10x better than RimWorld. RimWorld's tutorial doesn't even teach you how to use schedules.