Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier. Animal filth rate is no longer a virtual stat calculated from body size and petness.Grass nutrition reduced from 0.7 to 0.5.(This does not include unfertilized egg layers.) Animals are unwilling to eat plants under 10% growth.Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.PlantHarvestYield stat above 100% gives a bonus to yield.Plants newly sown by players start at 0.01% growth.Wild plants spawned during gameplay start at 15% growth instead of 5%.Animals tab life stage tooltip now also shows the animal's exact age.Raiders no longer actively attack passive colony animals.Guest status with a faction is reset upon gifting a pawn to that faction.These goodwill factors will decay over time. Goodwill with factions is influenced by recent events.Goodwill with factions gradually shifts towards the faction’s natural goodwill.All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.Improvements and adjustments: Base game Goodwill Added a search box for many dialogs and tabs.These are made exclusively of vegetable/meat ingredients Added new meal types: Vegetarian and Carnivore fine/lavish meals.When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.Added visual wound and prosthetic overlays on pawns.The style of hair is based on the pawn’s background. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head. A combined blade and tool-head attached to a sturdy haft. Defenders must decide between eliminating the termite before it digs through their defenses, or waiting for it to emerge. The termite is a medium-sized mechanoid that specializes in burrowing, digging, and breaking through defensive structures. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons. Tame animals can now be released to the wild. Colony animals can be sterilized to prevent them from breeding. The player can select species of animals to keep and the rest will be automatically slaughtered. Since animal filth has been reworked, animals should be kept in barns to prevent unnecessary filth in colonist buildings. Filth is produced 95% less on this floor which makes it useful for barns with messy animals. Haulers will automatically empty the box when it is full. Tame egg-laying creatures will lay inside the box and the eggs can be used for food. It is a door that allows animals to pass through while insulating the temperature. Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.Some animals will now roam if they are not contained within a pen.Handlers will use ropes to lead animals from one location to another, or out of a pen.Animals that are assigned to pens cannot pass through fences or barricades. Build fences to enclose pens and prevent your animals from escaping.Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area.Pen system: Create pens for your farm animals to keep them organized and safe.3 Improvements and adjustments: Royalty.2 Improvements and adjustments: Base game.This document explains the details on how to do it: Multi-version mods in RimWorld You can even define your own custom folder structure for full control. If you want to be more efficient and share identical files between versions, you can do that too. On mod updating: There's no need to break compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new version's files in another. You can run either expansion, neither, or both - all configurations will work. You can load a non-Ideology game with Ideology loaded. This version was previously tested in a beta branch for 2 weeks. Players can now update to RimWorld version 1.3 for free.
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