![]() Fix: Typo in config error when pawn kind appears in more than one BossDef. Fix: Lancer shoulder parts labels inconsistent. Fix: Beard and genes offset incorrectly based on rotation in some situations. Fix: Gauranlen and polux seeds can be planted on hydroponics basins and plant pots. Fix: Inactive sterile gene affects fertility. Fix: Exception when trying to get mech with no energy need for tooltip in niche circumstances. Fix: Error when non-human pawn reaches growth moment age. Fix: Psychic suppression targeted by healer mech serum.Īdvertisements - Fix: Mech global work speed is affected by darkness. Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected. ![]() Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. Fix: Paramedics not fighting fires automatically. Fix: Generated immediate family relationships unable to generate. Fix: Pawns considered free when using shuttle/pods, causing "Relic lost" thought if equipped. Fix: Error on releasing space refugee prisoners. Fix: Colonist in labor letter doesn't have look target set. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: UI scale resetting to higher numbers for monitors with height below expected values. Moved some speech-related translation keys from Royalty to Core.įixes - Fix: Recommended screen resolution incorrect when using DSR. Added an alert for babies from other factions which have no local caregivers and can be adopted. Unassign beds from pawns that have grown too large to fit in them. Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.Īdvertisements - Ageless gene stops aging progress at 18.5 instead of 18. Moved speech letter translation keys to Core from Royalty. Colonists can now put unadopted babies born to prisoners in cribs. Don't display owner types for cribs since cribs don't have their owner types changed as the room changes. Next step is to reach out to Rakar and update him and then go from there. :DĬhangelog - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. Just a reminder that you can share any bugs you find and even help us test builds on our official RimWorld Development Discord ! Our community helps us a ton with getting these updates and fixes out quickly. The update is small and should be compatible with all RimWorld savegames and mods. We addressed some issues with Biotech and fixed a UI scaling issue that occurred when players had DSR enabled. RimWorld remains on our lists of the best survival games, management games and building games on PC.Hi again, just dropping by with another small update. There a few dozen fixes in total, plus other small additions not mentioned above such tweaks to menus and the ability for gases to travel through vents. Update 1.4 also makes several other amendments to features around xenotypes and gene-modding, to fix bugs with inherited genes, to make gene-modding cheaper, and more. The post then offers multiple examples of the kinds of stories the integration allows you to tell, including colonists who revere bloodfeeders, who encourage child labour, who love or hate mechanoid labour and growth vats, and those who have "preferred xenotypes". However feedback seems to indicate that people want it, and narrative-wise, it would make a ton of sense if the ideoligions from the Ideology expansion had beliefs about xenohumans, sanguophages, children, and so on. "Originally, I was a bit hesitant to put this in because I worried it would feel like locking one expansion’s content behind another expansion. Patch Notes Patch Notes 1.22 Features / additions Added: New Auto-slaughter screen to make managing animal populations much easier Added: New search and filtering added to custom scenario options. ![]() In discussing player feedback in a recent news post on Steam, RimWorld's designers say that one requested feature they've seen is "the desire for integration between expansion packs." That changed with RimWorld 1.4, which adds "cross-expansion integration", so now you can use the ideology system from the Ideology expansion to, for example, tell stories about people who have ideologies about the biotech from the biotech expansion. There have been other RimWorld expansions however, and while each has added a substantial new chunk of content, those systems have previously been unable to interact with each other. Colony sim RimWorld added ideologies in an expansion last year, prompting Nate to force drifters to knife-fight a unicorn (among other things). ![]()
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