RimWorld

RimWorld

RIMMSqol
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Update: 30 May, 2018 @ 5:34pm

Performance improvements to the ReservationManager and WorldPawnGC.

The garbace collection was sped up by the factor 100 when processing ~4000 pawns. Which means instead of 20s it takes only 200ms. The behaviour is unchanged it does what vanilla does - simply better.

The ReservationManager keeps track of item that pawns reserve in order to do a job. The scaling has been changed so the more reservations exist the bigger the performance improvement.

Update: 3 May, 2018 @ 5:20am

Food and Restrictions (FaRt)

Adds a main button that brings up a page with rules that can be toggled on or off. The rules determine who can do what with food and serve to manage the wide variety of food items.

  • Restrict faction members from eating ingredients - This prevents your colonists and animals from eating raw food before you get a chance to refine it for more nutrition. Useful if the colony is on the brink of starvation.
  • Restrict non starving faction members from feeding or eating preserved food - With this you can stockpile preserved food for caravans without fearing it may be victimized at the next birthday party.
  • Restrict non starving colonists with mood above minor break threshold from eating meals better than simple - only use good food if necessary.
  • Restrict non starving colonists with ascetics trait from eating better than simple meals - just for roleplayers
  • Restrict non starving faction animals from eating meals - no more hens gorging themselfs on the good stuff.
  • Restrict non starving non colonist prisoners not marked for recruiting from eating meals better than simple - prison food the texan way.
  • Restrict non starving non colonist prisoners marked for recruiting with mood above 80% from eating meals better than simple - let them eat cake so you can put them to work sooner.

The new system forbids items through the use of rules based on "who wants to do what with what".

Update: 25 Apr, 2018 @ 5:02am

[Auto-generated text]: Update on 4/25/2018 2:02:06 PM.

Update: 25 Apr, 2018 @ 1:37am

[Auto-generated text]: Update on 4/25/2018 10:37:02 AM.

Update: 24 Apr, 2018 @ 11:27pm

Bug-Fix: Ingredient search algorithm is no longer scanning the entire map when restricting the recipes distance for ingredients. Reducing the distance will therefore increase performance.

Update: 18 Apr, 2018 @ 1:43am

When loading a configuration entry that belongs to a game object that no longer exists(e.g. mod got deinstalled) creates a warning and discards that entry.

Buttons in the architect menu can be configured like the main buttons.

Update: 16 Apr, 2018 @ 5:52pm

WtF respects fog of war for all things, not just mineables.

CuM
  • Gender can be changed.
  • Backstories are validated for their gender compatability and warnings appear if a conflict is detected.
  • Trait selection filters out non allowed trait combinations and can filter traits that cause warnings.

Update: 14 Apr, 2018 @ 7:51pm

Ability to rename a pawn in CuM window. Free of cost but must be confirmed.

Update: 11 Apr, 2018 @ 8:16pm

Restrict Movement

When using custom pathfinding each cell can be restricted so that it can only be traversed in specific directions. This allows building one way passages or direct the flow through the colony. Only colonist and tame animals respect these rules. Mustered colonists and colonists that perform specific jobs are unaffected(e.g. „BeatingFire“ jobs). The jobs are configurable under "general settings".

The restrictions are defined using two designators. The „Smart Lines“ designator is a linear drag operation. The direction of the drag determines the direction for cell movement that gets toggled on all but the last cell. This is a fast way to setup „highways“ and offshoots. With the „Fill“ designator selected restrictions can be pasted into a rectangle area, allowing full control but more micro intensive than „Smart Lines“.

Careful with imprisoning pawns through cutting of all access. Thats the job of vanilla areas. Pawns will try to perform jobs that they can not reach since the decision of reachability does not inspect cells only rooms.

Update: 17 Mar, 2018 @ 3:51am

Fixed a bug in the A* pathfinding algorithm that prevented pawns standing in water to pathfind. The check whether they were allowed to move across water was negated and so the water tile they were standing on would stop pathfinding immediately.