RimWorld

RimWorld

RIMMSqol
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Update: 16 Mar, 2018 @ 2:37pm

Pawns that are left behind in a remnant colony will continue to belong to the player faction to avoid them showing up in raids or as guests, which happened when they were assigned to random factions on being dropped to the world save state.

The A* pathfinding algorithm has been improved to handle moving through forbidden areas better. When mustering a pawn and moving him out of its restricted area it would cause rimworld to pathfind slowly back into their restricted area since every step was "forbidden" and that encouraged pursuing the shortest path and not the fastest when searching. The pawns will now be just as reluctant to step into a forbidden area but if they move through a forbidden area(from forbidden into forbidden) the step is treated as allowed, preventing a degrading performance.

Fixed the savestate of singleton settings, before it was possible to have unused copies in the configuration file.

Update: 10 Mar, 2018 @ 12:21pm

Added pathfinding alternative. In the general settings you can specify which pathfinding algorithm should be used in the categories "colonist", "tame animal", "wild animal" and "other". If "None" is selected the vanilla pathfinding will be used.

Each category can have a configuration that is used by the pathfinding algorithm. The four categories allow you to simplify raider, guest and wild animal movement while increasing the accuracy of your colonists and animals when moving about.

Currently an A* algorithm is available. The A* uses BlueRaja's PriorityQueue and is better coded than the vanilla algorithm which leads to 10x faster calculations on short pathing and allows to push the limit for the perfect pathfinding higher than it is in the base game while maintaining the same performance.
For the A* algorithm you can type a number which is used to limit perfect pathfinding. If the start and end position are further apart than the specified number the algorithm will work like vanilla pathfinding and simplify the search. Which means the path found is not optimal. A value comparable to vanilla performance should be 75.

Update: 23 Feb, 2018 @ 3:37am

Added the ability to add/remove relations to the cosmetic portion of CuM. Changes to relations are instantly and do not need to be accepted.

The functionality is largly the same as in the dev tools. However the user can decide if he wants interspecies relations, or relations with animals. The window offers some helpful information when searching for a fitting pawn. Opinions, ages, faction etc. are displayed.

Update: 15 Feb, 2018 @ 9:05pm

Vanilla-Bug-Fix: Number Input Box
I looked into it and it turns out that the rimworld code for number inputs has just one bug after another and only dumb luck kept it from blowing up. I replaced the vanilla code with a custom implementation for this mods mod menu. The fixed version can be used to override the vanilla implementation completely. A checkbox for that can be found in the mods general settings.

- The users input will no longer be replaced by the game while the user is still typing. Instead the input turns red if the input isn't valid and a tooltip for the input will say what the restrictions are.

- Numbers can be written using an exponent(e.g. "1.23e3" => "1230") and large numbers will be displayed with an exponent instead of a long chain of zeroes.

Update: 25 Jan, 2018 @ 7:54pm

[Auto-generated text]: Update on 1/26/2018 4:54:14 AM.

Update: 14 Jan, 2018 @ 1:01pm

- moved some pixels cause OCD

Update: 13 Jan, 2018 @ 7:22pm

- Made the central part in the CuM window scrollable to accommodate more trait selections, skills and validation messages.

Update: 7 Jan, 2018 @ 11:49pm

Made apparel configurable through the mod menu.

When changes are made through CuM a pawn with its shooting or melee skill disabled will drop corresponding equiped weapons to the ground.

Update: 9 Dec, 2017 @ 7:52am

Merged the Development build into the main branch.

Update: 12 Oct, 2017 @ 9:18pm

Update on 10/13/2017 6:18:36 AM.

The generic level up and down symbols are replaced with icons that show which skill changed its level. Green icons mean level ups and red icons level downs. Custom skills will still show the generic icons unless their developers register specific icons at RIMMSqol.Materials.IconForSkill.Add(skillDefName,Texture2D).