RimWorld

RimWorld

Rimstation 13 - A New Shift Begins
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Update: 3 Nov, 2019 @ 11:30am

[Auto-generated text]: Update on 11/3/2019 7:30:04 PM.

Update: 1 Nov, 2019 @ 1:47pm

[Auto-generated text]: Update on 11/1/2019 8:46:50 PM.

Update: 31 Oct, 2019 @ 2:40pm

Fixed an issue that meant several crates not intended to be constructed manually by the player were showing up in the construction list.

Update: 31 Oct, 2019 @ 12:43pm

V0.18
• Added Singularities
• Added all machinery required to create, maintain and contain a singularity as a powerful energy source for your station.
• Don't let it get free
• Added an unpackable base pod to the starting resource roster. Install this and activate it to create a small pod containing all the machines needed to get started.
• Added Clown Masks
• Added Cyborg Limb replacement for crew

Update: 30 May, 2019 @ 2:13pm

Fixed Miscellaneous issues with Cyborgs, Cleanbots & Jumpsuits.

Update: 4 May, 2019 @ 6:42am

Fixed error making Cyborg shells require two frames.
Fixed bug that meant the recipe to assemble a Cyborg wasn't in the mech assembly area.
Moved Fill MMI recipe to Robotics WorkTable.
Added Snack Vendor.
Added a mental break threshold buff to the Cyborg trait. This is because eventually Cyborgs will be tied to the AI, when the AI breaks the Cyborgs will too. They're not meant to break of their own accord.
Refitted all the Jumpsuit recipes to fit the new vendor crafting method, no more cloth requirements.
Fixed Clown Suit.

Update: 2 May, 2019 @ 4:50am

The mod now requires Alien Humanoid Races 2.0 to run.

• Removed Vanilla Storytellers.
• Grid Check incident now fully implemented.
• RS13 Worktypes are now functional and in use where applicable.
• Added Mech Assembly Area to assemble Cyborgs (and eventually mechs).
• Added Cyborg parts, limb replacement and Cyborg construction.
• Added a variety of surgeries to remove/implant various body parts and organs.
• Added Protolathe and crafting of MMI's and Positronic Brains.
• Many recipes (especially in Robotics) have been moved around with the addition of the Mech Assembly Area, similarly many previously miscellaneous work tasks now use different work types applicable to the task.
• Added 80 posters, they are only buildable on walls. Legitimate posters can be purchased from a NT Orbital Trader, contraband must be obtained other ways.
• Fixed Portable Generator & Solar Panel not being Portable.
• Added "Off" sprites for many machines.
• Updated some sprites with newer ones from the source.
• Machines no longer connect directly to cables, they now only connect to APC's which must be built on a wall. APC's act as a small highly efficient battery that connects the grid to machines.
• Removed the ugly ass tiny wires that connect machines to the grid.
• Updated Scenario with some of the newer buildings.
• Uninstalled machines no longer have those ugly crates covering them.
• All crew now spawn with a jumpsuit, shoes and a hardsuit, no more barefoot or spacesuit-less crew.
• All uniforms now radically affect the stats of the wearer with a multiplier, the stats affected depend on the type of jumpsuit, this means it's now important to use the best person for the job and equip them correctly to maximise their efficiency.
• Work amounts have been rebalanced to compensate for this new tool.
• Overhauled cave generation, caves are now much longer, narrower and more numerous, there's now an abundance of caves that do not open to the outside so you'll have to explore to find the full extent of the cave network.
• Redid many of the mod's patches to make them more efficient, improving load times.
• Added 22 types of slimes that can be grinded up for their cores.
• Slimes will split into four baby slimes upon reaching a nutrition threshold.
• Each slime created through splitting has a chance of being a mutation, different from the parent, the mutation types are based on SS13 Xenobiology.
• Fixed Shuttles not having any cash.
• Added Grey Slime Extract to NT Cargo Shuttle.
• Overhauled Main Menu Screen, added around 80 random tag lines.
• You can now extract blood from crew for use in various recipes, most notably slime extract use. This causes increasing levels of blood loss with repeated use, with three extractions in quick succession rendering the patient incapable of walking, the fourth will kill them.
• Added Monkeys.
• Added Monkey Cubes.
• Added Monkey Recycler.
• Added Xenobiology Grinder as a way to inject slimes with blood and plasma.
• Removed Plasma from Chem Dispenser, it must now be created by grinding plasma sheets.
• Slimes can now glomp you with the potential to deal cellular damage, cellular damage has serious side effects.
• Robots no longer bleed bug blood (?) they do still leak oil.
• Added Electrical Storm event.
• Nerfed light ranges slightly.
• Reduced the rate at which the storyteller sends incidents, you also now have a 4 day grace period before negative events start and a 7 day grace period before the nastier events start firing.
• The Clothing vendor (and future vendors) now requires restocking, you can purchase vendor refills from the NT trader and in future will be able to craft them yourself.
• Solar Panels now generate significantly less power. The specific amount is likely to change drastically as I get more reports on balance. For comparison, a vanilla (and RS13 before this) solar panel generated 1700 watts, now solar panels generate 150.
• Removed many vanilla surgeries to de-clog the list for the SS13 surgeries.
• Added a wide range of sound effects, expect more to come in future updates.
• Floors now require floor tiles instead of metal sheets to build, this should help speed up base building. You make floor tiles at an autolathe and you start with a large number to get you going.
• Added Melee Weaponry (finally).
• Eating a Pizza Bomb now throws a letter to warn you.
• The starting scenario now has appropriate text instead of the vanilla intro dialog.
• Added Crematorium.
• Autolathe, Clothing Vendor & Crematorium now all use the General work type.
• Tables now join cleanly when built two thick.
• Removed the high pitch laser sound, it was obnoxious.
• Added Turrets.
• Reduced Event Frequency.
• Arcade/Slot Machines now require power, they no longer require a seat and now have an interaction cell to show the direction they're facing. You may need to reinstall existing machines to face the right way.
• Increased solar power generation to 200 (from 150).
• Reduced turret power consumption slightly.
• Added a variety of stuff to traders that were previously missing.
• Added NT Morale Shuttle that trades things like posters and other decorative options.
• Added a range of decorative objects.
• Raised floor beauty to 2 from 1.
• Added Carpet pieces. Unfortunately there were too many for the usual linking method to work so you'll have to manually place the pieces.
• Added crates you can build to condense resources into a smaller area. 1000 sheets per crate as opposed to 200 per tile.
• Fixed a large number of typos and recipe mistakes.
• Added Cyborgs.
• Removed Vanilla Plants

The mod now requires Alien Humanoid Races 2.0 to run.

Update: 12 Nov, 2018 @ 4:05pm

• Added Captain Ian Storyteller, you should no longer receive vanilla Incidents.
• Increased StackLimit of most base resources including sheets, cables and rods etc. Ore is unchanged at 50.
• Added a variety of new incidents.
• Crafting robots no longer creates amniotic fluid.
• Added art from Reddit /u/Spessmenart (with permission) for the storyteller, I'll be using his art for all the storytellers as I add them.
• Chem Grinder circuit is now craftable.
• Machines no longer breakdown requiring components to fix.

I will require feedback on this build as it's lacking a lot of the incidents I wanted to add but couldn't since I lost my job and had to stop working on it as much.

Update: 24 Oct, 2018 @ 7:10pm

• Added NanoTrasen Crew Shuttle.
• Added Tracking Beacon.
• Increased value of Plasma Ore/Plasma Sheets.

Update: 24 Oct, 2018 @ 5:43pm

• Added Space Cash
• Added Communications Console
• M.U.L.E's and Cleanbots will now idle when no tasks are available.
• Fixed vanilla surgeries not using RS13 medicines.
• Fixed Bucket texture having a fit.
• Added Freezer door.
• Space Carp take longer to lay eggs, they lay fewer and they take longer to hatch.
• Added NanoTrasen Cargo Shuttle Trader (Sells refined sheets of materials, excluding plasma and bananium).
• Added NanoTrasen Station Systems Shuttle Trader (Sells machinery).
• All NanoTrasen Traders will buy plasma ore/sheets.
• Removed Vanilla Orbital Traders.
• M.U.L.Es and Cleanbots can now retaliate against melee attackers. Note: Do not abuse your M.U.L.Es.
• M.U.L.Es and Cleanbots can no longer arrive as manhunter packs.
• Removed Gavelkind Succession.
• Currency is now Space Cash