RimWorld

RimWorld

TiberiumRim - Development Build
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Update: 23 Jan, 2021 @ 7:41pm

[Auto-generated text]: Update on 1/24/2021 4:41:07 AM.

Update: 23 Jan, 2021 @ 7:30pm

Update on 1/24/2021 4:30:23 AM.

// Patch Notes //

Fixes:
Many many bug fixes...
- Discoveries are saving correctly
- Jumpsuits can be worn along with protection suit
- Fixed incorrect material costs on faction structures
- Beam fences saving correctly
- Wall light saving correctly
- Repair Drone Platforms spawn with drones available, drones now repair any damaged mechs nearby
- Powerplants take necessary credits automatically

Additions:
- Tiberium Credits view in top left when network controller constructed
- Radiation rework, radiation now can be inspected with the radiation overlay, walls and other obstructions will reduce the radiation effectivity
- Initial mutation around craters is not fixed anymore, craters can now be blocked off by walls to move corruption into another direction
- Tiberium start changed, initally a meteorite will impact on your map, which can be researched safely before it "cracks open" to reveal the tiberium crater
- Research Cranes can be placed on all kinds of tiberium producers now, even crater residue in case the crater is accidentally destroyed
- New radiation sound
- Multiple translation keys adjusted (please tell me if there are some missing translations, ie. texts like "TR_CraterTick"

And a bunch of other small details

If you find any missing strings or annoying spammy log messages, please tell me! Im trying to clean up unnecessary logs and adding all translation keys.

Update: 27 Nov, 2020 @ 6:41am

[Auto-generated text]: Update on 11/27/2020 3:40:55 PM.

Update: 25 Nov, 2020 @ 3:26pm

Update on 11/26/2020 12:26:11 AM.

Tiberium Network:
- Harvesters save correctly and dont stop harvesting/get stuck
- Tiberium credits get distributed evenly accross all possible storages

Tiberium Environment:
- Tiberium infection and radiation cause Tiberium Toxemia
- Tiberium Toxemia may lead to mutation
- Mutation may create fiends from animals now
- Hybrid craters now spread both types evenly
- Blossom trees have a bigger grow-radius

Research:
- Tiberium Geysers now unlock Tiberium Gas Refining
- More descriptions for research projects and tasks

Many other small fixes and adjustments

This may be the most stable release so far and should have all core features.
I would highly appreciate feedback on playability and potential soft-locks or gamebreaking bugs.

Update: 18 Oct, 2020 @ 7:46am

[Auto-generated text]: Update on 10/18/2020 4:45:47 PM.

Update: 17 Oct, 2020 @ 6:16am

[Auto-generated text]: Update on 10/17/2020 3:16:35 PM.

Update: 25 Sep, 2020 @ 12:14pm

[Auto-generated text]: Update on 9/25/2020 9:14:16 PM.

Update: 21 Sep, 2020 @ 4:56pm

- Improved Research Tab Visuals
- Research Crane is now placable on any terrain
- Right Click Options shouldnt get bugged anymore
- Added radiation clicking sounds whenever a pawn is affected by tib radiation

Update: 15 Sep, 2020 @ 8:44am

Bunch of performance fixes and some QoL changes including:
- Producers won't spawn tib before the "Mineral Analysis" research, allowing you to place a crane without killing your pawns
- Tiberium Spread and initial corruption of tib fields is way more organic now, with easy ways for me to tweak it
- Protection suits dont cause hypothermia anymore
- Faction content is locked behind "pseudo research" for now, to emphasise its not finished yet

Update: 20 Jul, 2020 @ 8:28am

- Producers save the tiberium field correctly again
- Harvesters have a new algorithm which shouldnt nuke the FPS when Tiberium cannot be found
- Tiberium Infection and Radiation now work correctly, pawns will be irradiated in proximity to certain tiberium structures (indicators still pending)
- Visceral Pods don't bug out when opening the Health tab anymore
- A few errors fixed