RimWorld

RimWorld

Android Tiers Reforged [LEGACY]
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Update: 24 Jan, 2023 @ 3:06pm

ATR 1.2.0 Changelog:
- Added T5 tradeTag for compatibility with Universum and RimNauts 2, courtesy of sindre0830.
- Autodoors get CompSkyMind and are fully controllable again.
- SkyMind Core comp inspect pane shows SkyMind operations for hosted pawns.
- Fixed bug with fractal pills that made mechanical units take more damage instead of less.
- Changed description around.
- Mechanical unit AI will now respond to overheating/freezing like organics respond to heatstroke/hypothermia for your pawns seeking safe temperature and visitor groups responding to map temperature.
- Due to not-easily accessible hardcoded checks, mechanical units will not trigger the heatstroke/hypothermia alerts and will not react to the two for bestower or sanguophage events - although why would they use either case any way?
- (Ideology) Drones will no longer break the bed assignment UI for beds that can have more than one occupant at a time (RimWorld did not null-check the interface for ideology-less pawns when Ideology was enabled).
- They will, however, be able to occupy a bed that is normally forbidden in this case. Assigning a drone to a bed that would normally be forbidden will throw an error, but is otherwise fine.
- Tweaked the servers to explain more clearly what they actually do (and can't do).
- Changed the UIIcons for the 5 Tiers so they have bodies when displayed in various menus.
- Better graphics pending, some issues are known with some interfaces.
- All beds now have a gizmo similar to the "for colonist/prisoner/slave" gizmo that will open a dialog for controlling what kind of pawn may use a bed.
- Pawns will obey these settings when automatically seeking beds, but will ignore them when commanded or when unable to physically remove themself from the bed.
- Many different beds/types of beds may have settings applied simultaneously.
- Charging beds default to Mechanical-only, while all other beds default to Organic-only.
- A new mod setting allows defaults to be All instead.
- Fixed a typo in the English translation files that was causing the mod settings to break.
- Fixed a bug that prevented the hack time penalty (for player hacking costs) from falling.
- Fixed a critical bug with the patch for the overheating/freezing patch introduced in the first push.
- (Ideology) Altered a patch to ensure drones never participate in Ideology rituals of any kind, as this will invariably result in potentially catastrophic errors that can lead to all sorts of bad behavior.
- This is due to the fact that they have neither a mood need nor an ideology.
- Added an xml patch that will force guests/mercenaries of android factions to be T2's rather than humans with android backstories.
- Added an experimental patch that will force refugee quest pawns generated for an android faction or factionless pawns generated for an android player faction to be androids.
- Not all cases are accounted for.
- Mechanical animals now have access to all the same surgery recipes and operations that mechanical humanlikes do (except for some select cases, like painting as that is specific to HAR alien races and would throw errors).
- Animals do not use all stats, so not all body parts will prove useful (no reason to install something that increases global work speed on an animal which does not do work).
- Some parts, like core assistants or arms, are not implantable on animals as they would serve effectively no purpose, and the animals do not have the body parts necessary to hold those implants.
- Introduced the Mechanical/Organic Rights War mechanic.
- Factions can be designated as being "Anti-Mechanical" or "Anti-Organic" and will declare war (-100 relations and permanent hostility) on any player faction that has a colonist/slave of that type.
- This will affect gaining/losing pawns of that type, meaning that they will no longer be permanently hostile (but will gain no relations automatically) if you lose the offending colonists of the illegal type and will become hostile if you gain a pawn of the illegal type at any point.
- This is not affected by rescuing (but not recruiting) pawns.
- This is not affected by prisoners.
- This IS affected by surrogates!
- This IS affected by guests!
- New setting to disable factions declaring war over rights (factions will stop being permanent enemies).
- New faction controller for which factions are considered anti-mechanical/anti-organic.
- The Mechanical Marauder (android pirate / unending march) faction is no longer permanently hostile, but will become permanently hostile for as long as you have an organic colonist or slave.
- Description reworked to indicate they have a hatred for organics, but can tolerate mechanical factions.
- The faction now has a "PermanentEnemyToAllExcept" tag, with two exceptions for the starting android faction and the android union.
- This doesn't really matter, as it is overwritten by the new mechanic during the game.
- The faction has no traders or visitors for now, but has the same settlement base trade goods as the Union.
- The Empire is permanently hostile to any player faction that has a mechanical humanlike.

Update: 21 Jan, 2023 @ 10:52am

ATR 1.1.1 Changelog:
- T1 stat change:
- Market value 1400 -> 1000
- Maintenance Efficiency 0.5 -> 0.75
- Base Hunger Rate (energy) 1.5 -> 1.2
- T2 stat change:
- Market value 2500 -> 1600 (should not be higher than human base cost)
- Base Health Scale 0.8 -> 1
- Base Hunger Rate (energy) 1.25 -> 1
- T3 stat change:
- Market value 4800 -> 2400
- Base Hunger Rate (energy) 1 -> 0.8
- T4 stat change:
- Market value 6000 -> 4000
- Global Work Speed 1.5 -> 1.6
- Social Impact 1.5 -> 1.6
- Base Health Scale 1.2 -> 1.4
- Base Hunger Rate (energy) 0.8 -> 0.6
- All mechanical animals have had component cost to produce halved.
- Fixed some bugs with the MechFall orbital targeter.
- Mechs now spawn drafted so they don't try to flee combat immediately.
- Mech fall targeter now has slightly better back-end consistency.
- New message added for rare event.
- There is apparently a bug around the targeter just doing nothing. I have been unable to verify what is causing this, or whether the changes I have made will fix these issues. Please report any continued issues around the targeter.

Update: 20 Jan, 2023 @ 7:45pm

ATR 1.1.0 Changelog:
- Massive units (Body Size > 4) may no longer use charging stations.
- Massive units may now use the mech charging bed as expected.
- Major rework to various back-end code for performance reasons.
- Possible pre-emptive bug fixes for surrogates being hacked.
- Made absolutely sure part packs can only be used on mechanical units.
- Fixed a silly bug with "Restore body part" surgery that made it basically achieve nothing.
- Fixed a bug with resting when injured that could cause pawns to enter/exit bed continuously and freeze up.
- Potential bugfix for surrogates desync'ing skills with their controller after loading a save.
- Surrogates no longer cause their controller to forget skills faster.
- Altered the costs of resurrector kits to make more sense.
- Drone resurrector kits no longer require an advanced component.
- Android resurrector kits cost fewer advanced components.
- Market values adjusted to match, android kits are now sellable and are considered rewards.
- General logic is that bringing a disabled mechanical unit back online is vastly easier than building a new one.
- Given that the mech resurrector serum is 1700, 300 for android kits and 200 for drone kits seemed reasonable as you will not make a profit producing them but can't buy them a dime a dozen either.
- Changed the server alert to a message for performance/visibility reasons.
- Currently will trigger up to 5 times a day max, may revise based on feedback.
- Mechanic bed has been significantly debuffed for organic surgeries and slightly debuffed for mechanical pawns.
- Reworked maintenance:
- Fixed a bug that was making maintenance fall twice as quickly as it was supposed/claimed to be.
- Injuries (except for life-threatening ones and surgeries) no longer prevent maintenance.
- This means pawns will not do maintenance only if they have some other need to fill, are in the work time assignment and have work, are currently endangered, or are critically injured/queued for surgery.
- The time to happen for maintenance related health issues to occur has been great increased by upwards of 8x.
- Maintenance mood buffs/debuffs have been implemented to benefit from solid maintenance.
- Maintenance health issue mood debuffs have been greatly reduced.
- Thresholds are 3, 9, and 15 days for both positive and negative mood buffs.
- Mood effects are 3, 6, 10 for those thresholds, positively and negatively.
- Maintenance issues/benefits are now tied to longer-term checks so that moments of poor maintenance and high maintenance do not have huge effects overall as the average maintenance level over the course of many days is used.
- Maintenance benefits/issues only accumulate by having > 70% and < 30% levels respectively - a value between those two will slowly trend effects toward 0.
- Maintenance change while the target effect is of the opposite sign results in increased change (so positive growth while in negative maintenance increases faster, and vice versa).
- Emergency maintenance now also gives 1 full day of maintenance effect (up to a max level of positive 1 day)
- Descriptions reworded across the board to emphasis it is not physical maintenance, but is rather an internal memory, processor, and system maintenance cycle designed to help the core not get overstressed.
- (The human brain is a mysterious and amazing thing that achieves such "maintenance" when we sleep. Androids were designed to mimic this behavior through maintenance cycling in order to preserve proper functionality.)
- A better way to portray this in game to players is always welcome and open to suggestion.
- Reworked SkyMindCore:
- Removed the CompPowerTrader, CompFlickable, and CompBreakdownable from the Core so it does not need power or a power grid connection.
- This will make it immune to solar flares, random breakdowns, power net losses, and will prevent loss of SkyMind intelligences in all cases except destruction of the Core itself.
- The Core now requires 2 Vanometric Power Cells to construct, as they are what provides power to the Core.
- This also effectively brings it more in line with its intended goal of being an end-game "victory condition" in of itself, as it is roughly as costly as a whole ship, with a great benefit for gameplay besides just winning.
- Description has been changed to match the new state of affairs.
- Heat output has been significantly increased, and the Core is now more heat-tolerant itself.
- The Core no longer generates insight points into one type at a time, but rather generates points in all 3 types simultaneously (but generates and stores less to compensate).

Update: 18 Jan, 2023 @ 6:23pm

- New graphics for various items/buildings courtesy of JGH.
- Resting now triples maintenance efficiency of a pawn to represent vastly reduced active wear and tear.
- Minor changes to servers/cores on the placement of gizmos.
- Minor changes to some descriptions.

Update: 16 Jan, 2023 @ 1:13pm

- Implemented disconnect gizmo for SkyMind Cloud Pawns for their surrogates
- Added loadAfter note for Dubs Bad Hygiene to automatically fix bladder, thirst, and hygiene needs for mechanical units
- Added small change to part pack repairs to affect the whole body more often.
- Implemented Maintenance need settings for fall/gain rate and ability to disable entirely.

Update: 14 Jan, 2023 @ 10:11am

Full release content with all backend Git/Source/Obsolete content and details stripped to reduce file size.

Update: 14 Jan, 2023 @ 8:55am

The first release to steam with Release Candidate 1.0.0.