RimWorld

RimWorld

The Dead Man's Switch
Showing 21-30 of 78 entries
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Update: 17 Feb @ 12:49pm

- Default culture for colony fleets will generate hair styles
- Fixed stealth mask texture rendering layer to allow it to coexist with hair

Update: 16 Feb @ 1:30pm

Fixed the issue where automatroids under CE cannot equip binoculars.
Fixed the issue where officer came to preside over the ceremony without wearing pants.
Fixed an issue where eroded turrets could not move when loaded before Cinders.
Applied new idle sound effects to all automatroids.
Added sound effects for future expansion content.

Update: 14 Feb @ 12:03pm

- Now all bosses can be summoned without being a Mechanitor.
- Added floating effects for the VerlingBird.
- Reduced the control bandwidth of all Arquebusier series.
- Increased the Dragoon shotgun's weapon weight, which means that Colonists will no longer be able to use it while wearing an exoskeleton.
- Fixed blaster screen shell not working in CE environment.
- Fixed the issue with the strafing mechanic not working in the CE environment.
- Fixed the Geochelone(old) texture to face the wrong direction when facing west.
- Fixed an issue where the Hermit Crab's range repair skill had an incorrect effect time.
- Fixed an issue with the Synthetic Robot generating weapons after gestated.
- Added a dedicated patch for GlitteringWorld Destroyer's projectiles, blaster screen shell can intercept correctly now.
- Added a new projectile class and trail thrower suitable for arc trajectory. Will be used in future content.

Update: 11 Feb @ 8:52am

[Auto-generated text]: Update on 2/12/2025 12:52:36 AM.

Update: 4 Feb @ 1:14am

- Added content for genetically producing natural wetware (WIP)
- Fixed an issue where Lady's inventory was not displayed correctly in CE.
- Fixed an issue with automatroid not working after awakening.
- Added assault shotgun style to OKB.BM
- Fixed an issue with the Automatroids triggering a missing return after entering a vehicle.
- Automatroids can no longer be attached to fire.

Update: 19 Jan @ 11:45am

[Auto-generated text]: Update on 1/20/2025 3:45:37 AM.

Update: 18 Jan @ 7:23am

- Modified the Gestalt engine's cross mod content modid so you can use miles one instead.
- Added triggers and scripts for departure of Awakening Mechs
- Modified the control range calculation sequence of the commander (should be more optimized)
- Modified the awakening probability and dialogue frequency of the mechs
- Added ratkin race weapon support patch
- Fixed several conversion errors in Simplified Chinese

Update: 6 Jan @ 6:30am

- fix out issue with Mad Skill, which will causing tick spam on every mech.
- fix some string line in DMS event label
- fix out issue with DMS event kept happening on same (awaken) mech.

Update: 4 Jan @ 2:14pm

- fixing up issue where mechs get error when doing warden and animal work.

Update: 30 Dec, 2024 @ 3:27pm

- Added back the comp DeadManSwitch, so your mech will gain it's freewill by accident.
- Added rusted mechs variants for every mech (so generated mech over 80 years old will have different appearance)
- Added a mechanism to obtain DMS materials through recycling. so you can Experience the contents without the need for production buildings.
- Dogge now require higher tech and also stamponent to make
- For every gatling weapon, now it will strafing bullets toward enemies.
- Fixed issues with mechs working with animals. (need confirm in a multi-MOD environment)
- Fixed the issue where the mechs could not move after being revived.
- Nerfed The Dawn blade, and now it need the research of the Next-Gen Weaponry.
- Tarbosaurous will use it's ability now.