RimWorld

RimWorld

ABF: Artificial Beings Framework
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Update: 13 Jul @ 6:00am

- Needs being frozen no longer block hediffs that are tied to the Need being empty from being checked and updated. This means that shortages of a need no longer remain permanently stuck to the creature if the creature is downed and cannot be revived.

Update: 10 Jul @ 2:15pm

- Reorganized art assets and cleaned out old files.

Update: 6 Jul @ 12:53pm

- Artificial units can now adapt to EMP damage like Mechanoids do. This does nothing if they were immune to it.
- If Biotech is active, fabricors can now do artificer tasks.
- Humanlike drones are no longer casually interactible, which will mean animals don't nuzzle them. This should mean they nuzzle colonists with social skills and mood needs more consistently.

Update: 3 Jul @ 2:37pm

- Artificial animals will now always spawn with every trainable they can unlock already unlocked.
- Artificial animals no longer lose any training.

Update: 2 Jul @ 3:01pm

- Updated with compatibility for 1.6.
- Too much refactoring of code to for me to keep track of. Or, rather, too much of which happened before I thought that tracking it really would have been a good idea.

Update: 27 Apr @ 5:29pm

- Only pawns which have a need fulfilled by an item will have float menu options for consuming that item, with respect to artificial needs.

Update: 12 Apr @ 9:24am

- DefOfs were added for a first party mod, Mechcloud Chemwalkers.

Update: 10 Apr @ 6:02pm

- A DefOf was added for a first party mod, Mechcloud Chemwalkers.

Update: 20 Jan @ 6:47pm

- Trader caravans can now actually sell drones and other pawns that are correctly configured, rather than only using them as guards.

Update: 11 Dec, 2024 @ 9:20am

- Forcibly reminded reprogrammable drones that they should obey their assigned work types immediately after the game is loaded, rather than following vanilla rules until something wants to recache the types.
- Fixed that reprogramming drones would duplicate references to work type defs which had no related work tags or skills (ie. those which should always be available) in the pawn's enabled work types.
- Additonal null-check for work types was added to reduce likelihood of errors during non-play states.