RimWorld

RimWorld

ABF: Artificial Beings Framework
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Update: 13 Jul @ 3:29pm

- Fixed a potential complexity leak related to work types costing more to add and not refunding the same amount due to related skills. Work types no longer cost more based on related skills.

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.