RimWorld

RimWorld

ABF: Synstructs Core
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Update: 10 Jul @ 2:16pm

- Synstruct coherence should tick upward or downward again, rather than remaining perfectly stagnant.
- Energy, coolant, and lubricant needs pause for synstructs who are incapacitated. No more losing energy while unconscious.
- Complexity effects have been removed, and the limit for complexity can no longer be exceeded. It was more trouble than it was worth.

Update: 6 Jul @ 12:54pm

- Generator body parts were removed, as synstructs do not need them. More changes may come to this.
- Making artificial synstruct animals draftable is now configurable in xml.
- Synstruct implants now allow for comps to be applied. This will have no first-party effects, but should improve mod compatibility.
- Refactored enervoir assignment and coherence spot assignment dialogues to use cached lists, and to only include pawns that can charge/cohere.
- Altered how beamcoils functioned so that they better match the needs of the pawns they charge, and indicate their level of efficiency at doing so.

Update: 2 Jul @ 3:04pm

- 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: 1 May @ 2:49pm

- Experimentally implemented the Enervoir, a new building that slowly builds up charge from a connected power grid and provides it on demand, nearly instantaneously, to charge-capable pawns who will automatically use it if they need to (and can be forced to use it). It uses the same graphic asset as the charging station because the art work type is disabled.

Update: 27 Apr @ 5:30pm

- Biomimetics on a map should now be properly counted up for the purposes of traits or other numerical analysis.
- Experimentally implemented the Beamcoil, a new building that can charge units that are in the same room as it. It uses the same graphic asset as the charging station because the art work type is disabled.
- Updated synstruct statistics sheet to more accurately calculate the energy loss rate per day.
- Synstruct neck body parts are no longer breathing or talking pathways, making them non-essential parts that do not affect capacities directly. Races that have essential parts attached to a neck that is destroyed will still die.

Update: 11 Dec, 2024 @ 9:21am

- Reworked archotech parts again so that the part replacer adds arms and legs, and altered the stat offsets to be factors instead. Also fixed the archotech coolant pump's lack of healing factor.

Update: 2 Dec, 2024 @ 9:17am

- Making a synstruct sapient will now generate a creator/creation relation between the artificer and newly sapient pawn. They have an opinion bonus equivalent to a parent/child relation and will be equally devastated should by the other's death (or being stripped of sapience). This is not a family relation, and it should never be randomly generated.
- Removed some extraneous capacities from Synstruct body parts that had little effect, and moved around some capacity sources to parts that made more sense.
- Implemented Biophile/Biophobe traits to give Synstructs more opinions about organic life, and reintroduce the traits in a new way.
- Fixed that formatting surgeries could be queued and carried out numerous times in series, which could cause issues.

Update: 21 Nov, 2024 @ 9:58am

- Implemented a core assistant that will completely negate the need for coherence at a consciousness penalty. Penalty value not yet finalized, and is open for debate.
- Removed about description's unused versioning line.

Update: 24 Oct, 2024 @ 1:51pm

- Updated Russian Translations courtesy of LeonusDH
- Bugfix with pawn duplication when Ideology is not active, and some other cases
- New debug table tool for displaying synstruct charging rates and various other details
- Fixed incapacitation operations
- Painting synstructs should be less buggy now
- Changes that slipped in and I failed to record

Update: 27 Jul, 2024 @ 7:36am

- Drone Restruct kit had its description fixed to reference drones rather than sapients, as that is entirely its purpose.
- Improved spawning methods to be slightly more performant and consistent, as well as account for some edge cases.
- Killed a bug that was causing synstructs to ignore being downed due to low consciousness.
- Killed a bug that was causing blank synstructs to end up with nonsensical backstories that did nothing useful. Consciousless units will no longer hallucinate having some sort of personal history.