RimWorld
RIMMSqol
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Update: 10 jun 2019 om 15:46

Added new patch "dropdowns with mats". When active the architect dropdown menus support material selection. The menu will cycle between building and material selection when openening the menu in quick succession. The material selection counts only for the currently selected building.

Update: 5 jun 2019 om 6:21

Added fields to building editing "Architect Category" and "Architect Category Dropdown" which allow changing where and how buildings show up in the architect menu.

Update: 31 mei 2019 om 8:09

Added tooltips and translation keys.

Update: 31 mei 2019 om 7:56

Added traits to the list of editable objects.

Added designator list to the architect buttons. This allows moving around buttons between categories.

Update: 22 mei 2019 om 23:11

Added support for profitable weapons on the city workshop. Fully repaired weapons will now loose their "looted" flag the same way apparel looses it's "dead man" flag.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1386385125

Update: 20 mei 2019 om 1:27

Made age editable in CuM. Both biological and chronological. The chronological age is the combination from stasis age and biological. Age is edited in year, quadrum and day format.

Added a buff section to the city. Working with negative labour increases overtime crisis and after a threshold triggers the buff "overtime penalty" which severly reduces labour. Continued overtime leads to sickness.



Update: 7 mei 2019 om 0:42

Purging old race settings to avoid conflicts with new version of race settings.

Update: 6 mei 2019 om 12:59

Finished race category.

Hediffs display the optional properties for injuries and added body parts only if the original hediff defines them since they are useless if the hediff class is not supporting them.

When changing the hediff "causes need" field pawns spawned on maps have their needs updated to reflect the changes.

Update: 23 apr 2019 om 23:32

Added (partial) editing for races. Which can also be used from a pawns stat page.

Migrated the repair action in cities to the more flexible converter implementation used for cooking.

Improved the cities converter implementation to allow more flexible coding.

If a city is lacking resources projects that consume those resources will be deactived if possible. For example without wood the chemfuel refinery shuts down, that means no chemfuel for the generator which in turn also shuts down. Needs can go negative since they should be handled via crisis/incidents or other consequences.

Bug-Fix: Crafting dialog in cities would throw an error if a recipe is producing a product without specified thingCategories.

Bug-Fix: Fixed the lazy resolving of Def lists when editing objects. Weapons melee attacks and Hediffs immunity where not loading the configured defs on startup since they were resolved before the defs existed.

Update: 9 apr 2019 om 9:44

Added edit buttons to buildings stats page. One for material(if any) and one for the building itself. They open the mod menu and navigate to the corresponding entry in the settings. [Suggested by MrWeeGee on ludeon forums]

Cities

  • Cities can be spawned using an action when selecting a player settlement.
  • Project lifetime is now based on city turns in which the project was active not game time.
  • Various bugs and display issues.