RimWorld
ABF: Artificial Beings Framework
Hiển thị 1-10 trong 22 mục
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Cập nhật: 20 Thg09 @ 8:14am
bởi Killathon

- Drone traders are now casually interactible so they can trade.

Cập nhật: 14 Thg09 @ 6:55pm
bởi Killathon

- Pawn generation for reprogrammable drones now respects the required work types of the pawn kind.
- Dark study and fishing now have proper complexities for reprogrammable drones.

Cập nhật: 24 Thg08 @ 7:23am
bởi Killathon

- Drones are now restricted for psychic rituals the same way they are for normal rituals.
- Artificial beings should now properly be immune to porcupine quills all the time, regardless of how they are applied.
- It is no longer possible to use part packs to restore subparts of a part upgrade.
- Drone animals no longer default to having all special trainables unlocked.

Cập nhật: 2 Thg08 @ 4:08pm
bởi Killathon

- Artificial beings no longer care about not being scarred for ideological purposes.
- Artificial beings are now instantaneously immune to all diseases by any and all diseases that they can possibly be exposed to. Related code was refactored for minor optimization.
- Artificial beings may now specify what rituals that drones of the race should be specifically allowed to participate in.

Cập nhật: 27 Thg07 @ 8:56am
bởi Killathon

- Cleanup and refactoring of back end code to remove some unnecessary functionality and alter some handling.
- Drones (including reprogrammable drones) no longer organize or participate in gatherings such as parties.
- Artificial needs can now optionally choose to display the need as per year rather than as per day.
- Reprogrammable drones should no longer lose specific work type priorities (namely, social, art, intellectual) upon loading a save.

Cập nhật: 19 Thg07 @ 6:45am
bởi Killathon

- Artificial beings are immune to porcupine quills. Pre-existing quills will have to be removed via dev mode or similar means.
- Updated preview image courtesy of PlanetSat0rn.

Cập nhật: 13 Thg07 @ 3:29pm
bởi Killathon

- 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.

Cập nhật: 13 Thg07 @ 6:00am
bởi Killathon

- 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.

Cập nhật: 10 Thg07 @ 2:15pm
bởi Killathon

- Reorganized art assets and cleaned out old files.

Cập nhật: 6 Thg07 @ 12:53pm
bởi Killathon

- 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.