RimWorld

RimWorld

Hauts' Framework
Viser 51–60 av 65 bidrag
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Oppdatering: 4. mars @ 19.10

v1.0.5
==UI==
-Renamed "hemogen content factor" to "hemogen density" (display change only, defName unchanged), gave it a clearer description, and moved its order in the stat display to be closer to 'medical' stats like injury healing factor & immunity gain speed.

Oppdatering: 3. mars @ 14.03

==New stats==
-Hauts_HemogenContentFactor multiplies how much hemogen is gained by bloodfeeding from the pawn and reduces the amount of blood loss required to extract hemogen from a pawn. It probably doesn't work with some of the stranger methods of gaining hemogen introduced by VRE Sanguophages e.g. corpsefeeding or animalfeeding

Oppdatering: 27. feb. @ 13.38

v1.1.03
==New modding tools==
-HautsFramework.UnaffectedByDarkness is a DME which makes a trait grant 'immunity' to darkness, akin to the function of the Dark Vision gene or the Darkness meme
-Graphical and mechanical support for DamageNegation hediffs that behave like the shields of a shield belt - although unlike a shield belt, they are incapable of preventing ranged attacks as I judged the code required to make that work would be awkward and nonperformant

==Improved modding tools==
-PreDamageModification hediffs now have toggles to react/not react to ranged, explosive, and/or other damage
-PermitMoreEffects gains more Incident-related properties, allowing you to delay created incidents, or to define what faction(s) can be used as the Incident's instigator
-RoyalTitlePermitWorker_GenerateQuest now has more support for sending trade caravans, and is more extensible

Oppdatering: 22. feb. @ 10.43

v1.1.02
==Bugfix==
-Adjusted the logic of DisableMote() in MoteConditional to fix an issue where pawns generated as world pawns with a MoteConditional derivative with its own DisableMote() override would throw an error and remove the hediff

Oppdatering: 19. feb. @ 15.29

v1.1.1
==Bugfixes==
-The check that properly validates every pawn's TraitGrantedStuff when the game starts now activates 3 ticks later, to avoid a failure of initialization that can occur if you add certain HAT traits to starter pawns via Character Editor. It has also been fixed to no longer stop after fixing one issue with one pawn
-Resolved outdated references in the patch for VPE Puppeteer, so it should now be possible to cast Puppet again

==Mod compats==
-Roo's Minotaur Xenotype: the Herculean trait is Excise Trait Exempt

Oppdatering: 19. feb. @ 14.56

see next one woopsie

Oppdatering: 16. feb. @ 22.47

v1.1.0c
==Mod compats==
-Colonist Tech Background: all tech background traits are Excise Trait Exempt

Oppdatering: 16. feb. @ 16.14

v1.1.0b
==Mod compats==
-Alpha Genes: all Excise Trait Exempt traits are immune to randomization by Superadaptive Biology. I haven’t tested this in-depth, but the patch operates entirely on known principles. In theory, it’s as simple as adding all their defNames to a random BlackListedTraitsDef during initialization

Oppdatering: 16. feb. @ 7.53

v1.1.0
==Base game functionality tweaks==
-If the last follower of an ideo is converted away from it, the ideo is taken out of the world ideoligions panel. This closes a strange loophole present in the base game, which only evaluates whether an ideo should be removed from the IdeoManager if one of its adherent factions or pawns is destroyed, or if one of its adherent pawns leaves a map.

==Improved modding tools==
-Improvements to the DropBook and DropResourcesOfCategory permit workers, as well as to PermitMoreEffects

==New modding tools==
-HautsF_Ideology.BookOutcomeProperties_PromoteIdeo is a book outcome doer that stores an ideoligion (either extant or brand-new w/ generation parameters controllable in XML); reading converts non-believers towards it (w/ a chance to upset them instead), and reassures believers (again, all controllable in XML). It even has virtual methods to modify title and description text generation, or to add code to what happens during conversion, upsets, or reassurances

Oppdatering: 11. feb. @ 21.59

-Bugfixes-
- Nova ability comps' properties are now properly descended from the new comp properties for AiCanTargetSelf. Literally shouldn't have affected anybody since Novas are not used in HAT and I don't think anyone has used this Framework to make other mods yet, but mb anyways. In my defense I forgor.
- PME's maxTechLevelInCategory field defaults to Archotech, so that even if you don't configure it there are valid items to spawn.

-Permit workers-
PME gains additional fields r/t DropResourcesOfCategory: minTechLevelInCategory and marketValueLimits. Both restrict what kinds of items from the selected category can drop.
PME's numFromCategory field is now an IntRange.