RimWorld

RimWorld

RIMMSqol
Showing 361-370 of 387 entries
< 1 ... 35  36  37  38  39 >
Update: Apr 25, 2018 @ 1:37am

[Auto-generated text]: Update on 4/25/2018 10:37:02 AM.

Update: Apr 24, 2018 @ 11:27pm

Bug-Fix: Ingredient search algorithm is no longer scanning the entire map when restricting the recipes distance for ingredients. Reducing the distance will therefore increase performance.

Update: Apr 18, 2018 @ 1:43am

When loading a configuration entry that belongs to a game object that no longer exists(e.g. mod got deinstalled) creates a warning and discards that entry.

Buttons in the architect menu can be configured like the main buttons.

Update: Apr 16, 2018 @ 5:52pm

WtF respects fog of war for all things, not just mineables.

CuM
  • Gender can be changed.
  • Backstories are validated for their gender compatability and warnings appear if a conflict is detected.
  • Trait selection filters out non allowed trait combinations and can filter traits that cause warnings.

Update: Apr 14, 2018 @ 7:51pm

Ability to rename a pawn in CuM window. Free of cost but must be confirmed.

Update: Apr 11, 2018 @ 8:16pm

Restrict Movement

When using custom pathfinding each cell can be restricted so that it can only be traversed in specific directions. This allows building one way passages or direct the flow through the colony. Only colonist and tame animals respect these rules. Mustered colonists and colonists that perform specific jobs are unaffected(e.g. „BeatingFire“ jobs). The jobs are configurable under "general settings".

The restrictions are defined using two designators. The „Smart Lines“ designator is a linear drag operation. The direction of the drag determines the direction for cell movement that gets toggled on all but the last cell. This is a fast way to setup „highways“ and offshoots. With the „Fill“ designator selected restrictions can be pasted into a rectangle area, allowing full control but more micro intensive than „Smart Lines“.

Careful with imprisoning pawns through cutting of all access. Thats the job of vanilla areas. Pawns will try to perform jobs that they can not reach since the decision of reachability does not inspect cells only rooms.

Update: Mar 17, 2018 @ 3:51am

Fixed a bug in the A* pathfinding algorithm that prevented pawns standing in water to pathfind. The check whether they were allowed to move across water was negated and so the water tile they were standing on would stop pathfinding immediately.

Update: Mar 16, 2018 @ 2:37pm

Pawns that are left behind in a remnant colony will continue to belong to the player faction to avoid them showing up in raids or as guests, which happened when they were assigned to random factions on being dropped to the world save state.

The A* pathfinding algorithm has been improved to handle moving through forbidden areas better. When mustering a pawn and moving him out of its restricted area it would cause rimworld to pathfind slowly back into their restricted area since every step was "forbidden" and that encouraged pursuing the shortest path and not the fastest when searching. The pawns will now be just as reluctant to step into a forbidden area but if they move through a forbidden area(from forbidden into forbidden) the step is treated as allowed, preventing a degrading performance.

Fixed the savestate of singleton settings, before it was possible to have unused copies in the configuration file.

Update: Mar 10, 2018 @ 12:21pm

Added pathfinding alternative. In the general settings you can specify which pathfinding algorithm should be used in the categories "colonist", "tame animal", "wild animal" and "other". If "None" is selected the vanilla pathfinding will be used.

Each category can have a configuration that is used by the pathfinding algorithm. The four categories allow you to simplify raider, guest and wild animal movement while increasing the accuracy of your colonists and animals when moving about.

Currently an A* algorithm is available. The A* uses BlueRaja's PriorityQueue and is better coded than the vanilla algorithm which leads to 10x faster calculations on short pathing and allows to push the limit for the perfect pathfinding higher than it is in the base game while maintaining the same performance.
For the A* algorithm you can type a number which is used to limit perfect pathfinding. If the start and end position are further apart than the specified number the algorithm will work like vanilla pathfinding and simplify the search. Which means the path found is not optimal. A value comparable to vanilla performance should be 75.

Update: Feb 23, 2018 @ 3:37am

Added the ability to add/remove relations to the cosmetic portion of CuM. Changes to relations are instantly and do not need to be accepted.

The functionality is largly the same as in the dev tools. However the user can decide if he wants interspecies relations, or relations with animals. The window offers some helpful information when searching for a fitting pawn. Opinions, ages, faction etc. are displayed.