RimWorld

RimWorld

Real Ruins
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Opdatering: 27. apr. 2019 kl. 21:29

Hotfixes
- fixed issue with 0 days ruins prediction
- altered ruins scavenging rate, now 50k ruins will stay for 3-4 days, 100k ruins for 6-8 days, 500k ruins for 14-18 days.
- fixed ruins mood bonus issue
- a couple of internal blueprint transfer fixes

Opdatering: 16. apr. 2019 kl. 19:31

This version has significantly reworked internal mechanics, and I'm not completely sure it will work absolutely the same as the previos version. So if you notice ruins generation become worse for you, or if you encounter compatibility or saving problems, please report to steam discussion thread.

News
1) Added wealth and raiders presence indicators to ruins. Now you can wait for a better moment to enter location
2) Tied threat level to game difficulty. You won't get raids in peaceful mode.
3) You can instantly reform caravan a couple of days after defending all waves of enemies. So you can either pick items manually or setup a temporary outpost in ruins and wait until you can pick up everything automatically.
4) Colonists may get a mood boost or penalty while visiting ruins depending on ruins wealth.
5) Now there is an option for disabling ruins on your starting location.

Bugixes
- blueprints loading don't freeze UI anymore
- Issue with 100% gear on corpse fixed
- Ruins density rebalanced
- Blueprint ID is tied to ruins object to prevent save-scumming
- Unfinished items spawns normally
- Fixed issue with smaller map when airdropping to ruins

Opdatering: 22. feb. 2019 kl. 22:19

This update is primarily focused on fixing compatibility issues and overall stability.
Now pawn contents is double-checked, so you should not get errors or bugged corpses in case the pawn was wounded from a weapon you don't have, or if you get a pawn woth modded anatomy.
Items are checked to not cause bugs after spawning. You probably won't get some items now, but you also won't have errors, produced by this items.
Also fixed several bugs with blueprints store corner cases, like events and maps while your blueprint store is empty and so on.

Opdatering: 18. feb. 2019 kl. 7:29

Small API loader update to prevent freezes in case if the server is not responding.

Opdatering: 17. feb. 2019 kl. 2:02

Switched to dedicated blueprint management server API instead of just working with S3 bucket directly.
Added special support for Signs and Memorials mod. Now you can leave messages to future explorers.
https://steamcommunity.com/sharedfiles/filedetails/?id=846276095

Fixed several bugs including spawning collapsed rocks, bug hives, roofs and invisible attack targets.

Opdatering: 13. feb. 2019 kl. 10:01

Fixed UI layout in options
Fixed issue with invisible targets in encounters

Opdatering: 10. feb. 2019 kl. 20:42

Quick fix for v 1.2

Opdatering: 10. feb. 2019 kl. 11:06

V 1.2

Graves', cryptosleep caskets' and all other containers' content is now captured and spawned. You need to wait a bit though to let the server accumulate some new data.

Caravan reforming is disabled during ruins event. So from now you can't instantly reform caravan between raids. Sorry, but it is how it was supposed to be. (ok, you still can revert it via settings).

And remember, you can leave encounter anytime via green map border, and you can pick items up using right mouse button.

And minor changes:
- Replaced most of collapsed rocks with various walls
- Dates of all events (including those in art objects) are now consistent across one ruins piece and are always earlier than current date
- During most encounters hostile units won't spawn near map's edge, so you can enter relatively safely
- Fires and torches are not spawned in ruins
- Separate settings for minimum and maximum ruins piece radius
- Added ability to reset mod settings to defaults
- Now you're not able to claim active turrets during abandoned base encounter
- Weapon shelves and other storages are spawned with the lowest storage priority possible, so your pawn won't run across the map to store your weapons
- Doors and locks compatibility checked
- Fixed bug with ruins placed on water
- Now mod tends to load more recent maps
- Rebalanced deterioration (now objects most likely won't lose more than 300-500 hit points, so no more "23 of 350000 hit-points" beta-poly walls)
- Fixed crash on exit
- Speed up loading (for me the game takes the same 70 seconds to load as before, but probably it will help for those who report 40 minutes loading)

Opdatering: 22. nov. 2018 kl. 7:48

Art included!
From now on all new blueprints also contain art objects information. So in new ruins you will find much more storytelling pieces.
However, the tale-telling system in rimworld is very sophisticated, and it's almost impossible to store art tale as is (it would require at least to store the whole original world with all pawns, actions, stories, etc, which is, obviously, pointless).
So all stories are baked and used "as is", including original language. Keep this in mind when you find another statue and figure out that it's description is written in a language you have never seen before.

Other updates
Added Mod Manager compatibility
Fixed several base uplaoding issues
Added time checks on startup process (you can see in a debug log how much time exactly uses the mod for starting up)
Updated Japanese translation, thanks to Proxyer.

Opdatering: 22. nov. 2018 kl. 7:48

Updated to Debug version by mistake