RimWorld
Vanilla Furniture Expanded - Security
Menampilkan11-20 dari 45 kiriman
< 1  2  3  4  5 >
Pembaruan: 27 Mar 2024 @ 9:46am

Update on 3/27/2024 5:44:35 PM.

1.5 update.

Reworked the cross-map bombardment mechanic. Now you will build up devastation on bombarded tiles. Every shot will inform you about the current devastation progress. Different shells apply different devastation.

Pembaruan: 21 Jan 2024 @ 10:29am

[Auto-generated text]: Update on 1/21/2024 6:29:08 PM.

Pembaruan: 13 Feb 2023 @ 5:37am

[Auto-generated text]: Update on 2/13/2023 1:36:48 PM.

Pembaruan: 20 Okt 2022 @ 4:20am

Increased Shield HP of Small Shield Generator from 1100 to 3600
Increased Shield HP of Large Shield Generator from 700 to 2400
Removed Barriers.
Removed Chemfuel barrel.
Removed Landmine.
Removed Psychic Pylon.
Removed Short Walls.
Removed Rocket Turret

Pembaruan: 21 Jul 2021 @ 12:17pm

[Auto-generated text]: Update on 7/21/2021 8:17:31 PM.

Pembaruan: 14 Jul 2021 @ 1:56pm

[Auto-generated text]: Update on 7/14/2021 9:56:00 PM.

Pembaruan: 11 Feb 2021 @ 9:14am

[Auto-generated text]: Update on 2/11/2021 5:14:47 PM.

Pembaruan: 16 Jan 2021 @ 1:16pm

[Auto-generated text]: Update on 1/16/2021 9:16:16 PM.

Pembaruan: 14 Jan 2021 @ 12:59pm

[Auto-generated text]: Update on 1/14/2021 8:59:32 PM.

-------------------------------------- Fixed bugs --------------------------------------

Raiders would fetch the wrong artillery shells regardless of what the settings were defined as in the ThingDef. This resulted in raiders shooting stone chunks out of mortars and artillery shells out of catapults.

Shells weren't dropping from the raider's faction when the current supply of shells reached below a total of 4 resulting in the raiders standing around indefinitely or attacking immediately.

Game CTD when attempting to search for valid shell to reinforce with when no more stone chunks or shells were in the vicinity.

-------------------------------------- Performance Tweaks --------------------------------------

Changed the way submersibles are type checked by switching from TryGetComp<T> to pattern matching

Restructured the ArtilleryComp WorldObjectComp to register when a Settlement is retaliating ensuring the Settlement is only ticking when registered.

Removed RetaliatingTracker WorldObjectComp and created standalone class for handling the mechanics of retaliating settlements. Merged additional field into ArtilleryComp for retaliation time tracking.

-------------------------------------- Additional Changes --------------------------------------

Raiders will be able to use all siege equipment but will pull from their tech level first (checking downward till there is an available set of siege weapons at their tech level). This is randomized for the siege weapons within their tech level
(ie. a siege can show up with 2 Mortars, 1 Artillery 1 Mortar, etc.. which is normal behavior)

Raiders will allow the use of building siege weapons from any stuffables available for that ThingDef. This allows mortars to be built by raiders that are made of Plasteel, Steel, Silver, etc. This is a weighted random pick so that siege weapons of rare materials (silver and gold) do not occur often.

Pembaruan: 10 Agu 2020 @ 1:08pm

[Auto-generated text]: Update on 8/10/2020 9:06:59 PM.