RimWorld

RimWorld

Big and Small - Framework
Showing 221-230 of 346 entries
< 1 ... 21  22  23  24  25 ... 35 >
Update: Nov 5, 2023 @ 6:25am

Update on 11/5/2023 3:25:45 PM.

Framework for the Nekomata, Giant Oni, & Other Yokai mod.

Also iterative bump to most of my other mods because I shuffled things around.

Update: Nov 3, 2023 @ 11:25am

[Auto-generated text]: Update on 11/3/2023 7:25:30 PM.

Update: Nov 2, 2023 @ 1:59pm

Update on 11/2/2023 9:59:30 PM.

Added support for alcohol as a conditional trigger.

Update: Nov 2, 2023 @ 9:33am

Update on 11/2/2023 5:33:10 PM.

Fixed a potential error if a gene tried to add hediffs to parts that existed but not of the expected count (e.g. a race with only one arm). The error didn't really do much though, since it did add the hediff to the parts there. Still exceptions bad.

Update: Nov 1, 2023 @ 12:24pm

Update on 11/1/2023 8:24:05 PM.

Fixed an issue where if no valid heads were found for a pawn it would assign a null head instead of just aborting it and leaving the pawn alone.

Fixed missing translation text.

Fixed an issue where stuff like silver could get stuck in "Lamia?" since they don't have the vomit option.

Made the code for figuring out prerequisites smarter up handling gene changes.

Added (currently hard-coded) support for addiction genes.

Update: Oct 29, 2023 @ 10:48am

Update on 10/29/2023 6:48:22 PM.

Bugfix for werewolf shifting.

Removed patch for Biotech Mammalia because it had poor performance (was pinged way too often since they patched their production genes so they relied on the same comp as what regular animals use).

Update: Oct 24, 2023 @ 11:53am

Update on 10/24/2023 8:53:28 PM.

Added catch for pawns without HeadDefs, so it doesn't bother recording null heads.

Update: Oct 24, 2023 @ 11:03am

Update on 10/24/2023 8:03:01 PM.

Added translation text string to new settings.

Update: Oct 24, 2023 @ 11:01am

Update on 10/24/2023 8:01:22 PM.

Added the ability to set the Cache Refresh Rate. Changed it from 250 to 500. If you want it to update more often you can always lower this in the settings.

According to my tests even massive colonies don't see it go about 0.006ms on my machine, but I think some other mods make it explode for whatever reason partially by making a ton more calls than normal, but a bit too high even with that in mind, if you're seeing this issue it might help to change the tick rate if Big and Small is higher up in the profiler than usual.

Still only have like two reports of this and I haven't been able to reproduce it so, eh...

Update: Oct 20, 2023 @ 10:16am

[Auto-generated text]: Update on 10/20/2023 7:16:19 PM.