RimWorld

RimWorld

ABF: Artificial Beings Framework
Showing 1-10 of 19 entries
< 1  2 >
Update: Aug 2 @ 4:08pm

- Artificial beings no longer care about not being scarred for ideological purposes.
- Artificial beings are now instantaneously immune to all diseases by any and all diseases that they can possibly be exposed to. Related code was refactored for minor optimization.
- Artificial beings may now specify what rituals that drones of the race should be specifically allowed to participate in.

Update: Jul 27 @ 8:56am

- Cleanup and refactoring of back end code to remove some unnecessary functionality and alter some handling.
- Drones (including reprogrammable drones) no longer organize or participate in gatherings such as parties.
- Artificial needs can now optionally choose to display the need as per year rather than as per day.
- Reprogrammable drones should no longer lose specific work type priorities (namely, social, art, intellectual) upon loading a save.

Update: Jul 19 @ 6:45am

- Artificial beings are immune to porcupine quills. Pre-existing quills will have to be removed via dev mode or similar means.
- Updated preview image courtesy of PlanetSat0rn.

Update: Jul 13 @ 3:29pm

- Fixed a potential complexity leak related to work types costing more to add and not refunding the same amount due to related skills. Work types no longer cost more based on related skills.

Update: Jul 13 @ 6:00am

- Needs being frozen no longer block hediffs that are tied to the Need being empty from being checked and updated. This means that shortages of a need no longer remain permanently stuck to the creature if the creature is downed and cannot be revived.

Update: Jul 10 @ 2:15pm

- Reorganized art assets and cleaned out old files.

Update: Jul 6 @ 12:53pm

- Artificial units can now adapt to EMP damage like Mechanoids do. This does nothing if they were immune to it.
- If Biotech is active, fabricors can now do artificer tasks.
- Humanlike drones are no longer casually interactible, which will mean animals don't nuzzle them. This should mean they nuzzle colonists with social skills and mood needs more consistently.

Update: Jul 3 @ 2:37pm

- Artificial animals will now always spawn with every trainable they can unlock already unlocked.
- Artificial animals no longer lose any training.

Update: Jul 2 @ 3:01pm

- Updated with compatibility for 1.6.
- Too much refactoring of code to for me to keep track of. Or, rather, too much of which happened before I thought that tracking it really would have been a good idea.

Update: Apr 27 @ 5:29pm

- Only pawns which have a need fulfilled by an item will have float menu options for consuming that item, with respect to artificial needs.