RimWorld

RimWorld

ABF: Artificial Beings Framework
Showing 1-10 of 23 entries
< 1  2  3 >
Update: Nov 9 @ 9:11am

- Added a load after rule for Vanilla Expanded: Skills as it was reported that sapient newboots could error and not get their starting skills if VES wasn't before ABF in load order.
- Added an incompatibility warning with Mod Medicine Patch as both mods patch the health tab in conflicting ways and rectifying this isn't feasible at this time.

Update: Sep 20 @ 8:14am

- Drone traders are now casually interactible so they can trade.

Update: Sep 14 @ 6:55pm

- Pawn generation for reprogrammable drones now respects the required work types of the pawn kind.
- Dark study and fishing now have proper complexities for reprogrammable drones.

Update: Aug 24 @ 7:23am

- Drones are now restricted for psychic rituals the same way they are for normal rituals.
- Artificial beings should now properly be immune to porcupine quills all the time, regardless of how they are applied.
- It is no longer possible to use part packs to restore subparts of a part upgrade.
- Drone animals no longer default to having all special trainables unlocked.

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.