RimWorld

RimWorld

MarsX v3 - Musky Edition
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Update: Sep 20, 2016 @ 5:25pm

[Auto-generated text]: Update on 9/21/2016 1:25:21 AM.

Update: Sep 19, 2016 @ 11:07pm

Various fixes for the missions.
Reduced incident rates on all 3 storytellers.
reduced the amount of power loss from dust build up on solar panels.
added launch button back to the MAV and modified the sequence.
added beeping noises to EVA suits when O2 reaches 0%.
increased speed of the moxie and moxi.
changed some of the colonists skills in preparation for new research system.

Update: Sep 19, 2016 @ 9:49pm

[Auto-generated text]: Update on 9/20/2016 5:49:41 AM.

Update: Sep 19, 2016 @ 3:40pm

[Auto-generated text]: Update on 9/19/2016 11:40:28 PM.

Update: Sep 18, 2016 @ 10:12pm

[Auto-generated text]: Update on 9/19/2016 6:12:36 AM.

Update: Sep 18, 2016 @ 8:44pm

[Auto-generated text]: Update on 9/19/2016 4:44:27 AM.

Update: Sep 18, 2016 @ 8:09pm

[Auto-generated text]: Update on 9/19/2016 4:09:04 AM.

Update: Sep 18, 2016 @ 7:33pm

Reduced plume chance.
Smelting is researched by default.
Fixed a bug causing character creation to go blank.
Fixed a bug causing decompression damage in airlocks between pressurized rooms.
More starting materials.
Reduced dust buildup rates on solar panels during storms.
Fixed a bug preventing wind from cleaning panels and increased the cleaning rate.
Replaced animal handling with equipment cleaning work type, equipment cleaners will only clean dust off solar panels.
Added polymer building material - only from supply crates.
Added polymer floor tiles and reduced cost for aluminium and steel floor tiles.
Changed security tab to research ready for future patches.
Suppressed raid preparation alert.
Disabled toxic fallout.
Replaced conduits with hab conduit pipes for air networking and power.
Added a MOXIE experimental oxygen generator as a starting item. They cannot be built.
MOXIE outputs toxic CO so only place outside. Connect Air Outlets to the MOXIE via hab conduits to distribute the air around the hab.
Added a MOXI, capable of producing larger quantities of air than the experimental version.
EVA suits no longer auto refill when in a pressurized room.
When EVA suits reach 0% O2 the pawn seeks the nearest Air Outlet to refill.
If the pawn is is asleep the suit will wake them up at 0% O2 to seek an Air Outlet.
Right click Air Outlets to force pawn to refill.
Suits now carry 20x more O2 but it is used at a faster rate, hypoxia happens in the last few %.
Added toxicity stat to air.
Pressure now displayed in PSI
O2 now maxes out at 20% in rooms
cO2 maxes at 2%
Fires produce toxicity in the air.
Overhauled the way hypoxia hypocapnia toxicity and decompression are applied.
Pawns wearing EVA suits indoors now have space forced to 0% to make them feel cramped.
Increased radius of the water generator.
Replaced standing lamp graphic with led panel reduced usage to 25w and added 3 more tints.
Added multiple alert messages for the current state of any colonist wearing an EVA suit with tips on how to manage each situation.
New NASA mission system.
A crew is generated and prepares for a mission. Missions can be delayed.
The crews rocket launches, if successful they journey to mars and a new crew is generated to begin training for the next mission.
The chinese CNSA go through the same process to launch supply missions.
All missions can suffer failures on route.
Added care packages with chances to spawn a range of joy items.
Added PCs.
Added flasks of coffee.
Tool crate now comes with 3 jackets.

Update: Sep 11, 2016 @ 9:31pm

[Auto-generated text]: Update on 9/12/2016 5:31:07 AM.

Update: Sep 11, 2016 @ 7:44pm

[Auto-generated text]: Update on 9/12/2016 3:44:19 AM.