RimWorld

RimWorld

[MLP] My Little RimPony
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Update: 4 Feb, 2024 @ 3:00pm

Version 4.53.215 (February 4th 2024)

* Biotech: Added three new recipes to the Nightmare Moon statue to request signal, powerfocus and nano structuring chips in exchange for silver.
1) Signal Chip: 1000 silver, unlocked once standard mechtech is researched.
2) Powerfocus Chip: 2000 silver, unlocked once high mechtech is researched.
3) Nanostructuring Chip: 3000 silver, unlocked once ultra mechtech is researched.
4) Recipes can only be performed by a mechanitor.
5) The silver cost is twice the items market value (as per the RimWorld wiki).
* Bandwidth Enhancer: Added a new recipe to the Nightmare Moon statue to request advanced bandwidth enhancers.
1) Costs 19000 silver, 12 components, 5 advanced components, and a basic bandwidth enhancer.
2) Recipes are unlocked once the relevant research has been completed.
3) Reminder that the silver cost is twice the value of the required chips.
* Biotech: Added child-equippable Sweetie Belle plushie.
1) Increases cooking speed by 40.
2) Reduces food poisoning chance by 50%.
* Core: Updated the description of the Izzy Moonbow plushie to better explain what she does. (1)
* Core: Plushies are no longer immune to deterioration.
* Core: The Shining Armour plushie now increases blunt/sharp/heat armour by a flat amount, rather than increasing whatever the pawn already had. So, for example, if you had 15% blunt, 10% sharp and 5% heat, equipping him should increase that to 30/25/20, instead of 17.25/11.5/5.75.
* Biotech: The child-equippable Shining Armour plushie now increases blunt/sharp/heat armour by a flat amount, rather than increasing whatever the pawn already had. So, for example, if you had 15% blunt, 10% sharp and 5% heat, equipping him should increase that to 45/40/35, instead of 17.25/11.5/5.75.
* Royalty: Removed duplicate words from the description of the Trixie plushie. (1)
* Combat Extended: Fixed Sweetie Bot mechanoids not refilling their ammo. (2)
* Combat Extended: Reduced the number of rounds needed to earn the 'Splinters, Splinters Everywhere' achievement to 3000 (was 50000).
* Combat Extended: Fixed the 'Splinters, Splinters Everywhere' achievement not tracking your stock of wooden bullets.
* Combat Extended: Updated the description for the Sweetie Bot turret to reflect the fact it cannot fire if behind cover.
* Combat Extended: Fixed Sweetie Bot mechanoids only firing one shot at a time instead of three.
* Combat Extended: Increased the firing range of Sweetie Bot mechanoids to 40 (was 14).
* Combat Extended: Fixed aggro turrets not working properly.
* Combat Extended: Reduced mass of wooden bullets to 0.
* Combat Extended: Reduced bulk of wooden bullets to 0.
* Combat Extended: Reduced magazine capacity of aggro turrets to 150 (was 5000). Any you had loaded over this amount will remain.
* Combat Extended: Reduced number of wooden bullets you can make at a time to 300 (was 500).
* Combat Extended: Reduced wood cost of making wooden bullets to 6 (was 100).
* Combat Extended: Reduced wood cost of making wooden bullets to 6 (was 100).
* Combat Extended: Spoiled Rich now provides 25% protection against smoke inhalation on top of her usual bonus.
* Combat Extended: Rainbow Dash plushies now improve night vision by 10%.
* Combat Extended: Increased sharp and blunt armour bonus of Shining Armour plushies to 1 (was 0.15).
* Combat Extended: Increased sharp and blunt armour bonus of child-equippable Shining Armour plushies to 2 (was 0.3).
* Combat Extended: Child-equippable Big Macintosh plushies now increase bulk carrying capacity by 30.
* XML Extensions: Fixed reload speed not being affected if you had changed the setting to make child-sized Rainbow Dash plushies provide the same bonuses as the adult version and were using Combat Extended.

1. Thanks to Kittamaru for suggesting the change and for pointing out the mistake.
2. Thanks to Samael from the CE Discord for helping with this.

Update: 30 Jan, 2024 @ 10:17am

Version 4.48.191 (January 30th 2024)

* Combat Extended: Added patches for the Sweetie Bot mechanoid.
1) She now requires harmony lasers as ammunition.
2) Blunt armour rating of 3.
3) Sharp armour rating of 6.
4) 50 carry weight.
5) 20 bulk capacity.
6) 10% melee dodge chance.
7) 5% melee crit chance.
8) 5% melee parry chance.
9) 700 armour durability.
* Core: Reduced the amount of work needed to make the wife thrower to 3600 (was 7000).
* Core: Princess Cadence now increases pain shock threshold by 50% (was 25%). Equipping her should completely counter the 'Wimp' trait.
* Core: Many C# translation keys have been updated to be a single string, instead of two or more stuck together.
* Core: Renamed the poison joke addiction cure kit to 'herbal cure kit.'
* Core: The herbal cure kit can now remove flu, malaria and food poisoning on a pawn, though it will not work on animals, plague or the Cutie Pox.
* Core: Crafting a herbal cure kit now requires at least 6 Intellectual on top of 6 Crafting.
* Core: Crafting a herbal cure kit no longer requires neutroamine, but the herbal medicine cost has been increased to 25 (was 15).
* Core: Lowered the tech level of the herbal cure kit to Industrial (was Ultra).
* Core: Lowered the mood buff of party cannons on non brony/anti-brony colonists to 10 (was 15).
* Core: Added 150 more random words as potential names for NPC faction pawns.
* Core: Fixed NPC faction settlements not selling drugs (for real this time).
* Core: Fixed NPC faction settlements not selling raw food.
* Core: Fixed NPC faction settlements not selling textiles.
* Core: Fixed NPC faction settlements not selling raw resources.
* Core: Fixed NPC faction bulk goods traders not selling raw food.
* Core: Fixed NPC faction bulk goods traders not selling textiles.
* Core: Fixed NPC faction bulk goods traders not selling drugs.
* Core: Fixed NPC faction weapon traders not selling drugs.
* Core: Fixed NPC faction exotic goods traders not selling drugs.
* Core: Changed how poison joke affliction letters are worded.
* Biotech: Added 15 more words as Diamond Dog surname prefixes.
* Biotech: Added 3 more words as Diamond Dog surname suffixes.
* Biotech: Added 30 more words as potential first names for male Diamond Dogs.
* Biotech: Added 50 more words as potential first names for female Diamond Dogs.
* Biotech: Reduced the maximum number of Diamond Dog factions you can have at game start to 1 (was 3).
* Biotech: Halved the effects of the shrewd negotiator ability, as it could get a little bit overpowered at times.
* Combat Extended: If you've allowed bronies to be violent, the Brony Community and Xenotypes scenarios will now start with some .45 ACP (FMJ) ammunition for the autopistols (requires XML Extensions).
* Combat Extended: Reduced the bulk value of plushies to 0.1 (was 1).
* Combat Extended: Big Macintosh now increases bulk capacity by 15.
* Combat Extended: Rainbow Dash now increases reload speed by 5%.
* Combat Extended: Fixed Cadence javelins being categorised as more advanced ammunition than they actually are.
* Combat Extended: Cadence javelins can now be made at a crafting spot.
* Combat Extended: Wooden bullets can now be made at a crafting spot.
* Combat Extended: Cadence javelins can now be made at the loading bench.
* Combat Extended: Harmony lasers can now be made at the loading bench.
* Combat Extended: Tennis balls can now be made at the loading bench.
* Combat Extended: Wooden bullets can now be made at the loading bench.
* Combat Extended: Increased the number of Cadence javelins made at a time to 100 (was 50).
* Combat Extended: Reduced the cost of making Cadence javelins to 10 wood (was 25).
* Combat Extended: Reduced the amount of work needed to craft Cadence javelins to 60 (was 1900).
* Combat Extended: Reduced the amount of work needed to craft Harmony lasers to 60 (was 3800).
* Combat Extended: Reduced the amount of work needed to craft tennis balls to 60 (was 1900).
* Combat Extended: Reduced the amount of work needed to craft wooden bullets to 60 (was 600).
* Combat Extended: Fixed being unable to draft pawns equipped with a wife thrower.
* Combat Extended: Fixed being unable to unforbid wife throwers that had been dropped by a pawn.
* Combat Extended: Fixed having to research pulse-charged munitions in order to make wooden bullets.
* Combat Extended: Reduced the number of 5.56x45mm NATO (FMJ) rounds the Brony Community scenario starts with to 300 (was 400).
* Combat Extended: Reduced the number of 5.56x45mm NATO (FMJ) rounds the Brony Xenotypes scenario starts with to 300 (was 600).
* Combat Extended: Increased the steel cost of making harmony lasers to 40 (was 20).
* Combat Extended: Making harmony lasers no longer costs plasteel or components.
* Combat Extended: Making harmony lasers now requires you to have researched the Rainbow Laser first.
* Combat Extended: NPC faction settlements now sell ammo, FSX and Prometheum.
* Combat Extended: NPC faction bulk goods traders now sell ammo, FSX and Prometheum.
* Combat Extended: NPC faction combat suppliers now sell ammo, FSX and Prometheum.
* Combat Extended: Increased the sharp armour penetration of harmony lasers to 25mm RHA (was 8). For such an advanced ammunition, it sure did suck against mechanoids. At least colonists armed with a rainbow laser, as well as Sweetie Bot turrets, should actually be able to harm the damn things now.
* Combat Extended: Reduced the blunt armour penetration of harmony lasers to 35 (was 70).
* Combat Extended: Reduced the base damage of harmony lasers to 20 (was 25).
* Combat Extended: Increased the sight efficiency of the rainbow laser to 100% (was 80%).
* Combat Extended: Reduced the shot spread of the rainbow laser to 0.07 (was 0.15).
* Combat Extended: Reduced the sway factor of the rainbow laser to 1.33 (was 2).
* Combat Extended: Increased the mass of the rainbow laser to 3 (was 2).
* Combat Extended: Increased the bulk of the rainbow laser to 7.5 (was 3).
* Combat Extended: Reduced the base damage of the wife thrower to 15 (was 25).
* Combat Extended: Fixed 'MakeThing error: Apparel_AdvancedHelmet is not madeFromStuff but stuff=Plasteel. Setting to null.' red message seen when starting either the Brony Community or Brony Xenotypes scenarios.
* Combat Extended: Changed the criteria for the 'A Whole Lotta Love' achievement to stockpile Cadence javelins. (1)
* Combat Extended: Changed the criteria for the 'Wimbledon This Ain't' achievement to stockpile tennis balls. (1)
* Combat Extended: Changed the criteria for the 'Hazardous Harmonious Materials' achievement to stockpile Harmony lasers. (1)
* Combat Extended: Changed the criteria for the 'Splinters, Splinters Everywhere' achievement to stockpile wooden bullets. (1)
* Combat Extended: Reduced the number of rounds needed to earn the 'Splinters, Splinters Everywhere' achievement to 50000 (was 100000).

1. If you're loading a saved game, you will need to regenerate your achievements using dev mode in order for these to be tracked properly, otherwise VAE will continue to track how many times you perform the recipes to make them, instead of tracking how many you have.

Update: 20 Jan, 2024 @ 11:16am

Version 4.47.122 (January 20th 2024)

* XML Extensions: Added the ability to set how much stuff is required to build Discord lamps.
1) Minimum amount of stuff is 100.
2) Maximum amount of stuff is 1000.
3) Default amount of stuff is 300.
* XML Extensions: Added the ability to set the brightness of Discord lamps.
1) Minimum brightness is 1.
2) Maximum brightness is 20.
3) Default brightness is 8.
* Core: NPC faction settlements should now sell drugs (you will need to wait for them to restock).
* Biotech: Fixed 'Could not resolve cross-reference: No RimWorld.XenotypeDef named MLRP_Xeno_Batpony found to give to RimWorld.XenotypeChance RimWorld.XenotypeChance' error, seen when Alpha Genes wasn't active.
* Combat Extended: Reduced points awarded by the 'Wimbledon This Ain't' achievement to 50 (was 75).
* Combat Extended: Reduced points awarded by the 'Hazardous Harmonious Materials' achievement to 50 (was 100).
* Combat Extended: Reduced points awarded by the 'Splinters, Splinters Everywhere' achievement to 50 (was 100).
* Combat Extended: Fixed 'Could not resolve cross-reference: No Verse.ThingDef named BlindSmoke found to give to CombatExtended.ProjectilePropertiesCE CombatExtended.ProjectilePropertiesCE' error.
* Combat Extended: Fixed 'Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="MLRP_SweetieBotTurret"]/statBases/AccuracyTouch"): Failed to find a node with the given xpath' seen when XML Extensions was enabled.
* Combat Extended: Fixed 'Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="MLRP_Weaponless"]/statBases/AccuracyTouch"): Failed to find a node with the given xpath' seen when XML Extensions was enabled.
* Dubs Bad Hygiene: Changed the texture of the Pipp Petals plushie.
* Dubs Bad Hygiene: Changed the texture of the 'Pipp, Pipp, Hooray!' achievement.
* Vanilla Factions Expanded - Deserters: Halved the cost of acquiring intel from Spitfire, as well as how much you get.
* Vanilla Factions Expanded - Deserters: Fixed being unable to acquire intel from Spitfire despite having the required items.
1) Thanks to Wheat Tail for bringing this issue to my attention.
* XML Extensions: Changing Nurse Redheart to spawn glitterworld medicine no longer increases her power consumption.

Update: 4 Dec, 2023 @ 1:46pm

Version 4.45.109 (December 4th 2023)

* Core: Added Miss Harshwhinny.
1) Works in the same way as a passive cooler.
2) Uses wood as fuel, but consumes twice as much.
3) Requires passive cooler research before she can be built.
4) Capable of reducing the temperature of a room to freezing (hence the double fuel usage).
* Core: Plushies have been given some additional apparel tags.
1) PonyPlush_Combat: Daring Do, Princess Cadence, Rainbow Dash, Shining Armour
2) PonyPlush_Health: Apple Bloom, Nurse Haywick, Scootaloo
3) PonyPlush_Ideology: Flim and Flam
4) PonyPlush_Misc: Fleur de Lis
5) PonyPlush_Psycaster: Aloe and Lotus and Trixie
6) PonyPlush_Slavery: King Sombra and Queen Chrysalis
7) PonyPlush_Social: Izzy Moonbow, Pinkie Pie
8) PonyPlush_Special: Cutie Mark Crusaders and Elements of Harmony.
9) PonyPlush_Utility: Big Macintosh, Princess Celestia, Princess Luna, Rarity, Spoiled Rich, Starlight Glimmer, Button Mash, Pipp Petals, Zecora
10) PonyPlush_Work: Applejack, Cheerilee, Discord, Fluttershy, Maud Pie, Sweetie Belle, Twilight Sparkle
11) Tags are not applied to child-sized plushies.
* Biotech: Added the Renegade Alicorn scenario.
1) Starts with one alicorn and three baseliners.
2) Starts with 15000 silver... and nothing else.
3) Relations with the NPC faction are not affected (batponies will still start out hostile).
* Core: Made some changes to Sunny Starscout.
1) The 'Config error in MLRP_Storyteller_Sunny: minSpacingDays too high compared to max number of incidents' red error you would often see on startup has finally been fixed. (Thanks to Jamaican Castle and erdelf from the RimWorld Discord for helping with this.)
2) Since you can't have it too easy - this IS RimWorld, after all - disease outbreaks will now occur on average every 15 days (was 30).
* Core: Poison joke plants now require at least 70% soil fertility (was 140%).
* Core: Poison joke joints no longer affect blood filtration.
* Core: Poison joke joints no longer affect blood pumping.
* Core: Increased the base hitpoints of Screwballs to 200 (was 100). Any that you've built will need to be repaired as a result of this change.
* Core: Increased heat output of Daybreaker to 9 per second (was 6).
* Core: Daybreaker should now act as a heater, warming rooms to to roughly 25°C (77°F).
* Royalty: Aloe and Lotus now require 300 stuff to make (was 450).
* Ideology: Flim and Flam now require 300 stuff to make (was 450).
* Biotech: Fixed child-sized Starlight Glimmer plush not providing the same level of protection as the adult version.

Update: 17 Oct, 2023 @ 2:11am

Version 4.33.98 (October 17th 2023)

* Alpha Genes: Added the Batpony xenotype. (Requires Alpha Genes because that's where most of the important genes come from.)
1) Intense UV sensitivity
2) Night owl trait
3) Fertility in darkness
4) Bat wings
5) Human ears
6) Red or grey eyes
7) No beards
8) Human nose
9) Human jawline
10) Human headbone
11) Horse voice
12) Standard or thin bodies
13) Mid/dark/ink black hair
14) Brony trait
15) Dark vision
16) Human hands
17) Great medical skill
18) Terrible social skill
* Alpha Genes: Added the batpony faction.
1) Starts out hostile, but can be allied with.
2) Works much like the main NPC faction, but is 100% batpony.
3) Uses the same pawnkinds as the NPC faction (because I was too lazy to make new ones).
4) Uses the same traders as the NPC faction (because I was too lazy to make new ones).
5) I'll try not to add any more new factions (for now).
* XML Extensions: Added a setting for the rainbow laser that lets you decide whether or not you need the Elements of Harmony to make it.
1) Option is enabled by default.
2) Disabling it will change the recipe for the rainbow laser to require 3 advanced components instead of the Elements.
* Core: NPC faction pawns can now spawn with leather apparel.
* Core: Reduced combat power of brony traders to 20 (was 45).
* Core: Reduced combat power of regular brony mercenaries to 40 (was 60).
* Core: Reduced combat power of melee brony mercenaries to 40 (was 60).
* Core: Reduced combat power of elite brony mercenaries to 50 (was 75).
* Core: Reduced combat power of brony mercenary grenadiers to 40 (was 70).
* Core: Updated the description of the wife thrower so that it actually explains what it does.
* Core: Reduced the wood cost of the wife thrower to 70 (was 75).
* Core: Reduced the wood cost of the Mudbriar turret to 200 (was 300).
* Core: Removed a lot of conversion recipes from the Daybreaker statue.
1) The only ones left are [Silver <=> Material] and [Gold => Material].
2) It was often better to convert materials to silver first, and then convert that silver to what you needed.
3) This may cause a ton of one-time red errors when starting the game or loading a save, but you should be able to ignore them.
* Royalty: Brony mercenary grenadiers can now be used by the Empire for some quests.
* Biotech: Diamond Dog soldiers can now be used by the Empire for some quests.
* Biotech: Diamond Dog clans should no longer send you quests. (For real this time.)
* Biotech: As a result of the above, Diamond Dog clans no longer get along with each other.
* Biotech: Changed tech level of the Diamond Dog faction to Medieval (was Neolithic).
* Dubs Bad Hygiene: Fixed the harmony chip not granting pawns the bonus applied by the Pipp Petals plushie.

Update: 2 Oct, 2023 @ 11:31am

Version 4.30.82 (October 2nd 2023)

* Vanilla Outposts Expanded: Added the 'pony weapon factory' outpost, which will send you weapons every 7.5 days. You can choose to make wife throwers, tennis ball launchers or rainbow lasers, though each requires a minimum cumulative crafting skill.
1) Wife thrower requires at least 10 crafting.
2) Tennis ball launcher requires at least 50 crafting.
3) Rainbow Laser requires at least 100 crafting.
4) You will get one weapon for each pawn in the outpost.
* Dubs Bad Hygiene: Added Pipp Petals (-10% hygiene loss).
1) Vanilla Achievements Expanded: Added an achievement to craft a Pipp plushie.
2) XML Extensions: Added a setting to change whether or not Pipp is short (set to true by default).
* Mod: Fixed C# keys not being translated into French properly.
* Core: Fixed a rare error in which faction bases weren't being spawned properly during the setup of a new colony.
* Core: Discord lamps can now be built using stone.
* Core: Reduced the amount of work needed to build Discord lamps to 150 (was 300).
* Core: The Brony Community scenario now starts with 3 steel mini-turrets (was 4).
* Core: The Brony Community scenario now starts with wooden Screwballs (was cloth).
* Biotech: Diamond Dogs are no longer sensitive to sunlight. This will only affect newly spawned ones; any you might have will need to have the gene removed somehow. Dev mode is probably the easiest method, but there are no doubt mods you can use.
* Biotech: Diamond Dogs now have their own names, instead of those of the yttakin. Again, this will only apply to newly spawned ones.
* Biotech: MLP xenotype pawns that spawn with both the brony and anti brony traits should now have the latter suppressed.
* Biotech: The Brony Xenotypes scenario now starts with 3 steel mini-turrets (was 6).
* Biotech: The Brony Xenotypes scenario now starts with wooden Screwballs (was cloth).
* XML Extensions: The number of turrets you start with in the Brony Community/Xenotypes scenarios is no longer affected by whether or not pawns with the brony trait are capable of violence. It has now been set to 3 regardless.
* Vanilla Outposts Expanded: Plushie factories now generate 150 silver per level of crafting skill assigned pawns have (was 100). This means that a pawn with 20 crafting will now generate 3000 silver, which is on par with plushies made of more expensive materials.
* Vanilla Outposts Expanded: Plushie factories now generate silver every 5 days (was 3).
* Vanilla Outposts Expanded: The crafting skill required by plushie factories is no longer set to whatever you changed the crafting skill requirement to in XML Extensions. I was getting reports of some weird stuff happening, so best to remove it altogether.

Update: 16 Sep, 2023 @ 8:31am

Version 4.26.68 (September 16th 2023)

* Mod: Added French localisation for C# keys.
* Mod: Added German localisation for C# keys.
* XML Extensions: Fixed 'Cannot read data' error when selecting the Brony Community and Brony Xenotypes scenarios.
1) Error was only seen if XML Extensions was not enabled.
2) Thanks to Lunysha for bringing the issue to my attention.

Update: 15 Sep, 2023 @ 3:51pm

Version 4.24.66 (September 15th 2023)

* Core: Added two new recipes to the Daybreaker statue which let you convert 1000 silver into 833 wood and vice versa.
1) Market value of wood is 1.2 silver (Source: RimWorld Wiki). 1000/1.2 = 833.333333333...etc.
2) Recipes are available from game start and, unlike other Daybreaker recipes, do not require any chemfuel.
* Core: Added translation keys for poison joke afflictions.
* Biotech: Added a new gene which gives pawns the Brony trait.
1) Alicorns, earth ponies, unicorns, pegasi and changelings now have it by default. (Only applies to newly spawned ones.)
* Vanilla Factions Expanded - Deserters: Added Spitfire (building).
1) Provides 50 regular intel or 10 critical intel in exchange for silver (at +50% of market value), medicine and 'pony-friendly foodstuffs.'
2) The Workshop page for VFED says regular intel is valued at 100 silver and critical intel is valued at 1000 silver.
3) Request regular intel: 7500 silver, 25 industrial medicine and 500 food.
4) Request critical intel: 15000 silver, 25 glitterworld medicine and 750 food.
5) Each bill takes 60 seconds to complete, similar to extracting intel from imperial buildings.
6) Your visibility is not affected in any way by performing either of these recipes, so the high cost helps to keep things balanced.
* Vanilla Achievements Expanded: Added an achievement to build Spitfire.
* XML Extensions: Added the ability to set how much stuff is required to build statues of Nightmare Moon and Daybreaker.
1) Minimum amount of stuff is 100.
2) Maximum amount of stuff is 1000.
3) Default amount of stuff is 750.
* Core: Removed NPC faction slave trader caravan since they never sold any slaves to begin with.
1) This may cause a one-time red error on game/save load.
2) Settlements should still buy and sell slaves if you find yourself needing to acquire or offload any.
* Core: The Brony Community scenario now starts with Screwball research already unlocked.
* Core: The Brony Community scenario no longer starts with Gun Turrets research already unlocked.
* Core: NPC faction weapon traders now stock Mudbriar, Quibble Pants and Zephyr Breeze turrets.
* Core: The market value of Sweetie Bot turrets is now determined by the game. Expect some major price changes!
* Core: Sweetie Belle plushies now reduce food poisoning chance by 25% (was 10%).
* Core: Mudbriar is now locked behind gun turrets research.
* Core: Quibble Pants is now locked behind gun turrets research.
* Core: Zephyr Breeze is now locked behind gun turrets research.
* Core: Fixed NPC faction settlements refusing to buy herbal medicine.
* Core: NPC faction settlements now stock 25-75 industrial medicine (was 50-200).
* Core: NPC faction settlements now buy items tagged as 'ExoticMisc.'
* Core: Prisoners and slaves now get a small mood bonus whenever a party cannon is fired.
1) Like anti bronies, the effect is not much; it is only +3 for a single day, and it only stacks once.
2) If your prisoners and/or slaves have the brony or anti brony traits, they will be ignored.
* Biotech: The Brony Xenotypes scenario now starts with Screwball research already unlocked.
* Biotech: The Brony Xenotypes scenario no longer starts with Gun Turrets research already unlocked.
* Biotech: Diamond dog clans should no longer send you quests.
* Biotech: Diamond dog clans now get along with each other.
* RimPonk: Fixed a texture error related to earth ponies. Thanks to Sunlight Swift for bringing this to my attention.
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'It All Starts Here' achievement to 10 (was 25).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'Beep Boop' achievement to 100 (was 250).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'Special Delivery!' achievement to 50 (was 75).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'Sssssssmokin'!' achievement to 25 (was 50).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'Nothing Stops The Friendship Train' achievement to 25 (was 50).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'Hellooooooo, Nurse!' achievement to 25 (was 30).
* Vanilla Achievements Expanded: Reduced the amount of points awarded for the 'You've Got Opportunity' achievement to 25 (was 30).
* Vanilla Backstories Expanded: Fixed the 'MLP Obsessive' backstory not showing up, but it no longer gives passions.
* XML Extensions: If you have allowed bronies to be violent, the Brony Community and Xenotypes scenarios will now start with enough weapons to equip all of your starting colonists. The number of starting turrets will also be affected.
1) Brony Community: 2 autopistols, a plasteel knife and 2 turrets (down from 4)
2) Brony Xenotypes: 3 autopistols, 2 plasteel knives and 3 turrets (down from 6).

Update: 19 Aug, 2023 @ 3:29pm

Version 4.17.38 (August 18th 2023)

* Core: Added 8 new recipes to the Daybreaker statue which allow for the rapid creation of 100 drugs at a time, provided you have the right materials.
1) Flake: 400 psychoid leaves
2) Go-juice: 200 neutroamine and 100 yayo
3) Penoxycyline: 200 neutroamine
4) Poison joke joint: 800 poison joke leaves
5) Psychite tea: 400 psychoid leaves
6) Smokeleaf joint: 400 smokeleaf leaves
7) Wake-up: 200 neutroamine
8) Yayo: 800 psychoid leaves
9) Each of these recipes requires half the standard amount of chemfuel (25, or half of whatever you set it to in XML Extensions; value will be rounded down to the nearest whole number to prevent any issues with recipes requiring x.5 chemfuel).
* Biotech: Added the Diamond Dog xenotype.
1) Strong stomach
2) Super strong immunity
3) Psychically deaf
4) High cold resistance
5) High heat resistance
6) Mild UV sensitivity
7) Extremely aggressive
8) Low sleep
9) Furry tail
10) Floppy ears
11) Roar voice
12) Standard body
13) Hulk body
14) Dark vision
15) Furskin
16) Terrible shooting
17) Terrible crafting
18) Terrible medicine
19) Remarkable mining
20) Poison joke dependency
* Biotech: Added the Diamond Dog faction.
1) Permanently hostile.
2) Only uses melee fighters.
3) Incapable of laying siege.
4) Drops minerals as loot.
5) A maximum of three separate factions can be added to a new game.
* Better Kibble: Added a patch which reduces the cost of requesting kibble from Nightmare Moon to 60 silver (to compensate for the lower market value).
* Vanilla Achievements Expanded: Added an achievement to make a Fleur De Lis plushie using thrumbofur. (1)
* Vanilla Achievements Expanded: Re-added the 'Cluck Off!' achievement. (1)
* Core: Fixed plushie traders not selling cloth.
* Core: Reduced the cost of requesting 500 kibble from Nightmare Moon to 600 silver (was 850).
1) This works out at just under 10% above market value (500 x 1.1 = 550 * 1.1 = 605).
* Core: Requesting neutroamine from Nightmare Moon now requires you to research drug production (was medicine production).
* Core: Starlight Glimmer now reduces psychic sensitivity by 300% in order to eliminate the larger mood penalties suffered by psychically hypersensitive pawns.
* Core: Pawns now have a chance of possessing five poison joke joints when creating a new colony.
* Core: Screwballs can now be built using stone.
* Royalty: Fixed the 'Request neurocalculator' recipe at the Nightmare Moon statue having the wrong label. Thanks to Wheat Tail for bringing this to my attention.

(1) It's a bit of a pain to unlock, but what worked for me was saving the game just before the item was made and then reloading it.

Update: 23 Jul, 2023 @ 2:32pm

Version 4.4.31 (July 23rd 2023)

* Core: Added Sunny Starscout as a storyteller.
1) More frequent quests, traders and visitors.
2) More days between threats, and (hopefully) less of them.
3) Feedback on her performance would be greatly appreciated!
* Ideology: Added patches which turn the Christmas tree into a Hearth's Warming tree.
* Alpha Genes: Added a patch, applied if this mod is enabled, that will add wings to alicorns and pegasi.
1) Only newly spawned alicorns and pegasi will be affected; you will need to manually add the gene to existing ones.
2) Thanks to CTH2004 for the suggestion.
* Core: The mood of bronies is no longer affected by portal room impressiveness. (It wasn't working the way I wanted it to.)
* Core: Smoking poison joke now has a chance of afflicting pawns with the Cutie Pox.
* Core: Updated the information window for poison joke joints to show you all the different ways they can affect your pawns.
* Core: Reduced the amount of work needed to make plushies to 3000 (was 6000).
* Core: Reduced the number of leaves needed to make poison joke joints to 8 (was 10).
* Core: Poison joke now takes 7 days to grow to maturity (was 14).
* Core: The 'reduced consciousness' effect of poison joke joints now sets the pawn's consciousness to 10% (was 1%).
* Core: Magic mirrors can no longer break down.
* Biotech: Made some changes to the Brony Xenotypes scenario.
1) Now starts with a changeling as well as the other four xenotypes.
2) Reduced starting meal count to 50 (was 80).
3) Reduced starting medicine count to 20 (was 40).
4) Increased starting flak helmet count to 5 (was 4).
5) Increased starting horse count to 5 (was 4).
6) Added Discord to the list of starting plushies.
7) Replaced Maud Pie with Rarity.
8) Added 5 units of go-juice and 5 units of wake-up, which will help your unicorns and pegasi while you get production set up. Also, remember that pawns might have their required drug as part of their starting possessions.
* Biotech: Alicorns, earth ponies, unicorns and pegasi no longer hate changelings, and vice versa.
* Biotech: Increased the mood loss anti bronies get from being turned into a pony xenotype to -40 (was -20).
* Biotech: Changelings can now come in a variety of colours.
* Biotech: The NPC faction is now made up of 25% each of earth ponies, unicorns and pegasi, 20% changelings, and 5% alicorns.
* Biotech: Child-equippable plushies now require half as much work to make as their adult counterparts.
* Combat Extended: The Brony Xenotypes scenario should now start with 600 rounds of turret ammo.
* MedPod: Fixed pawns not seeking treatment for negative poison joke effects.