RimWorld

RimWorld

ABF: Artificial Beings Framework
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Update: 27 Apr @ 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.

Update: 12 Apr @ 9:24am

- DefOfs were added for a first party mod, Mechcloud Chemwalkers.

Update: 10 Apr @ 6:02pm

- A DefOf was added for a first party mod, Mechcloud Chemwalkers.

Update: 20 Jan @ 6:47pm

- Trader caravans can now actually sell drones and other pawns that are correctly configured, rather than only using them as guards.

Update: 11 Dec, 2024 @ 9:20am

- Forcibly reminded reprogrammable drones that they should obey their assigned work types immediately after the game is loaded, rather than following vanilla rules until something wants to recache the types.
- Fixed that reprogramming drones would duplicate references to work type defs which had no related work tags or skills (ie. those which should always be available) in the pawn's enabled work types.
- Additonal null-check for work types was added to reduce likelihood of errors during non-play states.

Update: 2 Dec, 2024 @ 9:15am

- Artificial Beings now use mechanoid labels instead of organic labels for their capacities where applicable, assuming a mechanoid label exists.
- Added some DefOfs to support first-party submods.
- Fixed the hediff replacement system to actually do its job correctly instead of trying to replace a hediff with itself for some reason. Now blood rot and paralytic abasia should actually become something more suitable for artificial beings.

Update: 15 Nov, 2024 @ 2:03pm

- Even newer preview image/thumbnail courtesy of PlanetSat0rn

Update: 24 Oct, 2024 @ 1:48pm

- Updated Russian Translations courtesy of LeonusDH
- New ABF Thumbnail courtesy of PlanetSat0rn
- Custom xml parser for hediffReplacements

Update: 27 Jul, 2024 @ 7:37am

- Cleaned out some obsolete harmony patches.
- Cleaned up the code for Artificial needs so that it's more consistent and behaves as anticipated.
- Killed a bug that was causing the window for reprogramming to not update complexity visually when a skill became disabled and refunded the cost of invested skill points. This had no actual gameplay impact besides the UI being inaccurate until a skill point was added/removed.

Update: 7 Jul, 2024 @ 7:58am

[Auto-generated text]: Initial upload.