RimWorld

RimWorld

ABF: Synstructs Core
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Update: 24 Aug @ 7:24am

- Fixed a typo and poor language in the hypothermic reaction hediff for synstructs.
- Unspawned enervoirs should no longer error on loading a save.
- Core assistant upgrades and other implants should now be removable via surgery.
- Voidseal chassis and frame upgrades are now available, as well as reworked thermal gel. Each provides 60 percent vacuum resistance, requiring at least two upgrades or vanilla means of increasing resistance to become immune to vacuum.

Update: 2 Aug @ 4:09pm

- Synstructs will no longer spawn with the cannibal trait.
- Non-Humanlikes should no longer have formatting surgeries as options.
- Beamcoil energy consumption and heat generation has been tweaked to be more generous. Additional changes may come.
- Making Synstructs or their parts is a smithing job rather than artificing job, so that it doesn't take too high of a priority.
- Extreme hypothermia is lethal for synstructs. It is in fact possible for machinery to freeze to the point of total functionality loss.
- It should now be possible to give any synstruct a healer mech serum and to remove porcupine quills.
- Minor refactoring of abstract race ThingDefs. This should have no visible effect.
- Updated compatibility.
- Implementation of the Powerjack for synstructs to charge from power network batteries.
- Beamcoils should no longer treat unconscious synstructs at 100% charge as needing to be charged, and thus wasting power. Unconscious synstructs do not lose energy, so there is no reason to put additional charge into them.
- Altered temperature tolerances to be slightly more sane ranges. Additional changes may come.
- Synstructs and humans will no longer be xenophobic toward one another via ideology or trait.

Update: 27 Jul @ 8:57am

- Drones (and reprogrammable drones) no longer receive an Ideology tracker if they are revived via restruct kit. This would result in them having the player ideology after a save is loaded. This fix will not apply to drones that already have trackers (improperly) - that can be fixed by removing formatting and then reformatting back to drone.
- Synstructs no longer pay attention to prosthetics (or the lack thereof) for ideology, and no one will care about synstructs having or not having prosthetics. Body Purist and Transhumanist ideologies alike should no longer bug them about this.
- Fixed a three week old bug that prevented synstructs from being assigned a coherence spot.
- Enervoirs no longer lose their reserve if they lose power.
- Coolant/Lubricant needs and related items have been removed, and are replaced by a need for components.

Update: 19 Jul @ 6:45am

- Synstruct animals, currently just biomimetics, should have immunity to infections and no longer have meat defs.
- Improved energy units language to be more accurate. It now uses Wd instead of Watts where appropriate.

Update: 10 Jul @ 2:16pm

- Synstruct coherence should tick upward or downward again, rather than remaining perfectly stagnant.
- Energy, coolant, and lubricant needs pause for synstructs who are incapacitated. No more losing energy while unconscious.
- Complexity effects have been removed, and the limit for complexity can no longer be exceeded. It was more trouble than it was worth.

Update: 6 Jul @ 12:54pm

- Generator body parts were removed, as synstructs do not need them. More changes may come to this.
- Making artificial synstruct animals draftable is now configurable in xml.
- Synstruct implants now allow for comps to be applied. This will have no first-party effects, but should improve mod compatibility.
- Refactored enervoir assignment and coherence spot assignment dialogues to use cached lists, and to only include pawns that can charge/cohere.
- Altered how beamcoils functioned so that they better match the needs of the pawns they charge, and indicate their level of efficiency at doing so.

Update: 2 Jul @ 3:04pm

- 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: 1 May @ 2:49pm

- Experimentally implemented the Enervoir, a new building that slowly builds up charge from a connected power grid and provides it on demand, nearly instantaneously, to charge-capable pawns who will automatically use it if they need to (and can be forced to use it). It uses the same graphic asset as the charging station because the art work type is disabled.

Update: 27 Apr @ 5:30pm

- Biomimetics on a map should now be properly counted up for the purposes of traits or other numerical analysis.
- Experimentally implemented the Beamcoil, a new building that can charge units that are in the same room as it. It uses the same graphic asset as the charging station because the art work type is disabled.
- Updated synstruct statistics sheet to more accurately calculate the energy loss rate per day.
- Synstruct neck body parts are no longer breathing or talking pathways, making them non-essential parts that do not affect capacities directly. Races that have essential parts attached to a neck that is destroyed will still die.

Update: 11 Dec, 2024 @ 9:21am

- Reworked archotech parts again so that the part replacer adds arms and legs, and altered the stat offsets to be factors instead. Also fixed the archotech coolant pump's lack of healing factor.