329 - January 21
Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.
Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.
Rho did nicer thicker outlines for characters.
Various bugs fixed.
328 - January 20
Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.
Refined and tuned the adaptive tutor, added about six new concepts to teach.
Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.
Small usability changes and bug fixes.
327 - January 19
A pile of bugfixes, especially for stockpiling AI.
Continuing to tune the adaptive tutor and put in more lessons and cues.
325 - January 17
Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.
Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.
Stockpiling AI bug fixes.
Various bug fixes.
Imported the latest player creative content.
324 - January 16
● Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!
● Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.
● Various bug fixes.
● Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.
● You can now rename stockpiles.
● Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
323 January 16
Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.
Various bugfixes.
322
A pile of bugfixes for stockpiling AI.
Updated credits.
321 - January 13
● AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.
● Unified thing dropping placement code.
● Kassandra is now Cleopatra.
320
● Integrated storyteller portraits in entry menus.
● Various further bugfixes, some stockpile related, some old bugs.
318 - January 10
Fixed another batch of stockpiling bugs, largely around configuration of special storage buildings.
Had to scrap and try a new approach to having fixed default categories on the storage buildings.
317b - January 9
Spent all day fixing bugs found by testers in the stockpiling AI system (and in other systems). Great thanks to Semmy for finding a huge number of bugs in this one.
AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
317 - January 8
Many, many bug fixes for stockpiling-related stuff.
Redid storage allowance system into a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-category interface.
Added jacket from Rho.
314 - January 6
First testing version in a while.
First attempt at basic stockpiling system. Many bugs are still in.
Lots of other little changes, most related to stockpiling. I’ve had to redo trading, money, how dispensers use food, how things are sold and resources reclaimed, and how things are built.
Lots of new art from Rho.
294 - December 17
Created audio authoring system, supporting one-shots and sustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
Created live-modding system, which allows modification of game content while the game is running. This includes the package editor and the definition editor.
Starting moving game content out of hardcoding and into external, modifiable xml and content files. This is the beginnings of the mod system.
Created apparel system and introduced the first batch of apparel from Rho’s art.
Created a system to randomize, remember, and manage colors for apparel and characters’ skin.
Various other changes.