nyuuzyou/wikis huggingface dataset:
Version/1.4.3527

Released October 25, 2022
Version 1.4.3527 is up now on the unstable (and stable) branch!
* Update tutorial end message to point players to the correct place for changing storyteller settings.
* Flamebow now triggers "pyromaniac has incendiary weapon" thought.
* Growth moment flavor text doesn't appear when a pawn becomes a child.
* Ensure severityPerDay doesn't become 0 between save/load cycles.
* Tox gas research requires machining instead of electricity.
* Reduced mechanitor ship combat points by half.
* Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.
* Babies born outside the player faction are given a real name instead of just "Baby". Players may still change the name if they adopt the NPC baby within a day of their birth.
* Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.
* Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes.
* Fix: Embryo implant float menu options missing pawn icon.
* Fix: AbilityOnCooldown key missing Resolve() call.
* Fix: If a downed enemy is teleported using farskip they will be drafted upon entering the destination map despite being downed.
* Fix: Never sleep xenohumans still rest when caravanning alone.
* Fix: Scenario text cut off if tiny text is disabled.
* Fix: Genetic metabolism doesn't actually effect hunger rate.
* Fix: Double slab bed is not next to single slab bed in the architect menu.
* Fix: Abandoning colony pawns text doesn't mention mechs.
* Fix: Control Sublink (high) can take up the lower 3 sublink levels preventing use of the normal sublinks.
* Fix: Can train shooting and melee on colony mechanoids.
* Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
* Fix: Non-grouped control groups have their label pluralized.
* Fix: Hostile pawns try to path to destroyed structures.
* Fix: match diabolus fire burst range to its range overlay.
* Fix: Incorrectly named folder "ManGeneration".
* Fix: Pawns trying to use styling station over and over.
* Fix regression: Food consumption absurd during lactation.
Version/1.4.3528

Version 1.4.3528 is up now on the unstable (and now stable) branch!
* "My child is happy" and related thoughts now can trigger if a pawn is being carried.
* Fix: Charity believing pawns will get negative thought from "rejecting" refugees when the quest hasn't even been accepted yet.
* Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.
* Fix: Eye cut out graphics are misaligned.
* Fix: Ancient exostrider remains are failing to generate in swamp maps.
* Fix: Diabolus has two 'first' body rings.
* Fix: Mechs not entering transport pods.
* Fix: Lifters can try to haul themselves to a transport pod.
* Fix: Bossgroup drop pods don't use mechanoid drop pods.
* Fix: Mech gestator draw size.
* Fix: Mech charger exceeding 100% full of waste if partially emptied.
* Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.
* Fix: Psychic drone now properly triggers for colonists being carried.
* Fix: Held babies/children will now have thoughts about how their parents are happy.
* Fix: NRE when right clicking on prisoner being carried.
* Fix: Mod requirements wrapping instead of truncating
* Fix: Save modlist saving the filtered mod list.
Version/1.4.3529

Version 1.4.3529 is up now on the unstable (and now stable) branch!
* Added missing fill percent for gene and mech buildings.
* Potential fix for comms console float menu options error.
* Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.
* Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners.
* Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
* Fix: Some Biotech buildings can have un-reachable fires in the center cell.
* Fix: Clicking drums without royalty installed produces a missing royalty message.
* Fix: Some mechs cannot load into a shuttle.
* Fix: Highmates can create bonds with quest visitors and vice versa.
* Fix: Error if clicking a mech booster blueprint.
* Fix: Hemogen extraction can get "stuck" on.
* Fix: Babies can carry items in caravans.
* Fix: Deathrest buildings use hemogen when not in use.
* Fix: Some randomly chosen genes not overridden properly.
* Fix: Growth tier gizmo displays incorrect percent value on bar.
* Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.
Version/1.4.3530

Released October 28, 2022
Version 1.4.3530 is up now on the unstable (and now stable) branch!
* Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
* Reduce growth points of generated children by ~25%.
* Fertility stat is no longer capped at 100%.
* Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.
* "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
* Gene extractor takes 12 hours to extract genes. (Down from 24)
* Don't display pick up options for drugs that the pawn will drop immediately anyways.
* Re-cache CachedTextures on ResetStaticData() calls.
* Remove addictions when adding chemical dependency genes.
* Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.
* Babies that have fallen asleep in someone's arms no longer immediately wake up.
* Fix: With toxic fallout active, inspecting items from trade ships causes errors.
* Fix: Children gain growth points in cryptosleep.
* Fix: Errors if bossgroups are called with the mechanoid faction disabled.
* Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.
* Fix: Paramedic not counted as doctor in solo mechanitor run.
* Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.
* Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
* Fix: Removing passion-adding genes doesn't revert effect.
* Fix: Update steel tile description to match them having 0 beauty.
Version/1.4.3531

Version 1.4.3531 is up now on the unstable (and now stable) branch!
* Updated player name-in-game content.
*Increase the tunneler's armor stats.
* Allow children to wear shieldbelts.
* Increase the radius of the pollution pump by 1 so it can reach the edge of the map.
* Increase the effect of the temperature genes.
* Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.
* Update the comms console spawned message to give more info on mech bosses.
* Slightly reduce damage and increase ranged cooldown for militor's mini-shotgun.
* Signal chips reduced to 0 flammability given how much fire the diabolus makes.
* Increased EMP restistance for mech bosses.
* Children can now do basic work at age 3.
* Added alert for incoming bossgroup.
* Adjust prevalence of nicknames among pigskins.
* Add null check to StyleForThingDef.
* Fix: Some hemogenic abilities can be queued without enough hemogen.
* Fix: AI sanguophages can use longjump without any remaining hemogen.
* Fix: Atomizer is backwards by default.
* Fix: War urchins are not newborn when created by a war queen.
* Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map.
* Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
Version/1.4.3534

Version 1.4.3534 is up now on the unstable (and now stable) branch!
* Mechlord armor satisfies royal title requirements.
* Reduced volume and frequency of yttakin sounds.
* Added more feedback to subcore scanners.
* Added more allowed work types to lifter and fabricor mechs.
* Added 'humans only' option for bills.
* Cleansweepers are now 'basic' mechs.
* Fix: Forced lowercase in prisoner tab.
* Fix: Abandoning home doesn't unlink deathrest buildings.
* Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.
* Fix: Melanin genes can be extracted by gene extractor.
* Fix: Cannot build some things without ideoligions active (with Ideology installed)
* Fix: Diabolus' fire burst shoots fuel through the walls.
* Fix: Deathrest bonuses are not removed if deathrest gene is removed.
* Fix: Mechanitor buildings are considered "natural" by natural meditation sources.
* Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.
* Fix: Pawns will continue to create a xenogerm until they pass out.
* Fix: Yttakin settlements can have mortars manned by animals.
* Fix: Thrall reinforcements can be passive in certain circumstances.
* Fix: Same pawn listed twice as owner of bedroom if they have a deathrest casket and bed in the same room.
* Fix: Genes can be given to children who do not have prerequisite gene.
* Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.
* Fix: Ranged enemies come into melee range consistently when shooting positions are available.
* Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.
Version/1.4.3535

Version 1.4.3535 is up on the unstable (and now stable) branch!
* Adjusted gene set generation. The first gene added to a set is not restricted by metabolism limits.
* Potential fix for mod-created meat defs with no source causing errors on hemogenic pawns consuming it.
* Fix: Food poisoning chance is 100% for fabricors.
* Fix: Pawn capacities are still affected by overridden genes.
* Fix: Pawns get thoughts from overridden genes.
* Fix: Exception viewing info card of things in orbital trader inventory with noxious haze active.
* Fix: Lactation hediff explanation displays after gene factors on stats page.
* Fix: 'Any mech' bill config not copied when copying and pasting bills.
* Fix: Mechs sometimes not getting into transporters.
* Fix: Rain rate displays as deterioration reason even with roof above.
Version/1.4.3536

Version 1.4.3536 is up now on the unstable (and now stable) branch!
* Alternative more mod-friendly fix for fabricors cooking causing 100% food poisoning chance. This should solve errors with 'Vanilla Skills Expanded' mod.
* Potential fix: Modded terrain randomly has far more value than it should.
* Fix: Players can bypass metabolism limit of implanting xenogerms by implanting via surgery bill menu.
* Fix: Firefoam poppers can trigger wastepack dissolutions even though no damage is done to them.
* Fix: Fully formed combat mechs in a gestator have 10% energy fall per day.
* Fix: Mechs with human makeable weapons spawn with varying quality.
* Fix: Gestating mechs can be drafted from the mech table.
Version/1.4.3537

Version 1.4.3537 is up now on the unstable (and now stable) branch!
* Updated player name-in-game content.
* Reduced "got some lovin'" thought stacked effect multiplier from 0.75 -> 0.6.
* Remove "Flesh purity" meme from waster pirate ideo choices.
* Send a message to the player if a pawn is taking a baby to a safe place.
* Mechs can be multi-selected from the mechanitor's control group gizmo by shift-clicking.
* Added some missing [MustTranslate] and [NoTranslate] attributes to FactionDef.
* Send a message notifying when a subscore softscan has completed.
* Display "deathrest connection limit" and "deathrest effectiveness" stats for non-built deathrest buildings.
* "Fertilize" float menu option displays whose ovum it is.
* Fix: Typo in "kind instict" gene description.
* Fix: Wind turbine auto-cut toggle not working.
* Fix: Multiple deathrest gizmos from germline and xenogene deathrest genes.
* Fix: Genes losing pawn references after death->save->load->resurrect.
* Fix: instruments are locked behind Royalty AND Ideology instead of Royalty OR Ideology.
* Fix: Players can create xenogerms missing prerequisites of contained genes.
* Fix: Drafted colony mechs remain drafted after their mechanitor develops a mental state.
Version/1.4.3541

Version 1.4.3541 is up now on the unstable (and now stable) branch!
* Don't allow pawns in the gene extractor if they only have a melanin gene.
* Don't add genepacks to gene assembler dialog that are empty.
* Disallow baby food and hemogen packs for chemfuel creation recipes.
* Extracting hemogen no longer requires medicine and does not anesthetize the target.
* Adjusted power info text for deathrest buildings.
* Fix: Paramedic mechs can't carry pawns while jumping.
* Fix: Softcore scanner tooltip formating.
* Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.
* Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
* Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
* Fix: Mech debris can spawn on the anima tree.
* Fix: Emancipated slaves that are drafted stay drafted.
* Fix: "No doctor" warning not appearing properly.
* Fix: Empty genepacks can be extracted.
* Fix: Fertilize command label is broken.
* Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
* Fix: Overactive temperature warning for baby moving.
* Fix: A colony mech that is abandoned at a tile will still consume bandwidth.
Version/1.4.3542

Version 1.4.3542 is up now on the unstable (and now stable) branch!
* Updated name-in-game content.
* Fix: Quest lodgers can do the "give up and exit" mental break.
* Fix: Missing ideology check when drawing dietary type stat.
* Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.
* Fix: Coagulate can still be queued if hemogen is below casting cost.
* Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
* Fix: Destroyed pawns can cause issues with deathrest building inspect strings.
* Fix: Mechs summoned from mech drop beacons don't spawn in mech pods.
* Fix: Dialog_MessageBox doesn't call Event.current.Use() in OnCancelKeyPressed() and OnAcceptKeyPressed().
* Fix: Paramedic mechs can't carry pawns while jumping.
* Fix: Unable to properly translate boss group apparel wave descriptions
Version/1.4.3548

Version 1.4.3548 is up now on the unstable branch!
* Clarify some biotech ideo-related strings.
* Remove null genes from custom xenotypes on load.
* Added build commands for shelves on small shelves and vice versa.
* Legionaries spawn with needle launchers, a compact version of the needle gun.
* Tesseron beam grazers have 50% armor penetration.
* Tweaked mechs' combatPower.
* Scale threat points generated by colony mechs by their combat power and a curve based on colony wealth.
* Children have a natural slave suppression offset. 50% at age 3 down to 0 at age 16.
* Ensure mechs on caravans are unaffected by plague dev gizmo.
* Xenotype editor is available on the ideoligion creation page.
* Growth vat: Essential precept lists growth vat speed increase in tooltip.
* Fix: Bloodfeeders reviled precept "bloodfeeder among us" thought is always active.
* Fix: Foam turrets are considered threats.
* Fix: Rename "terrible / great memory" genes to "slow / quick study" to avoid sharing a name with the great memory trait.
* Fix: Tesseron weapon doesn't assign pawn as instigator of damage.
* Fix: Pawns in gene extractors are suspended.
* Fix: Psychic bonds will strain when a pawn is doing a jump ability.
* Fix: Germline genes report "overridden by xenogene:" when no xenogenes.
* Fix: Constructoid description mentions removed weapon.
* Fix: Kid tribalwear requires complex clothing research.
* Fix: Newly gestated cleansweeper mechs using incorrect texture.
* Fix: Preferred xenotypes for ideos not working correctly in some circumstances.
* Fix: "Skill level" in the psychic power ability tooltip.
* Fix: Skill name in lesson giving/taking report string not translatable.
* Fix: Carrying thing offset for children.
* Fix: Manually added "s"-suffix to [soldiers0_kind] strings.
* Fix: Polux trees cannot be planted without Ideology installed.
* Fix: Body part group tags debug output not working.
* Fix: Duplicate genes displaying in extraction message.
* Fix: When shuffling parents genes into child, list is not cleared, making it always fail after the first attempt.
Version/1.4.3557

Version 1.4.3557 is up now on the unstable (and now stable) branch!
* Assign a fallback ideo to non-baby colonists during load that don't have an ideo set.
* Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.
* Dependency genes override other drug-related genes.
* Slow study gene applies a 50% factor to global learning instead of a -50% offset.
* Added missing Biotech check to seed planting work giver. This could cause issues if players didn't own Ideology.
* Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.
* Fix typo: "yielding" -> "wielding".
* Fix: "Child not in growth vat" thought appears for dead children.
* Fix: Countdown not correctly displaying time.
* Fix: Disabled "extract ovum for IVF" surgery option displays on some male pawns.
* Fix: Inactive genes affecting needs.
* Fix: 100% chance for tattoos if pawn has no ideoligion.
* Fix: Wastepack dump quests descriptions unresolved.
* Fix: Banishing colonists doesn't recalculate faction ideoligions.
* Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists.
* Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.
* Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.
Version/1.4.3558

Version 1.4.3558 is up now on the unstable (and now stable) branch!
* Tribal babies becoming children get natural meditation focus.
* Reworked how many beggars show up depending on colony population.
* Added a new "core" reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.
* Updated the reward frequency for various items. Add flatscreen TV, telescrope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed.
* Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.
* Fix: Planting JobDef located in Ideology instead of Core.
* Fix: Mechlink item not saved properly. Causes errors.
Version/1.4.3613

Hi folks! We have a pretty small update with just a few changes and fixes to get 2023 started. This update should be compatible with all savegames and mods.
Big thanks to our community for submitting bugs and testing our updates over at the official RimWorld development Discord. If you encounter any issues while playing, please share them with us on the Discord.
Hope you're having fun out there!
- Tia
== Changelog ==
* Improved performance of apocriton's resurrection ability on maps with many mech corpses.
* Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.
* Xenotype name is locked when loading custom xenotypes from gene assembler.
* Updated name-in-game content.
* Moved "Person" translation key to Core.
* Removed duplicate stat entry RestFallRateFactor.
=== Fixes ===
* Fix: Styling station can instantly change hair and tattoo styles by pressing Escape or Enter while the dialog is open.
* Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.
* Fix: Fence-blocked animals attempting to reach food that is diagonally accessible but cannot path to become stuck.
* Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
* Fix: Odd ordering of animals on animals main tab in certain circumstances.
* Fix: The "No trait" option on growth letters does not save and load correctly.
* Fix: Releasing pawns from prison sometimes automatically recruits them.
* Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
* Fix: AI trying to use tox gas on immune targets.
* Fix: Baby to child dialog becoming locked.
* Fix: Newly purchased and downloaded game sometimes has extremely high UI scale, making the game unplayable.
* Fix: Randomize symbols doesn't update member noun in ideology's description.
* Fix: Some recipes missing ingredients in tooltip.
* Fix: Reimplant ability not working with custom xenotypes.
* Fix: BackstoryTitle translation key not used in Dialog_NamePawn.
* Fix: {PAWN_gender ? ...} is not processed/ignored in precept tooltips.
* Fix: Thought LabelCap loses lapel capitalization in PostProcessLabel.
* Fix: Issues recruiting pawns in quests.
* Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.
* Fix: Idle and active power draw displayint incorrectly in inspect string.
* Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.
* Fix: Xenogerms with different genes and name stack in trade screen.
* Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.
* Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.
* Fix typo "targetter".
* Fix typo "capactities".