nyuuzyou/wikis huggingface dataset:
Version/1.1.2562

EDIT: This has been released to the default Steam branch.
Today's updated build is up for testing on the unstable branch. The build is 1.1.2562. We'll set it live soon after we confirm it doesn't break anything. It should be save and mod compatible.
Anyone who is willing - please try the unstable branch with as many mods and as crazy a savegame as possible! I'd love to hear if anything breaks, or if it doesn't. Thanks in advance.
Changes:
* Silver and gold tile are now considered fine floor. Fine floor have an info card entry stating that they are fine.
* Fixed a bug that caused backstory translation data to be ignored if the translation was compressed.
* Fixed a bug that caused the camera to jump occasionally.
* Fixed a bug that made it impossible to form a caravan if two map sides were blocked.
* Adjusted mech cluster drop rules to avoid dropping too close to colony or colonists.
* Changed psychic animal pulser to only affect non-player animals.
* Fixed a bug that caused manhunting animals to attack sleeping mechs.
* Ensured that an animal bed would not interfere with royal title requirements in a bedroom (we think this could only happen with mods).
* We no longer assign heirs to Empire pawns to prevent colonists from inheriting their titles.
* Added a bit more information about the heir's faction to the royal title tooltip on the Bio tab.
* People with no psychic amplifier now have 30 psychic entropy capacity instead of 100.
* Fixed a bug that caused vertical overlap bug between messages and letters in French language. Messages now use dynamic height based on text size rather than constant height and fixed spacing between letters and messages.
* Fix a bug that caused a missing period at the end of 'used ability' combat log messages.
* Text adjustments and typo fixes.
Version/1.1.2563

Just a quick update with some miscellaneous fixes. RimWorld is now at 1.1.2563.
This update is on the unstable branch. EDIT: Released to main branch now.
* Shuttles now avoid landing on crops.
* Using a resurrection serum now removes royal titles, to prevent duplicating them.
* For modders, fixed and issue where BaseGen and SketchGen SetCustom and GetCustom methods don't work
* Fixed a bug that allowed stacking toughskin, armorskin, and stoneskin implants.
* Fixed a bug that would cause the royal ascent quest to fail if the high stellarch died of old age.
* Fixed a bug that caused traders to restock every day.
* Fixed a bug where nobles would get stuck if the throne room became unreachable after they decide to go reign.
* Fixed a bug that caused bladelink weapons lose reference to bonded pawn after the pawn died or leaves the map when saving the game.
* Long mod names will no longer clip out of the box on the loading screen.
* Fixed a bug that interfered with title inheritance if a pawn died in a caravan.
* Hunting decrees no longer ask you to kill quest-related animals.
* Fixed a bug that caused quest helpers to leave early during long hosting quests.
* If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.
* Fixed a bug that caused colonist lending quests to remain incomplete if one of the pawns is null (possibly by dying and save/load).
* Some small text adjustment
Version/1.1.2564

This update contains balance changes and bugfixes.
If you're willing to help test, please join the testing Discord server: https://discord.gg/ryKTFr
Thanks!
== Changes ==
* Mech turret balance: Charge blaster turret cooldown 3.5->4.5 seconds. Inferno cannon turret cooldown 8.5->11.5 seconds Inferno cannon miss radius 3.5->3.9.
* Update player-created content: 172 names added.
* Languages updated.
* Ground-penetrating scanner rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days.
* Ground-penetrating scanner now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find.
* Fixed a bug that could cause deep ores to generate outside the buildable area.
* Hunting decrees are now cancelled if there are not enough animals of the asked type left on the map.
* Monument markers, when canceled, can now be reinstalled again instead of disappearing.
* Mech clusters are now a lot less likely to fail finding position on difficult maps.
* Only inherited titles are now being removed from pawns after resurrection. So a resurrected pawn will keep his title if it wasn't inherited by someone else upon his death.
* Pawns with psychic harmonizers are now unaffected by others' harmonizers, to prevent runaway feedback loops.
* You can no longer lend colonists who are unfit for work.
* Removed errors from non-unique quest names
* Production decrees now only use more common stuff like wood, steel, and cloth, to reduce cases of near-impossible decrees.
* Add related quest gizmo to quest hives.
* Add "select hives" button to infestation kill quest so you can see which hives you need to kill.
* Fixed a bug that would cause insect kill quests to end only on killing every hive on the map (instead of every quest-spawned hive).
* Fixed a bug that would cause downed quest guards to never leave if they were injured during the quest and later healed.
* Fixed a bug that caused toxic spewers to affect caravans no matter where they are.
* Fixed a bug that made throne comfort not apply while reigning.
* Fixed a bug that could cause banished pawns to get stuck if they're on their way to a bed.
* Fixed pawn lend quest returning pawns to a random colony map instead of the map they were picked up from.
* If a nickname is empty in the character creation screen, the pawn's first name is used in the tooltips instead of an empty string.
* Fixed a bug that cause debug log spam after adding entropy link via dev tools and opening health tab.
* Optimized monument marker ticking to prevent performance loss with large monuments (checking for completion).
Version/1.1.2565

This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch in future, please join this Discord server: https://discord.gg/FYBsdNX
== Change log ==
* Fix: Endless cycle of the prisoner getting out of bed, and the doctor putting the prisoner in the bed
* Fix: Tortured artist gets inspiration after being hit by berserk psycast.
* Most traders now buy musical instruments.
* A mitigation for: Pawn allocated several times to Bed or Throne. Until the root cause is known.
* Fix: Cloth sandbags not displaying as 1.0 color.
* Fix: A count was used as a caravan guard for the empire
* Show detection chance for illegal psycasts attached to the mouse.
* All weapons are now biocodable. All lodgers now arrive with their weapons biocoded. Lodgers can now drop non biocoded weapons via UI (e.g. if the player made him equip it).
* Fix: some mech cluster building can be deconstructed but won't drop anything. Fix mech capsule not being deconstructible.
* Use SketchThing.OccupiedRect in AnyThingOutOfBounds function.
* Fixed: IEDs spawn shells when destroyed.
* Traders can no longer sell slaves with royal titles.
* PawnGenerationRequest properties are now public.
* Change CellHasCrops check to early out if no plants found.
* Add an out of bounds check to CanSpawnClusterAt.
* Pawn lend quest no longer sends shuttles onto maps that don't have enough pawns available.
* Removed pawn beauty stat min/max clamping.
* Changes to shuttle landing spot finder based on feedback.
* Reworked field hand and drill arm so their stats don't fight each other. Instead of reducing manipulation, they now affect movement speed.
* Waterproof conduit cost reduced 40 steel -> 10 steel.
Version/1.1.2566

This update brings bugfixes and other adjustments.
If you're willing to help test the unstable branch, please join this Discord server: https://discord.gg/FYBsdNX
== Change lo g==
* Shorten the royal endgame quest defense duration 15 days->12 days. This does not affect quests that were already generated.
* Significantly reduced the frequency of random mech clusters (unconnected to quests).
* Mech large turrets now have minimum ranges. Mech mortars initial warmup increased 60->120 seconds. Mech mortars cooldown increased 44->80 seconds.
* Reclassified mech mortar as problem causer instead of combat threat, so clusters will now only spawn one of these. Charge blaster turret burst shots reduced 24->16. Mech heavy turrets health 380->280.
* Hosting quest worst case raids timing is no longer as severe.
* Giving a speech from the throne now trains social skill.
* Fix: Banished pawns still send letters about forgetting decrees.
* Fix: Bad image for info card on some walls.
* Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present
* Janissaries, Troopers and Cataphracts no longer can come with the "Brawler" trait.
* Fix: It's possible to defeat condition causers simply by entering the map and leaving. We no longer remove the WorldObject if there's any not destroyed condition causer.
* It's now possible to move the camera with a float menu open.
* Fix: Middle-mouse camera dragging stops if the mouse goes over a UI menu while dragging
* Fix: Royal guests arrive with tattered clothes
* Fix: Pawns are deep-saved twice if the player saves the game while drop pods with quest pawns are mid air.
* Fix: Wrong title being reported in violation letter for illegal psycasts.
* Fixes to implants base defs
Version/1.1.2567

Just a small balancing update this weekend.
Balancing will continue as we collect more feedback from across the Internet.
* Increase tribute collector rewards to 4 favor per prisoner and 1 favor per 50 gold.
* Inferno turret now has longer cooldown and lower accuracy.
* Charge blaster turret now has lower rate of fire, smaller burst size, and worse long-range accuracy. Renamed to charge turret.
* Mech turrets health changed from 280 to 250.
* Random mech clusters no longer come as as raid strategy but as their own incident.
* Increase faction relations rewards for quests.
* Fix incorrect black line on the Royalty main menu background.
* Adjusted donkey and caribou body size (donkey is no longer bigger than a yak).
* Added some loading tips.
Version/1.1.2569

This update is available on Steam's unstable branch fo testing.
We're testing to ensure full save and mod compatibility. If you're willing to help test the unstable build for compatibility, please join us here: https://discord.gg/FYBsdNX
Change list:
* Increased mini-turret range 25->29.
* We no longer generate big mech clusters if there's no space for them to spawn anyway (we keep the points, they're just more compact).
* We no longer generate quests to build monuments bigger than possible (e.g. due to bad terrain).
* Quests are now consistently sorted by date in the quests tab.
* Low-tech weapons are no longer biocodable.
* Psychic animal pulser no longer affects player faction animals.
* Adjust tuning of chemical desire traits.
* Add tip about changing storyteller and difficulty through the options menu.
* Columns and urns are now marked as inert for AI purposes.
* Pawns can no longer haul away unfinished things that have a bound bill, are located on the worktable or touch the worktable.
* Expand title rewards letter to include the delivery information (to colony/directly to inventory).
* Fix: Apparel wearout damage applies to world pawns, so they eventually become naked.
* Fix: Ground-penetrating scanner text flickering.
* Fix: Turrets in smoke can target enemies adjacent to them.
* Fix: Mods cannot override patches (reported by NotFood).
* Fix: LordToil_HuntEnemies looking for random spot outside colony ownedpawns are not spawned.
* Fix: Mechanoid ship part disappeared with error message.
* Fix: Incorrect tip.
* Fix: Modded floors with 0 market value break monument generation
* Fix: Aesthetic nose lacking addedPartProps
* Fix: Bad grammar in title rewards letter.
EDIT: Updated.
* Fix: Pawns will move primary equipment to inventory if pawn becomes incapable of manipulation.
* Remove spurious error "Added def X without an associated modContentPack". Patched defs don't need to have modContentPack.
* Fixed sorting of quest tabs.
* Reworked FindDropPodLocation validator in IncidentWorker_CrashedShipPart.
* Fix: Mech cluster quests fail to mention some condition causers in their threat list.
==Source==
* https://steamcommunity.com/games/294100/announcements/detail/1706240323232123176
Version/1.1.2570

This is a continuation of yesterday's unstable testing with some updates.
If you're willing to help test the unstable build for compatibility in future, please join us here: https://discord.gg/4YMfu6
== Changelog ==
* Player-created content update.
* Fix: Nuclear stomach not having zero food poisoning chance
* Fix: Escaping prisoners being able to equip bladelinked/biocoded weapons.
* Refactored mech cluster position finder to be more robust and flexible.
* Fix: Room requirements debuff for royals in caravan. Only apply debuffs on player home maps.
* Fix: Some mechanoids showing up as "dormant" after awakening.
* Fix: No mech wake-up sound on LordJob_SleepThenAssaultColony.
* Fix: Link plasmasword and zeushammer having no detection chance.
* HaulAIUtility now checks whether the worktable is spawned when deciding if hauling unfinished thing is allowed.
Version/1.1.2571

Balance updates and bugfixes today!
If you're willing to help test the unstable build in future, please join us here: https://discord.gg/EV2PNt7
Feedback is welcome all around. The most direct place to offer it is the Discord channel above, but I'm watching forums, Reddit, and everywhere else I can collect feedback. Thanks in advance to those who contribute thoughts, and to all those who have offered feedback so far.
Changes:
*Baron can now do Animals work.
*Count can now do commoner work. Count is now only unable to do same as Baron, plus Animals.
*Balanced down ultratech and bladelink melee weapons a bit. Reduced illegal bladelink usage detection chance 5% to 3%.
*Psychic entropy base recovery rate reduced from 5 to 4.
*Improve psychic entropy recovery rate on pawns without psychic amplifiers from 4 to 8.
*Psycasts rebalance:
**Painblock duration 30 to 120.
**Burden duration 30 to 20.
**Blinding pulse radius 5 to 4, range 25 to 20.
**Entropy link duration 60 to 120.
**Beckon range 25 to 20, duration 10 to 8.
**Vertigo pulse range 25 to 20, cost 25 to 30.
**Wallraise range 25 to 20, cost 25 to 35.
**Smokepop range 25 to 20, cost 35 to 30.
**Berserk cost 35 to 40, range 25 to 15, duration 30 to 15.
**Berserk pulse cost 60 to 65, range 25 to 15, duration 60 to 15.
**Invisibility cost 30 to 45, range 10 to 15.
**Manhunter pulse radius 30 to 28, cost 40 to 50.
*Psychic harmonizer impact reduced 20%.
*Psychic hangover now affects manipulation and its mood impact is increased from 8 to 12.
*Psychic melee weapons are now biocodable.
*Unstable power cell, mortar, and bullet shields now have market value since they can be claimed and used by the player.
*Mech cluster spawning now handles collisions better (and doesn't wipe other buildings if it doesn't have to).
*Condition causers terrain affordance needed: Light -> Heavy
*Play sounds when psychic entropy limiter is toggled on or off.
*Fix: Steam builds sometimes have no steam_appid.txt because STEAM is not defined in BuildMaker
*Fix: Food batch boundary issue when interacting with animal using food that might have already been reserved. Also fixed uneeded default value for QuestNode_Letter.
*Fix: Error producing cast in QuestPart_letter.
*Fix: Potential attempt at destroying equipment when no equipment is held.
*Fix: Helpers leave after fixed 10 days during raid quests even if there are multiple raids.
*Fix: Circadian half-cycler breaks parties.
*Fix: Temporary faction members who are downed, put in bed, then quest is complete aren't tendable.
*Added dead pawn filter for look targets to letter quest node to fix spurious message.
Version/1.1.2575

This update includes various new features, adjustments and bug fixes.
EDIT: It's been released to everyone!
Thanks to everyone who has been contributing unstable build feedback in official unstable build testing Discord server
== Change list ==
* Implemented renounce title button on pawn bio tab. You can now have your royal colonists renounce their title if you wish.
* Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days, if you're willing to wait.
* Mech cluster condition causers and mortars now sometimes take several days to initiate threatening the colony. This gives more time to prepare and attack the cluster.
* We now generate random rewards only up to 5500$, the rest will go into market value fillers like gold, plasteel, and uranium. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.
* Added bulk recipes for pemmican and drugs.
* Restricted hunting decrees from targeting colony animals.
* Make mortar/bullet shields shut down when the cluster is defeated.
* Added new visual effects that play when something is disabled by EMP (makes it clearer when mechs and their builds are EMP-affected).
* Monument blueprints are now automatically placed when a monument marker is placed. They're also automatically removed when the player cancels the monument.
* Reduce hospitality threat frequency from 18h to 24h and adjusted rewards to match.
* Reduce love enhancer impact 50%.
* Give more time for harvest decrees, especially with fast-growing plants.
* Fix: Trade request quest can request and give the same ThingDef
* Fix: Trade request quest generation fails in rare cases
* Fix: Harvest decrees can ask for cave plants.
* Fix: Missing CanPawnAcceptQuest check in QuestsTab.
* Fix: Tribal faction namer uses undefined key.
* Fix: Traveling colonists not being able to accept quests and refactor MainTabWindow_Quests.
* Fix: When the Steam version fails to initialize the Steam API, clicking on a mod requirement throws an exception.
* Fix: Pawns losing ownership of their bed/throne if sent in transport pods.
* Fix: Random error from NaturalRandomQuestChooser; total weight is zero
* Fix: NamesFromRulepack debug output causes errors when root keyword isn't r_name.
* Misc minor typo fixes.
Version/1.2.3005

Hey everyone - Just another languages and names update here.
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.
EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!
Version/1.3.3069b

Hey all, another quick update before the weekend.
I've just released version 1.3.3069b to everyone. This is the same as 1.3.3069 from earlier today, with the addition of a feature that lets you save and load ideoligions within the ideoligion customization screen.
If you have a complicated ideoligion you want to use from now on, you can save it during creation and load it in future games.
You should be able to get the update by restarting Steam. It'll be compatible with everything.
Look forward to more updates soon!
Version/1.3.3069c

Build 1.3.3069c is up on the unstable branch! 
* Fix: Ancient complex mission quest attempts to run without royalty installed.
* Removed scarification ceremony from nature primacy.
* Ensure that Alert_IdeoBuildingDisrespected is discarded if not valid anymore.
* Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
* Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
* Implement stacking multiple alerts for blinding and scarification ritual obligations.
* Added warning for desired apparel overlapping with role apparel requirement.
* Change Man in Black incident to prefer generating a joiner with non-player ideo.
* After finishing the ritual, if a duelist has no bed assigned to him he will get one assigned if available
* Add a new 'Rough living' issue.
* Integrated 4 different shopping cart visual variants.
* Fix: Leader speech ritual icon doesn't match the new ability icon.
* Fix: You can bypass cooldown on role abilities that are rituals (eg. leader speech) by starting the ritual directly from a thing.
* Implemented new monkey graphics.
* Changed StatPart_SightPsychicSensitivityOffset to use GenMath.LerpDoubleClamped.
* Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt.
* Add a local variable for candidate animals in Alert_RitualObligation to avoid repeated expenisve calls.
* Invalidate the district cache in AnimalPenEnclosureCalculator on District.Notify_RoomShapeOrContainedBedsChanged call.
* Optimization for WorkGiver_GrowerHarvest based on feedback.
* Improvements to retaining a thing style upon botched construction and auto-rebuild.
* Draw an icon beside initial player selected ideoligion in ideo UI.
* Improvements to dying hair job.
* Release animal to wild checkbox is now paintable.
* Removing apparel desire no longer shuffles role apparel. Instead of not allowing adding overlapping apparel requirements, we warn the player of overlaps and reject "Accept" input.
* Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
* Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.
Version/1.3.3070

Build 1.3.3070 is up on unstable!
* When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
* Fix: Iterating forwards through knownExpansions instead of backwards.
* Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
* Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
* Burka now covers neck and shoulders.
* Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice.
* Added columns for slaughtering bonded animals.
* Gauranlen trees heal slowly over time.
* Having 1 or 2 colonists of a player's original ideoligion boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings.