nyuuzyou/wikis huggingface dataset:
Version/1.3.3072

Hey all, another update! This one hits a lot of various points game-wide. See change list below.
It should be compatible with everything. Please let us know on the official dev Discord if you have a problem and we'll get right on it!
We're continuing to collect feedback and improve everything we can. I much appreciate everyone who has helped out!
== Change list: ==
* 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. This makes it easier to expand an ideoligion starting from just one person.
* When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
* Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.
* 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.
* Auto-slaughter config allows you to control bonded animal slaughter specifically.
* Gauranlen trees heal slowly over time.
* Suspend dryads currently in cocoons.
* You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all.
* Improvements to styling station dialog based on feedback.
* Added darker black hair color option. Moved hard-coded hair colors to ColorDefs.
* Use faster HasHead property instead of GetNotMissingParts().Any(x =>...)
* Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
* Fix: Animals portraits blank on ritual setup dialog.
* Fix: Dryads prioritize rest over drafted follow.
* Fix: Potential NRE when ritual participants target a bed.
* Fix: Pawns can extract skulls from corpses that have lost their head since designation.
* 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: Missing reservation check.
* Fix: Potential error when ritual participants target a bed.
* Fix: Checking all beds instead of just humanlike ones for room owner.
* Fix: Checking reachability in ClosestThing_Global_Reachable.
* Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
* Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed.
* Fix: Missing translation key.
* Fix: Animals portraits blank on ritual setup dialog.
* Fix: Checking reachability in ClosestThing_Global_Reachable.
* Fix: Tattoos add transparency to pawn skin background.
* Fix: Iterating forwards through knownExpansions instead of backwards.
* Fix: Not using local map variable in Alert_IdeoBuildingDisrespected.
* Precept.PlayerWarning -> GetPlayerWarning.
* MayRequire="Ideology" -> MayRequire="Ludeon.RimWorld.Ideology" in a few places.
Version/1.3.3073

Build 1.3.3073 is up on unstable for testing!
* Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
* Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only.
* Fix: Incorrect requireOne usage for PainIsVirtue.
* Fix: Some bad requireOne usages.
* Optimized QuestNode_Root_WorkSite.
* Slaves no longer slight non-slaves
* Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
* Allowed saving all ideos and allowed saving ideos in-game.
* Allow non-ideo members to participate in leader speech.
* Change processed food to not generate negative thoughts related to meat-eating precepts.
* Beggars can now be given items when they are traveling to their wait destination.
* Prevent thrimbos from eating Gauranlen trees in addition to anima trees.
* Resolved some missing PlaceholderImage textures.
* Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
* Build script fails gracefully if a build produces no output.
* Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
* Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
* Change animal products to not generate negative thoughts related to meat-eating precepts.
* Added confirmation dialogs in ideo config UI when precepts will change.
* Fix: Pawns under 18 can no longer use age reversal + warnings if bioscuplter tuned to young pawn set to age reversal
* Ensure Tunneler meme always has the MiningYield_High precept.
* Slaves never start social fights with non-slaves if insulted.
* Renamed def Nutrifungus to Plant_Nutrifungus per standard.
* Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
* Slaves no longer insult non-slaves.
* Changed ThoughtWorker_Precept_IdeoDiversity to not iterate over spawned pawns list twice.
* Fix: Remove duplicate code from merge.
* Fix: Funerals are expected to be held for slaves if they have same ideo as colonists.
* Fix: Farskip with Relic gives debuff from losing the relic.
* Fix: Misc small copy errors
* Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
Version/1.3.3074b

Build 1.3.3074b is coming to unstable branch.
* Gauranlen tree pruning is dictated by a new stat, affected slightly by plants skill. Tree connection pawns have a 25% boost to pruning speed.
* Rebalance tree connector thoughts.
* Increase berrymaker dryad production from 32 to 40 berries per batch. Increase medicinemaker dryad production from 3 to 4 herbal meds per batch.
* Archonexus quest now warns players beforehand that research will reset
* Fix: High life meme ideos generate with a warning about conflicting apparel.
* Fix: Cancelling a biosculpter cycle before a pawn has started it will still consume nutrition.
* Fill text_todo.
* Fix: Ideo is left in broken state if player escapes without having selected any memes.
* Added difference threshold parameter to method signator on GenColor.IndistinguishableFrom and replaced uses of GenColor.ApproximatelyEqual with calls to IndistinguishableFrom with custom threshold.
Version/1.3.3075

Build 1.3.3075 is up 🤤 
* Fix 5223: Ideo UI overlap
* Fix 5227: Drum circle is ignored by pawns if only Ideology is installed
* Fix 5208: Doctors administring drugs to a pawn that has just died of an OD throws exception.
* Fix 5215: 'Scarification' is not translated
* Fix: Weird ancient barrel shadow.
* Fix: Some ancient junk is rotatable but should not be.
* Clarified spacedrone self-destruct delay info in quest description.
* Changed JobGiver_DeliverPawnToBed to check for reservation before issuing job.
* Changed GenColor.InstinguishableFrom difference threshold to 0.005 and removed optional parameter.Removed the custom value from call sites.
* Error mitigation for districts not having their map index decremented correctly until problem is found.
* Fix: Portrait cache not dirtied on changing style item in styling station dialog.
* Inspect pane now automatically resizes when tabs are added or removed.
* Fix: Typos.
* Fix: Default parameter added to GenColor.IndistinguishableFrom() instead of overload, causing mod errors.
* Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
* Removed PlaceholderSoundDef
* Fix: Animals being lead by ropes can be stopped to have their wool/chemfuel/milk gathered.
* Fix: Gauranlen moss can spawn over anima grass and gauranlen pods.
* Dryads are no longer affected by disease incidents.
* Gauranlen pod seed yield is no longer affected by difficulty.
Version/1.3.3079

Build 1.3.3079 is up! I'd like to set this one public for everyone if possible!
* Improvements to classic ideo presed based on feedback.
* Fix: Rebelling slaves now drop shield belt if they have a ranged weapon
* Disable apparel requirements for roles if you choose classic ideo.
* Fix: Rusted car only appears in north orientation.
* Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map.
* Rename class PreconfiguredIdeo -> IdeoPreset.
* Fix: Tooltip not shown for selected ideo preset.
* Fix: Generated ideo building def gets overriden to a random one during initialization.
* Adjust classic ideo preset to only have default precepts, no venerated animals, preferred weapons or non-funeral rituals.
* Increase fade on oil smear art.
* Improve mole people description.
* Rework text for ideo presets and move "free ranchers" to strong category.
* Add more constraints to Empire faction ideo generation. They are no longer proselytizers.
* Fix: Exception when all slaves die while rebellion likely alert active (not hard crash).
* Fix: Slave count rebellion factor shown incorrectly to users in tooltips.
* Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors.
* Increased plant harvest yield stats' max values.
* Don't list "Cannot remove: Required" float menu option for precepts that have a default. All available options are already listed.
* Fix: Dryad and Gaumaker pods can spawn over graves.
* Brighten ideo-related text even further.
* Ideoligion greyscale text color has a min brightness.
* Fix: Drafted slaves which rebel dont opportunistically pick up weapons.
* Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog.
* Fill in the rest of ideo preset tooltips.
* Adjust slave rebellion likely alert copy to make things a bit more friendly to translators.
* Fix: trailing newline, null on abandon with no active maps for slave rebellion likely alert
Version/1.3.3081

1.3.3081 is up! Not for release, but please test away!
* Added tree replanting. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees. You can move trees out of the way of your building sites.
* Colonists now get initial optimism thought after resettling in archonexus quest line
* Fix: Ideology loads before royalty when resetting mods config.
* Fix: Ideology about.xml file is missing <loadAfter> to be loaded after core mod.
* Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion
* Fix: MinifiedThing looks for atlas textures in wrong atlas group.
* Do not randomize classic ideo styles. Just use whatever is in the culture.
* Fix: Minified trees left behind on caravans do not count as died.
* Fix: Bills wont load if ideo apparel is from unloaded mod
* Fix: Error when forming caravan with a minified tree in inventory (Unknown TransferAsOne pair)
* Ensure classic ideo preset doesn't have tattoos for tribal player.
* Added audiovisual feedback for tree replanting process.
* Allow classic ideo preset to generate relics.
* Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.
* Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.
* Added missing check for playerSettings != null.
* Allow drafted tending (with and without medicine) on downed hostile pawns.
* Removed redundant RulePackDef for tree connection ritual.
* Persona weapons are no longer included in "allow biocoded" thing filters.
* Reword ideo preset categories' descriptions.
* Fix: Music doesnt play for about 2 minutes after loading a game
* Clicking on ideoligion certainty in social card now opens ideoligion tab
Version/1.3.3082

1.3.3082 is up!
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.
* Reset biosculpter timers after archonexus resettlement
* Reset prevent various events from happening too early after new archonexus settlement
* Add a warning if most of your food does not suit one of your caravaneers diet.
* Choosing ideo preset no longer continously calls SortStyleCategories but only once outside the loop.
* Don't list dryads on bed assign dialog.
* Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.
* Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.
* Fix: Cannot build floor coverings before having save/loaded at least once.
* Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.
* Fix: Stacks of Gauranlen seeds can only designate a single planting cell.
* Fix: Killing a slave in a slave rebellion causes 'Witnessed ally's death' thought
* Fix: Potential mod breaking issue in Graphic (GetCopy method arguments).
* Added sustainer sound while extracting tree. Added a sound when tree finishes extracting. Changed tree replanting designation sound. Added sound while replanting tree.
* Removed allowed area assignment UI for dryads since they ignore it anyway.
* Dryads now rest near their connected tree, not in beds or sleeping spots.
* Moved IsRelic() check to extension method in ReliquaryUtility.
* Pawns no longer smelt relics, to avoid accidental mishaps.
* Updated player-created names. Updated two player-created names per request.
* Fix: NRE when hovering over pawn with no ideoligion with conversion ability.
* We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.
* Upon new archonexus settlement, player now retains research up to classic start.
* Fix: Techprints retained on archonexus resettlement.
* Fix: Bloody dominators description typo
Replanting fixes:
* Fix: Trees to be replanted can be rotated.
* Fix: Can replant non-trees (bonsai, fibercorn and others tree lovers don't care about).
* Fix: Trees can be replanted indoors below a roof.
* Fix: Replanting trees over grass does not remove the grass.
* Fix: Extract tree designation graphic is too large.
* Fix: MinifiedTree does not set discarded state after being discarded.
* Minor improvements to tree replanting code.
* Fix: Minified tree defs are generated for trees which cannot be extracted.
* Fix: There is an 'anima tree' in the list of stockpile items
Version/1.3.3083

New build 1.3.3083 is up!
* Ancient tank trap and ancient macro-engine block are now non-deconstructible.
* Fix: Hunters finishing off their prey counts as slaughtering an animal.
* Vegetarian meals now allow animal products as ingredients.
* Fix: Raids assaulting a thing (like a spacedrone) are broken without Royalty.
* Fix: You can bypass ability cooldown by using queue cast after casting it the first time.
* Fix: Scenarios from Steam workshop break scenario ui when run in non-Steam mode.
* Fix: Colonist bar group calculations can cause errors in rare circumstances.
* Limit awaking on clamor to ancient complex insects and mechs.
* Extracting and replanting tree now gives plants xp.
* Fix: Gauranlen spawn cycle not correct after new archonexus settlement
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.
* Allow drafted tending of neutral downed pawns.
* Fix: Pruning hours per day readout doesn't take into account nearby player buildings.
* Reset additional storyteller parameters after new archonexus settlement.
* Fix: Outdated anima tree description.
* Fix: Ancient complex insects that heard a clamor are not fully awoken.
* Fix: IncidentWorker_RaidEnemy can potentially use a friendly faction if it was generated when they were still enemies.
* Fixes to GenerateGoodIngredients based on feedback.
* Adjsut the score modifier from food that gives negative thoughs.
* Improvements to unsuitable caravan food warning based on feedback. 
== Notes ==
* Taken verbatium from Rimworld official development, post on builds channel of date 6th of August, 2021
Version/1.3.3086

Build 1.3.3086! This build will hopefully be released to the public.
* Fix: Imprisoning and releasing slave immediately can cause some slaves to immediately join the player faction.
* Add a "drag to reorder" label on colonist creation screen for clarity.
* Remove second tick noise when reordering pawns on colonist creation screen.
* Colorize the Tree Connection ritual icon to match the Gauranlen color.
* Fix: Savage Tribe shows what it will buy.
* Fix: Item style overrides information is not shown on ideo preset screen.
* Fix: Slaves opportunistically haul during rebellion while grouping up.
* Lower slave social fight chance by 50%.
* Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.
* Fix: Pawn ritual arrival tag is not set if they started on the exact position they needed to be.
* Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.
* Add a null check to prevent old bestowing ceremony quests that existed pre-fix from causing issues.
* Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.
* PawnRenderer weapon drawing now supports Graphic_Random.
* Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.
* Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.
* Fix: Positive goodwill reward given when labourers miss shuttle and fixed scribe error trying to deep save a def.
* Fix: Mentally broken pawn appears as participant for anima linking ritual.
* Fix: Tribal members do not become hostile when arrested in terminal hack quest.
* Fix: Insect jelly is treated as a drug, causing exception to be thrown.
* Fix: Passive cave insects block bestowing ceremony.
* Fix: Using numCase causes errors in date colorization. Also, add support for colorizing all cases of numCase dates.
* Fix: Possible map junk wiping archonexus structure.
* Fix: Badly formatted relic name in relic hunt quest description.
* Fix: Some ancient junk is spawning overlapping chunks.
Version/1.3.3387

Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality.
The update should be compatible with all saves and mods.
If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback.
Have a great week!
- Tia
== Steam Deck Improvements ==
* Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned
* Commands now show "button A" glyph instead of "A" label on Steam Deck.
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.
* Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.
== Ideology Improvements ==
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.
* Colonists no longer get upset for delaying a ritual.
* Colorized some ideoligion-related text in ritual trigger letter.
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.
* "No slaves in colony" thought does not apply at "Very low" expectations or below.
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.
* Adjusted reliquary description.
* Adjusted inspect pane and stat readout for relics in classic mode.
== Misc ==
* Updated player creative content.
* Changed the nutrients needed for lavish vegetarian and lavish carnivore meals to 1.25 (previously 2.5).
== Fixes ==
* Fix: Dismissing on-screen keyboard on SteamDeck doesn't unfocus the text field.
* Fix: Not all precepts are added to memes during fluid ideoligion development.
* Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters.
* Fix: Multiple funerals generating for ideoligions.
* Fix: Word of serenity does not work on catatonic breakdown.
* Some minor fixes to how ideoligions are generated.
Version/1.4.3525

Released October 23, 2022
This update was released in two parts approximately 8 hours appart. They are combined here for ease of reference.
Version 1.4.3525 is up on unstable (now also stable)
* Potential fix for black screen when loading a game with multiple mods.
* Disable growth moment letter for quest lodgers.
* Fix: Temporary work restrictions affect growth moment passion choices.
* Fix: Errors preventing mechs from acting in very niche circumstances.
* Fix: Gene assembler artwork has incorrect import settings.
* Added some mech gestation null checks for safety.
* Fix: Clicking on the "carry pawn" checkbox in caravan screen opens health card.
* Fix: Bandolier and sash have incorrect unfinished thing.
* Fix: Shelves cause non-haulable things in the same cell to not affect beauty.
* Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
* Ignore package id suffix when checking for mod requirements 
Updated 1.4.3525 on unstable and stable: 
* Adjust some quest text to be a bit less dark.
* Updated name-in-game content.
* Fix: Error while killing pawn during phase 2.
* Fix: Babies causing bad thoughts for bigotry ideoligions.
* Fix "AlertRitualComingExtra" key not colored when translated.
* Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.
* Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.
* Fix: Suppressed genes contributing to romance chance still apply.
* Fix: Baby decoration and toy box can be rotated.
* Fix: Veil has no toxic environment resistance despite description.