nyuuzyou/wikis huggingface dataset:
Version/0.0.254B

== Changes ==
=== Changes ===
* Abolished cycles - dates are measured in days only.
* Walls now short circuit as well as Power conduits.
* Blasting charges cost more.
* Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.
=== New content ===
* Added warning popup for loading old saves with new versions. This is not supported.
* Added Chill Callie Classic storyteller, the more relaxed version of Cassandra.
* Added a toggle to run the game even when the window isn't focused.
=== Bug fixes ===
* Fixed a number of serious issues, including roofs not building over large indoor constructions, crashes on building at the edge of the map, wardens convincing prisoners endlessly, and landing pods destroying designated areas.
* Fixed a serious bug in Cassandra which was blocking events at high populations.
* Attempted to fix the black screen bug
Version/0.12.910

I’ve just uploaded a hotfix to version Alpha12b. This is purely a fixing and balancing hotfix.
==Compatibility==
* Your saves from A12 should still work. Hooray!
* Data/XML-only mods from A12 should still work. Yay!
* Mods with code from A12 may work, or they may break. You may need to recompile them with the new DLL. Aww.
* To get the update: Download using your previous link from your last email and install to a clean empty folder. There will not be a new email sent. Your personal download link is permanent and always has the latest version. If you need help with anything, please go to ludeon.com/support.
==Changes in Alpha12b==
* Rebalanced animal hauling, traps, charge rifle, assault rifle.
* Rebalanced animal hunger rates and plant nutritions so animals need larger grass pastures to be sustainable.
* Thrumbo is much more powerful in combat.
* Sleeping pawns now wake up when harmed.
* Float menu column is wider to avoid cut-off text.
* Ship part incidents won’t occur so early.
* First raid comes a bit earlier on Cassandra and Phoebe.
* Fixed: Manual work priorities being used after switching to non-manual priorities.
* Fixed: Colonists have ‘colonist left unburied’ thoughts when tame animals were left unburied.
* Fixed: Eggs can only be used for simple meals
* Fixed: Trade items dropping in weird places.
* Fixed: Colonists incapable of violence can slaugher animals.
* Fixed: Alphabeavers leave the map after they sleep because they get hungry.
* Fixed: Date changes over at 6am, not midnight.
* Misc other fixes and improvements.
==Change in Alpha12c==
* Poison ship part event now only drops one ship part instead of 2-3.
Version/0.14.1236

With the flurry of support and fraud combat tasks abating, I took a little while to watch Zeebos’ stream. A discussion was had and it quickly became apparent that a lot of the events in the game weren’t really firing – ever. No heat waves, no crazy animals, no crashed ship parts.
Doing some local testing, I realized how bad it was. Most of the events in the game would never fire.
Holy crap!
I’ve fixed the issue and uploaded a patch to Steam. Your save games will be compatible. The new build is 0.14.1238 – look for that number at the top left of the main menu to confirm you’re running it.
Look at it this way – it’s like releasing a juicy content patch!
Note: I haven’t updated the DRM-free download yet, I’ll do that when I’m a bit more certain the patch is still balanced.
==Changes==
* Fix: Events never fire (except in some exceptional circumstances):
** Infestation
** Manhunter pack
** Psychic ship part crash
** Poison ship part crash
** Animal insanity (single)
** Eclipse
** Solar flare
** Psychic drone
** Toxic fallout
** Volcanic winter
** Heatwave
** Cold snap
** Flashstorm
** Short circuit
** Crop blight
** Alphabeavers
** Psychic soothe
** Refugee chased
** Thrumbo passes
* Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.
* Fix: Threat cycle event maker sometimes queues events without enough points to actually fire them.
Version/0.14.1238

It looks like the fixes in Alpha14b were effective. I’m now releasing Alpha14c on Steam and DRM-free channels. This one is just a tiny change from 14b: Phoebe’s random incidents density is reduced somewhat (it was the same as Cassandra’s before, which doesn’t make sense since Phoebe is supposed to give more breathing space between events.)
I’ll still be watching for balance and content problems, but it seems likely the next patch will be a new alpha.
On a side note, some people have asked whether any more features will be added. The answer is a definite yes. We are currently working on several major new features with the potential to transform gameplay yet again. I can’t wait to show them to you! But, they have to be ready first. I’m also working on a ton of polish tasks.
Version/0.14.1241

Alpha14d (build 1241) is a quick-fix build that makes a few small but important changes.
DRM-free owners will NOT get an update email, but can download the new build from their existing download link.
===Compatibility===
Save games from Alpha 14 should still work.
==Changes==
* Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra.
* Fixed a crash that occurs when the player has no allies.
* The “cannot connect to Steam API” error message is now more informative and suggests rebooting.
* Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play difficulty.
* Toxic fallout and volcanic winter are now rarer.
Version/0.14.1249

Some rare, game-breaking bugs were reported. Some are crashes; others critically break AI behavior. So I fixed them.
Savegames should continue to work from before. Some savegames that were broken before will now load.
Mods should also mostly be compatible, but there may be issues in some cases given the complexities of how the code links up.
The build number is now 1249.
Non-Steam players won’t get an update email since this isn’t a content update. They can download the new version from their existing download link.
== Changes ==
* Fix: Hard crash when bed-sharing pawns have zero chance to do lovin’, passing a PositiveInfinity mean-time-between to the random event checker, causing it to enter an infinite loop.
* Fix: AI stuck when warden chooses to feed a prisoner by taking food from an empty food dispenser.
* Fix: AI stuck and performance chugging from colony animals starving while being restricted to not touching walls, and locked inside.
* Mitigate: Sometimes, NPCs in parties, marriages all freeze and just stand there.
Version/0.15.1280

A tiny update to Alpha15b has been released that fixes a small bug with Cassandra Classic and Phoebe Chillax.
DRM-free players can update by simply re-downloading from their existing download link. It always carries the latest version. (Don’t worry about running out of downloads, you can always email support for a reset. We just have that limit to stop automated abuse.)
These storytellers were miscounting the days since game start, and so were sometimes incorrectly sending a several raids in the 5-10 day range, making this crucial part of the early game far too hard.
This update is tiny (two lines of code) so it shouldn’t affect compatibility with saves or mods.
However, because it will shift the storyteller’s timer, it may cause some players to get a string of raids in a row, or a long peaceful period. This will only happen once.
Version/0.15.1284

Alpha15c is currently on Steam’s ‘unstable’ branch for public testing. This update fixes some important bugs and yield significant CPU usage optimizations. It also adjusts a few balance points for a better experience. I invite everyone willing to choose the unstable branch and test it out! I invite feedback in this forum thread and in the comments here.
Save compatibility: Savegames from the unmodded game will be compatible from earlier Alpha 15 versions.
Mods compatibility: Data and XML mods will be 100% compatible from earlier Alpha 15 version. The API for code mods is also unchanged, and so should remain compatible. However, since the core game has been recompiled, some mods may need to be recompiled as well before they work again. Mod authors may want to look at Alpha15c to check and prepare compatibility. (This shouldn’t require any actual code or data changes, but may require recompiling your code).
Once Alpha15c is confirmed stable, I will release it to all users. Hopefully within a day or two.
==Changes==
* Fix: Luciferium is not addictive; it gives the positive effect forever with no downside.
* Fix: Malari-block high never goes away.
* Optimized a bunch of pawn ticking code to be much, much faster.
* Rebalanced drugs to be a bit more profitable and a bit more more dangerous.
* Food selection algorithm prefers meals by 16 cells instead of 7.
* Fix: Game doesn’t assign short hashes if you subclass any Def class. This makes many mods impossible.
* Fix: Standing lamps and sun lamps are available without research.
* Fix 2618: On Linux, system language can break the game.
* Fix: Raiders can steal during tutorial.
* Fix 2620: Learning Helper: Items remain after save-scum.
* Fix 2611: Scenario ‘Can’t Hunt’ etc doesn’t work.
* Translations update.
* Some other misc minor fixes, rebalancings and text changes.
Version/0.17.1557

I’ve just released Alpha17b, a performance hotfix for Alpha17. Steam users will get it automatically, while non-Steam users can download from their existing permanent download link (there won’t be an update email sent out). This is build 0.17.1557.
When we made the targeting AI smarter in Alpha 17, we also made it harder on the CPU. Players in late game were seeing drastically reduced performance. Alpha17b optimizes this and several other things. There are no changes to gameplay – just optimization of what’s there already.
This update will work with your existing saved games, XML-only mods and (hopefully) most or all code mods.
If for any reason you want to continue on the older version, you can set your Steam beta branch to ‘alpha17a’.
Sorry for any disruption! We’re also hard at work on Alpha 18.
Version/0.6.532

It’s a whole new world! Here’s Alpha 6, the update with world generation, biomes, a medical system that tracks every wound and body part, and personality traits. You can follow our day-to-day work on the changelog.
If you own the game, you should get an update email from us. You can also get Alpha 6 by re-downloading from the link you used before (it is a permanent link and always has the newest version). Anyone still having trouble should start at this thread.
Also note that this build will not load old savegames, so keep your old install separate if you want to finish an Alpha 5 colony.
==Release Trailer==
<youtube>https://www.youtube.com/watch?v=5omZG5ZIOyQ</youtube>
==Changes==
* World generation added. You can now generate a world from a seed value and choose where to land your escape pods.
* Biomes added. There are six biomes on the world map, but only three of them are implemented so far – desert, arid shrubland (the only choice, previously), and temperate forest.
* Obviously, biomes have distinct animal and plant life which present unique challenges and opportunities.
* Coastlines added. If you land on a seashore, your map will have a coastline in it (though it doesn’t do much, it’s fun to play on the beach.)
* Medical system added. Instead of simply having hit points, characters, animals, and mechanoids have a body health tracker that records every wound and every body part and how they interact. Wounds will affect specific abilities, so someone with eyes burned out can’t shoot or do surgery well, and someone with leg wounds will move slow. Wounds can also become permanent if left untreated, or kill someone due to bleeding.
* Pain level is tracked. A character in too much pain will become incapacitated.
* Doctors and medicine now have a purpose! Your doctor will attempt to heal wounded colonists and prisoner (if the prisoner is marked to receive care). If there is medicine available, he will use it to increase the chance of giving quality care. Wounds treated with quality care are much less likely to become permanent.
* Delicate body parts like brains or eyes usually end up with permanent damage when harmed.
* Characters now have personality traits which affect gameplay! Enjoy playing with colonists who are lazy or hardworking, neurotic, psychically sensitive or deaf, bloodlusty, or nudist.
* EMP weapons added. Useful for fighting mechanoids, and for enemies attacking your turrets.
* Spacey new menu music from Alistair Lindsay. More in-game music and sound effects from Al added as well.
* More translations added and existing translations updated.
* Lots of other small improvements and dozens of bug fixes, as well as new bugs to discover!
Version/1.0.2150

I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.
For modders, here is how to set your mod up for multi-version support:
In the mod’s About.xml file, don’t use <targetVersion> any more. Instead, write a list of supported versions like this:
 
<supportedVersions>
 1.0
 1.1
</supportedVersions>
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.
Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)
You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).
If you do not need the multi-version content loading, you place the “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.
Version/1.1.2257

We've been hard at work on a hotfix for some important bugs discovered in 1.1. The hotfix build is now released. The build number is 1.1.2257.
Saves and mods should be 100% compatible.
Please let us know if you have any trouble with it!
We're still working and there will be more hotfix builds with language updates and more fixes.
==Fixes==
* Fixed not being able to uninstall/reinstall unstable power cells after defeating mech cluster.
* Made smoothed stone count as floor for royal room requirements.
* Fixed a bug where the mechanoid cluster quest never completes.
* Mech clusters can no longer drop indoors.
* Fixed a bug where injured pawns would never do recreation.
* Added info on new features to ModUpdating.
* Fixed a bug where turrets have a red cross overlay after loading a 1.0 savegame.
* Fixed a bug where a "colonist died" thought would appear when a quest helper died.
* Mood caused mental breaks are now disabled for the wimp from the noble wimp quest.
* Change string.Replace to Substring for finding relative file path in LanguageData.
* Fixed a bug where the "Carry to shuttle" command drops the target on the floor if the shuttle is outside the allowed area.
* The Empire intro quest is now skipped if the player has opted out of royal favor rewards from the Empire.
* Fixed a bug where arrest success chance can exceed 100%.
* Fixed a bug where royal apparel generated on non-royal characters to satisfy warmth requirements.
* Fixed a bug where a different trader would arrive than the one requested.
* Added monument size limit for quests.
* Fixed a bug where the noble wimp doesn't leave the colony after the quest ends
* Fixed a bug where the "Open linked quest" command appears even if the quest is expired/completed/dismissed.
* Fixed a bug where unnecessary blueprints are removed in DoTerrainChangedEffects
* Fixed a bug that would cause a black screen if a mod was missing packageID in dependencies.
* Fixed a few typos.
==Modding features==
* Added IgnoreIfNoMatchingField attribute to allow having custom data in About.xml.
* Added the ability to set description and dependency relations on a game version-specific basis for About.xml.
* Added support for negative conditional load folders support. Rename attributes to IfModActive/IfModNotActive. Allow comma-separated packageId lists as values.
* Added Language folder support to LoadFolder system.
* Added MayRequire attrib functionality to individual load folders, to allow using them conditionally.
Version/1.1.2258

We've just released another hotfix of version 1.1. It should be compatible with all mods and saves.
==Change list==
* Updated translations
* Add feedback on trying to deconstruct walls of a mech cluster before defeating it.
* Give 1 psychic amplifier as inheritance reward. Make title rewards a separate message that can handle more than 1 item.
* Cancelling monument markers for quests sends a copy via drop pod.
* Adjust smelt apparel description.
* Fix: Mod descriptions are cut off if they use <size> tags.
* Fix: Royal ascent quest doesn't end properly when the stellarch dies before arriving
* Fix: Unfeasible farming decrees during winter.
* Fix: Royal prisoners try to swap pants continuously.
* Fix: Explosion in null map error in SmokepopBelt for unspawned pawns
* Fix: Designators not appearing with old custom scenarios where rules is null.
* Fix: Fertility grid doesn't update when edifices are removed.
* Fix: Can trade with outpost without required title.
* Fix: Transhumanists aren't satisfied with certain implants.
* Fix: Missing translation key.
* Fix: Various typos.
Version/1.1.2559

EDIT 2: It appears there's a lot of incompatibility between mods at the moment. Mainly this derives from a recent change in how the Harmony mod worked, which was itself compelled by a change in Unity/.NET. This broke compatibility with many other mods. Here is a full article about Harmony from its author explaining what happened.
The recommended fix for now is:
# Disable the Replace Stuff mod.
# Place the mods HubsLib and Harmony directly after Core/Royalty in the mod load order.
That should address most issues, but a some mods may still need to be updated over the next days.
I'm talking to modders more so we can pass along info about this kind of thing more clearly in the future.
I originally reverted the hotfix after getting these crash reports, but I've released it again since we haven't found any crashes from the hotfix itself.
ORIGINAL POST FOLLOWS:
A new hotfix for 1.1 has been released. It should be compatible with all mods and saves. The version is 1.1.2559.
Note that some recent changes within mods were breaking the game for some people. The mod Harmony changed how it interacts with other mods, so some other mods are now broken until they update.
== Change list for this hotfix update ==
* Avoid spawning quest shuttles near fires, hostile things and map edges.
* Map mouse drag sensitivity improvements, it's now configurable via Prefs. Improved middle button scrolling for world camera as well.
* Decrease minimum comfortable temperature for yak, donkey, and goat.
* Increase min points for mech cluster incident 300 -> 500.
* Burden range increased from 25 to 30. Stun entropy cost increased from 10 to 12. Stun range decreased from 25 to 20.
* Harvest decrees now check the temperature of the next 15 days to see if anything can grow.
* Hide items that Tribute Collector is not willing to trade from trade screen.
* Art bench no longer crafts harp and harpsichord; they are on the crafting spot and smithies. Art bench didn't make sense since it uses the art work type, but these instruments take crafting skill.
* Prisoner relations gain on release string when injured changed to 'Untended injury'
* Adjust mini-slugger description to reflect its long range.
== Fixes ==
* Mitigate bug where save file lacking rules causes designators to be broken.
* Fix: If you shoot a mech turret and it explodes and it hurts your quest helper, the quest helper's faction will hate you for it.
* Fix Unrelated stats showing on mechanoids InfoCard
* Fix: False "No acceptable food" alert on berries and reserved food.
* Fix: Leaving a bandit camp mid-fight causes the quest to be incompletable
* Fix: Compact weaponry act as replacement parts.
* Fix: Missing "pawn != null" checks in ApparelScoreRaw.
Version/1.1.2560

Another day, another hotfix! This is build 1.1.2560.
Side note: There were some recent major changes in a few key mods, so there are still some mods with compatibility problems with each other. More info on this in the last hotfix update and a writeup from the author of the Harmony mod. Let's give them a few days to get things settled!
This hotfix is small. Its primary purpose is to fix a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it. I just wanted to get this out quickly since while this bug is rare, it is quite annoying when it occurs.
If this bug affected your savegame, you can defeat any existing broken mech clusters like so:
# Turn on development mode in the options menu
# Look in the quests menu at the quest that won't end
# Turn on the checkbox "Dev: Debug" under the quest description.
# Scroll down.
# To the right of the 'send signal' box, click the '...' button. Select the entry similar to Quest0.cluster.AllEnemiesDefeated.
# Turn off development mode in the options menu.
==Change list==
* Fixed a bug that would cause mechanoid clusters to never be defeated if you saved and reloaded the game after the associated quest arrived but before accepting it.
* Languages update
* Updated Readme.txt with information about needing quotes around the -savedatafolder command when the path has spaces.
* Fixed a bug that would cause trade request quests imported from 1.0 saves to give no rewards.
* Fixed a bug that would cause no psyamp reward after quests if the recieved was not spawned.
* Fixed a bug that would cause random joining animals to have names despite having no bond.
* Fixed a bug that would cause a harmless error message on slaughtering a cobra
We will be fixing some more lingering issues over the coming week. Thanks for the great bug reports.