The new 1.3 update of Rimworld limited the render resolution for pawns to 128x128. This is a small overhaul mod for Rimworld's Pyromaniac trait, inspired by multiple discussion threads on the, Because my comment keeps getting buried, in the hopes of people seeing this, yes I do intend to update to 1.4 but it depends when I have time to do. On the flipside, this means that it can be used to act as buffers and mitigate the flux of very powerful fuels. Lori has won many writing and design awards for technical manuals, reports, and training programs and is an Associate Fellow of the Society for Technical Communication. for each registrant and email to [emailprotected] from a work email address with full email signature, stating your GST number. This session will help you leverage your soft skills and improve your ability to lead and adapt to the changing demands of the workplace. A small mod that adds four new ultra-tech weapons capable of dealing massive amounts of damage. Have you ever wanted to make your pawns go insane with power? We have a great lineup of speakers this year. Hunger, Maintenance) will not interrupt current task, [Balance] When a human fails to find food, they will try to cook right away, [Balance] Tune human AI to use priorities more strictly, [UI/UX] Automatically turn workers back on after CPU deficit is resolved, [UI/UX] Show nebula instead of static background when viewing Research Tree and Starmap, [Tech] Remove Radeon nebula glitch workarounds, [Tech] Add IsHumanoid flag to Species definition to allow implementing humanoid species, [Tech] Fix Cleanup() could get called more than once for all AI tasks, [Performance] Add multiple small performance optimizations, [Bug] Fix mod translations would be validated as community translations and ignored due to not having an official counterpart, [Bug] Fix plants could get initialized with 0 harvest output, [Bug] Fix processors (Grinder, Refinery) would have trouble getting materials hauled to them from storages, [Bug] Fix workers would not be able to pick up a material if it was blocked in orthogonal directions (N/E/S/W), [Feature] Add multi select actions for installing and uninstalling upgrades, [Tech] Automatically load save backup file when available if save file is corrupted, [Tech] Add extra layer of security to prevent writing corrupted data into save files, [Tech] Rotate 3 auto save files instead of having just 1, [Bug] Fix slot system would fail to update slots by designation after they were relocated, [Bug] Fix winching multiple rows of solar panels would only consider the row near the floor as part of the island, [Bug] Fix relocating multiple rows of solar panels would leave some panels out, [Bug] Fix dragging deconstruct tool over multiple relocation tasks would not cancel them, [Bug] Fix copying configuration and pasting it onto a single object would skip the copy validation, [Feature] Replace Ship Computers internal heat / cooldown procedure with neural network fragmentation / defragmentation, [Feature] Having multiple Ship Computers will reduce the time spent in defragmentation procedure (ex cooldown), [Balance] Ship Computer will emit 3x more heat, [Balance] You can Defragment (ex cooldown) Ship Computer on demand if it has over 10% fragmentation (was available only since 50% before), [UI/UX] Show Event Log when neural network is booted after defragmentation procedure, [Performance] Limit concurrent teleporter particle systems to 15, [Performance] Limit concurrent nanobot particle systems (construct, deconstruct, repair vfx) to 20, [Bug] Fix Achievement One Piece would only unlock if you had an active suggestion to connect the ship sections together, [Bug] Fix Achievement Joy Ride could not unlock in certain conditions, [Bug] Fix Furnace would ignore individual Idle Warning setting, and wouldnt save / load it, [UI/UX] Hovering the device or object name will show a tooltip with the codex entry, [UI/UX] Hide fully maxed out workers from ML Booth selection, [Bug] Fix cats wouldnt ride a cleaning bot that was under direct control, [Bug] Fix Cooldown procedure would set very low framerate and wouldnt unset it correctly, [Bug] Fix grounded beings would treat storages in different sections unreachable, even if those sections were reachable through a teleporter, [Feature] Add Experimental Features toggle in Settings > Gameplay, [Balance] Swap Recycling and Nutrient Extraction research in the tree, [Balance] Make Nutrient Extraction research a prerequisite for Vegetarian Food, [Balance] Prevent Stock Market prices from dropping below $1, [Balance] Cat wont ride a Cleaning Bot through a teleporter if it leads to an unsafe area, [Balance] Merchant Stasis Pods can now be deconstructed (at your own risk), [UI/UX] Mark experimental and unfinished content as such in Research Tree and codex tooltips / popups, [UI/UX] Holding Shift or Ctrl while adjusting 0-9 priorities in UI will move them to 1 / 9, [UI/UX] Improve Planter grow selection UI, [UI/UX] Improve Refillable storage components UI (Reactors, Fluid Cannon, Pet Bowl), [UI/UX] Show more information when failing a task due to lack of or unreachable materials, [UI/UX] Prevent big tooltips from going above the top of the screen on small screens, [Bug] Fix unbuilt Telescope would show a scanning progress bar, [Bug] Fix merchant ships could change visual direction too frequently while players ship is flying diagonally, [Bug] Fix root cause of floors remaining with unbuilt looks (thanks to validation and diagnostics added in previous patch), [Bug] Fix Merchants could get generated with negative amount of cash if player had excessive amount of cash, [Bug] Fix Tractor Beams would make Stasis Pods miss the ship, [Bug] Fix removing targets from various ongoing tasks would not cancel the task correctly, leading to inconsistencies, [Balance] Memory Compression Upgrade will correlate with Uranium in the Stock Market, [Misc] Remove unused assets cleanup in between scene changes (suspected cause for some new crashes), [Misc] Selecting a pile will validate its availability and automatically fix and log diagnostics if the availability was inconsistent, [Performance] Improve performance of electricity grid rebuild with large grids, [Performance] Fix the bottleneck when dragging a big area with Task Priority / Retry / Cancel tools, [UI/UX] Include known materials with 0 count in Inventory overlay, [UI/UX] Holding Shift will make priority adjustment tool set priorities to either 1 or 9, [Translations] Update Japanese to 100% (thanks to Taijiro Inagaki), [Bug] Fix merchant inventories would be extremely low since last patch, [Bug] Fix relocating and object onto a different object of same type would create an invalid relocation task and order an upgrade, [Bug] Fix spawning a material pile in the position of another material pile that was not added to the inventory for whatever reason would merge the new pile into the existing one, [Bug] Fix FTL drive would only show up to 32 drive particle systems at the same time, [Bug] Fix Faction information field would not update icon / text after being displayed for the first time in Starmap, [Bug] Fix Merchants and Probes no longer visible behind the ship in the game view when nearby, [Bug] Fix section detection would occasionally create two almost identical overlapping sections if a lot of floors would be ordered and clock speed was high, [Bug] Fix workers would not shut down after 1h grace period with too little CPU available, [Bug] Add extra validation to prevent some built floors remaining with unbuilt looks when large amount of construction tasks was created, [Bug] Prevent plants from floating in space, [Balance] Further adjust how Merchant inventory is generated, [UI/UX] ESC will only close UI by default (wont pause the game), [UI/UX] Swap C and K bindings. It will include details about staking claims in Ontario, stakeholder engagement, geophysics, accessing data, modeling, and drill planning. Debs Storey. Jane has her CPHR and is a certified leadership coach. Making the fuel rods of a reactor too reactive or not having enough sources of cooling, will lead to the reactor overheating and causing a meltdown. professional development, and engineering as a whole. See also: Guide: Designing A RBMK Reactor. plants), [Bug] Fix Stasis Array would not produce electricity after conversion to The Matrix (until save/load), [Feature] Fluid cannon filled with Petroleum will shoot incendiary bullets, [Balance] Allow terraforming materials to be used by Matter Reactors and Fluid Cannons, [Balance] When forcing a direct order (ctrl+click) on a task that is already assigned to another worker, reassign the task, [Bug] Fix Generate Validity Report in Language settings would only work after switching to another language, [Bug] Fix Terraformers would allow being configured using any type of fuel, [Bug] Fix Fluid Cannon filled with Water would not hit floors that are on fire, [Bug] Fix some issues with AI task assignment logic related to firefighting, [Feature] Add Colonize option to settle your colony on a terraformed planet, [Bug] Fix flight between galaxies would take forever, [Bug] Fix Starmap targeting broken in Universe layer, [Balance] Remove Battery Overload sub-events that end up with robots dying (except for Challenging difficulty), [UI/UX] Notify about malformed translations when loading definitions with template variables, [Bug] Hotfix universe fails to generate for a new game, [Feature] Add Terraforming Controls device for running terraforming operations, [Feature] Add Atmosphere Generator device for terraforming planets, [Feature] Add Biosphere Generator device for terraforming planets, [Feature] Add Ocean Generator device for terraforming planets, [Feature] Add Terrain Generator device for terraforming planets, [Feature] Add Terraforming research branch, [Feature] Add new craftable materials required for terraforming: AtmosphereMix, OrganicTurf, BioEnrichedWater, MultiFertilizer, [Feature] Allow growing Protein in Cloning Pod, [Graphics] Improve glass floor and window reflections, [UI/UX] Show fuel type in all refillable devices when hovering them, [Feature] Add Telescope device that can find a terraformable planet (for end goal), [UI/UX] Update the End Goal section of the Operations Manual, [Bug] Fix merchants in ships not starting trades anymore, [Bug] Fix Search popup not showing up in Research Tree, [Bug] Fix relocating the bed to the same spot in the tutorial would lock tutorial from progressing, [Feature] Add AutoDoc device for patching up biological damage, [Bug] Fix winching would break heaters and oxygen pumps, [Bug] Fix relocating anything with refillable storage (reactors, fluid cannons) would lose the fuel, [Bug] Fix winching would leave Ship Computers research particles in old location, [Bug] Fix UI pagination sometimes not showing last couple of items, [Feature] Add Probe device for launching probes to scan distant planets, [Graphics] Add smoke trail effects to Capsules, Meteors, Shuttles, etc, [Bug] Fix nearby merchant ship constantly changing direction if your ship moves, [Bug] Fix mods not loading non-english translations, [Bug] Fix text input popup widget would not close after submitting the input with Enter/Return, [Balance] Make Winch Hook and Anchor cheaper to research and build, [Bug] Fix possible graphics glitch after winching, [Bug] Fix winching would not move info icons of multi-tile objects correctly, [Bug] Fix winching would not move particles correctly, [Bug] Fix winching would not move dirt correctly, [Bug] Fix floating islands during ship wreck generation phase would not move dirt correctly, [Bug] Fix winching would fail to start when single tile objects (Thrusters, Solar Panels) were attached to the section, [Feature] Add Winch Hook and Winch Anchor devices, [Feature] Implement moving disconnected sections using Winch Hook + Anchor, [Feature] Add Winch section to Operations Manual, [Graphics] Fix space object visually sliding into position right after load, [Bug] Fix shuttle visuals not disappearing from the starfield while shuttle is landing on base, [Bug] Hotfix for game getting stuck in loading screen if Texture Quality setting was default, [Bug] Fix Unity stripping new starmap shaders as they are not linked in compile time (white squares), [Graphics] Make shuttles appear small in background above planets, [Graphics] Display space objects in-game (work in progress), [Graphics] Redo planets, stars, black holes, systems and galaxies looks in Starmap, [Bug] Fix emerging through a black hole could get us back to old galaxy if we changed Starmap scope to Universe and back, [Bug] Fix changing Starmap scope to Universe and back would emerge us near the Black Hole instead of last position, [Feature] Add Quantum Barrier device that generates a force field to protect from asteroids and meteors, [Feature] Add Force Fields research branch (under Quantum Mechanics), [Feature] Add automatic suggestion to disassemble a reclaimed Breach Capsule, [Bug] Fix socializing with enlightened humans would cause internal errors when trying to form attachments, [Feature] Generate more interesting ships, [UX/UI] Show Research and Starmap shortcuts in overlay tooltips, [UX/UI] Hide Radial Menu when opening a full screen overlay (Starmap, Research), [Bug] Fix emblems having 100% custom walking difficulty by default, [Feature] Add more content to Codex > Operations Manual, [Feature] Add custom walking difficulty slider to Emblem configuration UI, [Graphics] Fix Walking Difficulty overlay showing incorrect colors, [Balance] Add a Merchant type that will trade Oil and its products, [Bug] Fix Codex > Operations Manual button was missing in build, [Feature] Add the initial version of the Operations Manual (inside Codex), [Balance] Make Emblems not difficult to walk over, [Bug] Fix tutorial getting stuck on repair step if there was no bed found for relocation step, [Feature] Add Codex overlay with an in-game knowledge base, [UI/UX] Show existing item counts in Radial Menu, [UI/UX] Add new crafting demand type option: One, [UI/UX] Add tooltips in crafter configuration UI, [Bug] Fix socialization was completely impossible for humans with Introverted trait, [Bug] Fix multiple internal errors in various edge cases, [Bug] Fix loot generation broken for radioactive planet type, [Bug] Fix CPU module showing hard-coded incorrect Thz value from translations file, [Bug] Fix some game seeds would generate survivor area with a broken wall, [Feature] Add Recreational activity (low priority) - clean floors. Furniture during tutorial), [Bug] Job types will not show popups with missing translations, [Feature] Replacing walls and floors will not remove the old wall / floor during the task, [Feature] Allow disassembling a captured Breach Capsule after raid is over, [Balance] Damaged solar panels and reactors will produce less electricity, [Balance] Damaged connectors will have less max slots, [Balance] Change Space Helmet production electricity cost to 50kW (was 100kW), [Balance] Adjust some market item prices and groups, [Balance] Merchants will buy more variety of items than they sell themselves, [Balance] Move Steel Wardrobe from Advanced Furniture to regular Furniture, [Balance] Planters will require Water rather than Biowaste, [Performance] Fix possible stutter when walls / floors were deconstructed, [UI/UX] Add a shortcut (o) to start relocating selected tiles or objects, [Bug] Fix clothing items would flood merchants inventory with color versions and other items would not get generated, [Bug] Replacement of a tile (i.e. Bad Rimworld. planned to support your commitment to professional development. Many years ago, she made a personal and professional commitment to choose civility every day. As the comfort of your colonists progresses, their wishes also become more complex. Organizational behaviour is no longer just for the social scientists. This mod contains the C# library Harmony for all RimWorld mods. Interns, professional members, and councillors are entitled to be present; any other person may be admitted Inside of the reactor, showing robotic arm changing Nuclear Fuel (as seen in the teaser). Tier 8 - Nuclear Power battery), Make space background show actual ship motion vector in the universe, Begin initial implementation of space travel, Fix battery energy production / consumption value ranges being zero in energy node UI, Organize energy connections in better way, Switch research and starmap widgets to full screen, Show cooldown prompt when clicking the overheating event icon, Fix energy connector failing to disconnect components outside CPU grid in sandbox mode, Fix load game panel incorrectly resizing itself after showing a save without image, Fix drone pathfinding failing to reach tightly packed solar panels for cleaning, Fix loading saved game would not correctly restore some worker tasks, Add shortcut for energy connect tool (G, as in Grid), Add shortcut for repair and remove tools (F and V), Add shortcut for task priority tool (J, as in jobs), Add copy paste configuration tool (P shortcut), Change overlay colors to be less aggressive, Prevent silent energy connector backlink failures that resulted in ghost energy grids, Fix some events showing incorrect start time, Make electricity grids without ship computer show up in a different way, Dont show energy consumption in energy overlay for grids that are disconnected from the ship computer, Improve energy connect tool visual feedback, Fix energy connection tool visual problems, Automatically enable electricity overlay when switching into grid connect tool, Add a full discharge robot / drone recharge lockdown mechanic, Fix energy grid split brain situation in certain connector configurations, Add more restrictions to energy node connectivity, Create multi-map support (incompatible with 0.2.x saves), Generate the initial version of the universe, Add initial Bridge Controls implementation, Do not reset the position of overlay popup menu, Fix custom UI scale resetting itself unnecessarily, Do not try to load saves from incompatible versions, Make research widget and starmap zoomable and panable with all input devices, Make max charge rate configurable for charge station component, Fix ship computer not updating memory / storage amounts, Reduce the max range of Energy Connector v2, Fix consequent saving failing due to being unable to replace a backup, Show warning popup immediately if saving the game fails, Make colonist wakeup events less frequent, Make charge stations consume more energy when a being is charging, Prevent energy grid recalculation from happening while game is still loading, Fix charge station not promising robots/drones electricity for construction, Prevent grounded beings from trying to build stuff that is supposed to be built in space, Make charge station unusable when its not powered, Show last deficit text when looking at energy nodes, Fix matter reactor showing production when its not in use, Do not rebuild the whole game menu after game is saved (wont hide the menu after save anymore), Fix RMB opening context menu in addition to disabling active overlay, Fix raw material storage component save / load inconsistency, Review construction material requirements and work amounts for all objects, Add input setting to adjust (or remove) hold to click button duration, Reduce save loading time, especially with large map sizes, Fix energy node on/off switch not being available when it should, Add extra security measures to prevent corrupt saves from happening (pre-save validation, auto backups), Fix remove tool producing an error when empty space got selected, Make constructable component load logic compatible with future changes in blueprint material amounts, Fix quick search result icon not being clickable with mouse, Make Wrecked scenario compatible with smallest map size, Fix re-selecting the same entity wouldnt focus on it, Optimize large electricity grid display performance at high time speed, Make Robots and Drones seek charge station even sooner, Add story event: Robot/Drone battery malfunction (instant discharge), Try to satisfy robot and drone energy needs before they run out of juice, Show energy thought bubble for robots and drones when they couldnt find a free charge station, Do not auto-adjust the time speed in tutorial when its not necessary, Prevent energy research from completing ahead of time during the tutorial, Improve energy grid rendering performance with large grids, Show outline of hovered tile in energy connection tool, Show correct power production and consumption values in grid overlay, Fix energy connector not showing auto connect option in context menu when grid is reachable, Fix energy connector numbers not updating when connection between two connectors changes, Fix auto connect showing bogus warning about auto connection being incomplete, Show list of unlocked blueprints after researching something, Do not progress the research while CPU is cooling down, Show damage cracks on even slightly damaged tiles, Make beings reluctant to try the same failed task right away, Make storage capsule drop event obey radar presence, Show ! next to connectors that are off CPU grid, Show live link to grid area when hovering grid icon in energy overlay, Wake up colonists separately from other story events, Add Energy Connector v2 with longer range and twice the connection capacity, Prevent multiple instances of same sound playing at the same time, Show link between task and worker on object hover, Show link between all tasks and workers when Tasks overlay is enabled, Automatically restrict clock speed when dangerous events occur, Fix energy connector count text not updating in real time, Fix 3D printer allowing to print anything without researching it first, Do not render duplicate electricity link between two energy connectors, Fix feedback form trying to save the game in main menu, Make clicking on event notification open log entry when applicable, Add explosion sound effect and camera shake, Toggle the research panel when clicking on no research event icon rather than just opening it, Add different sound for emergency notifications, Track moving objects when they are focused (asteroids), Redo asteroids to target specific locations instead of random fall, Add story event: Electricity grid malfunction (heavy), Fix energy connector autoconnect sometimes resulting in 9/8 overconnection, Automatically disconnect damaged electrical devices, Disallow connecting damaged electrical devices, Make Asteroid warning appear only if there is an operational Radar on ship, Add watermark logo for screenshotting and video capture, Show current task link when being with a task is selected, Do not show light color controls for turned off or unavailable lights, Fix misleading Lacking raw material notification when material is unreachable by grounded being, Fix multitile objects not working correctly before saved / loaded, Energy Connector will only auto-connect to unconnected devices, Rebalance a lot of component research requirements, Add event log that will contain your generated story, Add way to create custom event log entries, Add soft failure recovery for corrupt save files, Reduce the number of dead bodies in wrecked ship scenario generation, Make zoom sensitivity configurable in input settings, Add story event: Electricity grid malfunction (light), Implement first traits: introvert and extrovert, Improve performance with extreme amounts of beings (thousands), Make genders, sexual orientations and attractions moddable for any species, Show warning triangles instead of missing sprites, Link being looks generation to species config, Add support for complex names with nicknames, Fix incorrectly displayed time in some UI elements, Make floor lights cost much less electricity, Add mental breakdown type: Deconstruct random objects, Make hats and clothing 3D printable and equippable separately, Fix ship computer not showing energy use during research, Show more details in electricity grid overlay, Make ignored drag distance configurable in input settings, Keep overlays activated while dragging with right mouse button, Make mouse controls and RMB behavior more consistent, Change how beings behave in dangerous conditions, Make it possible to attach your save in feedback form, Add slot system for placing objects on surfaces, Make humans go eat available food to satisfy hunger, Fix lights flickering when walls or floors are built or removed, Change how fire spreads and how fire damage is being dealt, Fix context menu occasionally unnecessarily paginating itself, Prevent camera from panning too far away from the ship, Change object rotation to go in one direction only (less key bindings needed), Change default key bindings to be more convenient, Add options to configure how space background looks, Make middle mouse button rotate objects before placement, Prevent confirm and input popups from producing duplicates, Add input settings panel with interactive rebinding support, Change UI lines from mouse to object to be straight, Fix slider background not being auto-styled, Fix templates generating objects with gaps, Quick Search will also find your workers and other beings, Fix bottom left menu not reacting to hover if root button was clicked, Add UI scale controls to video settings panel, Add cutoff controls to audio settings panel, Make manual UI scale confined to sane values, Automatically reset UI scale if resolution change made UI too big / too small, Start building blueprints system for 3D printing, Polish the tutorial, handle more edge cases, Hint objects that need to be clicked with lines from cursor in tutorial, Fix race condition with multiple coroutines using same waiter object, add Ship Computer overheating and cooldown mechanics, Make sure Ship Computer and Robot are generated in safe area, Produce natural debris from ship destruction, Add hover links showing target objects for some UI elements, Change roaming logic to prevent stopping in doorways, Make it impossible to shutdown humans, Fix some deconstruction ads being marked as unreachable after save/load, Make Research run 5x faster for playtesting, Make beings take cold and oxygen damage again, Add camera dolly motion tooling for trailer capture, Fix research widget blocks sized incorrectly, Fix bottom left menu sometimes being stuck in wrong position, Make detached UI dialogs and boxes draggable, Confine draggable UI to never leave screen area, Fix issues with software / hardware cursor switching, Flash resources on the map with brighter color, Automatically update available resources count when overlay is shown, Fix Charge Station producing more than one charge task at a time after save / load, Add more tools to control task priorities, Rework the bootstrap and game switching architecture, Significantly increase energy efficiency to reduce Matter Reactor burn rate, Fix linux mouse wheel zooming being reversed. to make a positive impact on people's lives through the provision of assistive technology. It also factors in the difficulty level, and some randomness. raiders Breach Capsule), [Bug] Fix material deficit event would not go away under certain conditions when it should, [Bug] Fix doors opening between two oxygenated areas would create vacuum, [Bug] Fix storage inventory material count not refreshing when storage gets modified while UI is open, [UI/UX] Suggest restart dialog will always display in English when changing languages, [UI/UX] When opening a long list of items (i.e. Steam boiling can be done within any component column, this can be activated by gamerule dialReasimBoilers, water can be inserted and steam extracted with special inlets and outlets, however the only steam compression type usable is super dense. They are no longer spawned on columns by default, so one must craft and place them on the RBMK to prevent radiation from being spewed out. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and NPC pawns to shoot while moving at the cost of an. This co RimThreaded greatly increases performance by multi threading the game. Fuel rods, when experiencing fission, generate heat. This simple mod allows you to drag and select multiple items in trade, caravan, and transporter loading windows. A RimWorld mod that allows to set colonists and animals to outfits, areas, drugs, food in one single action. in each year as Council may decide. [Balance] Use Quartz instead of Silicon to produce Glass, [Balance] Ensure Asteroid story event does not harm Ship Computer and Stasis Array, [UI/UX] Add new cursor styles for Planning tool, Fix info bars not following moving entities, Fix charge station becoming unusable under certain conditions, Fix stasis pod and storage capsule invisible when dropping, Fix cleaning options failing to show up for non-energy connected objects (toilet), Fix sprite ghosting when beings changed their facing while moving, Change stasis array stability change rate to be non-linear, Fix curve interpolation failing when curves were declining (technical internals), Fix removed objects (like Storage Capsule) would prevent construction on their past locations, Fix edge pan not working when mouse pointer is touching the edge, Make edge pan delay and acceleration tunable, Fix storage capsule often missing the ship, Add Screen Shake and Space Background Animation options to Video Settings, Fix deconstructing a processor would not re-register materials ejected from the queue to the inventory system, Prevent storage capsule from missing the ship, Prevent storage capsule and stasis pod drops from destroying important devices, Fix deconstruct object mental breakdown able to target Stasis Array and Ship Computer, Adjust wakeup with mental breakdown chance correlation to Stasis Array stability, Fix exception when trying to display a menu tooltip for the first time when game is paused, Show precise skill level in a tooltip when hovering a skill list, Do not show certain suggestions in irrelevant scenarios, Hint the right tab if Environment tab is activated during the tutorial, Fix cancelling the tutorial would sometimes keep the tutorial dialog open, Do not show drag to connect hint when player drags to connect, Fix processors ordering hauling even when processing queue is full, Show more details about refillable storages that are not on the grid, Fix Storage Capsule loot being overly abundant for common materials, Make auto-haul in processors and storages configurable and off by default, Improve starting Shuttle generation to pick better location, Do not run research if Ship Computer is lacking Memory or Disk resources, Fix broken components on load not being removed completely, Make harvested plants produce raw materials rather than objects, Show correct input bindings for non-QWERTY keyboards, Fix some new AI issues with auto hauling components, Fix autosave not working since recent change, Fix space travel broken with fusion drive engines, Generate a Shuttle when starting a new wrecked scenario, Do not include unconfigured Matter Reactors to the grid max output, Increase power output of Uranium by order of magnitude, Restrict Matter Reactors to only burn solid fuel (not liquids or nuclear items), Fix sounds occasionally being way too loud, Fix immobilized beings not clearing immobilized thought bubble, Fix AI task assignment failure at certain rare conditions, Make Survival Meal recipe contain protein instead of plant fiber, Change how build tool cancels blueprints (cancel on click up), Reduce research time for some early game tech, Fix reactor refills getting neglected if drones are too far away busy with lots of other tasks, Fix Leaving Earth scenario generation getting stuck, Change how store tool works on processable materials, Fix 0 items do not have a processor notification count, Prevent pets from waking up early in game, Make repair station part of Technology research, Improve in-game console up/down arrow navigation, Add console command to override tunables on the fly, Fix electricity grid not rebuilding when manipulating connections with stopped time, Prevent materials from being generated on the edges of the wrecked ship, Increase clock speeds significantly for playtest builds, Show required skills in build menu tooltips, Dont create auto-cleaning tasks for devices that are pending removal, Add new story event: stasis pod friendly crew wake up, Add Overclocking and Advanced Overcloking research nodes, Do not attempt to dock Cleaning Bots that are turned off, Fix Quick Search saves search not working after creating a new save, Add Dont show again option to energy connection warnings, Fix energy connectors failing to autoconnect in certain conditions, Fix out of bounds overflow for energy connector range display, Fix news panel not displaying image if news fail to load the update from server on startup, Limit the amount of workers Ship Computer can handle at the same time (CPU restriction), Fix drone shadows hiding structure damage around them, Change starmap scales and space travel speeds, Add auto harvest toggler to the planter configuration, Change how ship generation retry works to prevent any possible state leakage bugs, Improve the reliability and success rate of Stasis Array and Ship Computer generation stages, Change how build more repair stations / charge stations suggestions are activated, Make crafting/production/processing options available in context menu, Fix several objects showing UI items while not constructed or not reachable by ship computer, Make Rock resource more common in all types of planets, Fix tree menu auto wrapping to be compatible with centered position, Fix hitting ESC while holding RMB in build mode making the drag placement on hover, Fix save games not grouped and not ordered correctly in the tree menu, Fix expeditions finding empty ore deposits, Fix only one processor (Furnace, Grinder, Nutrient Extractor) used when more than one was available, Fix hauling unstored raw material pile with bigger stack size than worker capacity would fail if theres no storage, resulting in forever obstructed construction site, Workers will now get themselves unstuck if they end up trapped inside a large object, Fix processor creating hauling processable items tasks when such items are not available (materials only), Significantly reduce planet material contents and shuttle storage capacity (balancing), Fix the graphics glitch where materials would cut into other objects, Begin adding support for systems that dont have compute shaders capabilities, Dont remove unbuilt floors when trying to build an object on top, Fix Template mod being enabled while it says its disabled in mods list, Fix construction failing if work site was obstructed before there was a storage unit, Make workers move materials aside even if there is no storage, Fix menu button tooltip failing to get displayed at certain time, Fix Pathfinding overlay still not appearing once in a while, Include all versions the game was saved with in feedback report, Holding shift while changing wanted refill / output amounts in the UI will increase / decrease the value in higher quantities, Fix releasing energy tool on open space producing an error, Adjust starting materials for Leaving Earth scenario, Add tunable configuration for Leaving Earth and Wrecked Empty Ship scenarios (JSON), Add sound alert when clicking B (build shortcut) when non-researched object is selected, Fix electricity grid rebuilding multiple times per tick if multiple electric devices are destroyed, Make Grinder and other auto processors take processable materials from storages, Fix humans stepping outside the door into unsafe conditions, Fix airlocks not updating hull integrity after being loaded with object stuck inside, Fix humans occasionally dropping tasks because of unsafe conditions inside a doorway, Make Matter Reactor construction skill requirement 6, Fix copper definition missing a processable material type (furnace processing bug), Fix worker stuck in build loop forever if there are no materials and no storages, Fix worker failing to gather processable materials from Particle Collector, Fix incorrect material icon in Particle Collector when target material is changed, Show currently collected material icon on top of Particle Collector, Fix engine graphics sometimes getting cut in half after generating a ship, Fix save names overwriting device blueprint names in quick search index, Fix dead beings showing their job task priorities in context menu, Fix stasis array spamming duplicate life support lacks electricity events, Prevent Slow Metabolism and Always Hungry traits from being generated on same being, Fix problems while entering Research or showing Electricity Overlay with game paused, Fix focusing on Ship Computer using a shortcut (C) would kill active tool, Pressing C after focusing on Ship Computer shows the whole ship, Fix dirt reservation not working (Cleaning Bot trains), Allow deconstructing the Ship Computer when you have more than one, Make configurable processors (i.e Furnace) process materials directly from storages, Remake the bottom tree menu to sit in the middle of the screen, Ensure enough rocks are generated on start, Fix tree menu tooltips going out of screen bounds, Prevent processors (i.e. The Blast Furnace takes roughly 300 seconds per Steel Ingot. inclusivity and accessibility in the engineering profession and in academia. This Chair Yoga class will offer both seated and standing stretches. The core can well exceed the surface temperature of the Sun in some cases while the skin is only a few hundred degrees. Engineers create and design using powerful software tools and solutions and the practice of engineering has quickly moved into a digital era. Naturally, the setup does not produce LPG gas, but vaporizes gasoline ("petrol" in the UK) for use in a LPG cooker. Requires Bismuth to make however, which means you would need to run and deplete a lot of RBMK fuel already. This area will be updated soon with better reactor designs.). where previously they relied on statistical models for the simulation of future basin water supply. 100 Alclad Aluminum Sheet. Retention and Returnship: The Stories Behind The Statistics. Disables prison breaks. Most recently, Tanis has been working on the customer side of the business at Manitoba Hydro supporting commercial and industrial customers, Just like the other two expansion mods for Vanilla Textures Expanded, except with a few more icons, slightly better compatibility and a different style once again. In most nuclear reactors, water is both a coolant and a moderator. If a fuel rod requires slow neutrons, moderators should be placed between it and any other source of neutrons, such as reflectors and other fuel rods. We can build more of them later. 4: Make sure that the machines receive a steady supply of MV EU and the Blast Furnace has a steady source of Heat. Requires the Royalty Expansion for Rimworld. In 2019, she completed her Masters in Business Administration with a focus on Leadership in Organizations. There are sponsorship opportunities available, with recognition packages commensurate with the level of sponsorship. Most fuels have a yield of 100,000,000. and technologies targeting neuroplasticity of the brain offer hope for slowing the progression, avoiding further decline, and even reversing the decline. To start the process, the Blast Furnace needs an input of Heat through the orange square on the side of the block. Simply put, this is something that slows down fuel reaction when you don't want it. Her career in technical communication and training and leadership spans 38 years. Consumes Nuclear Fuel Rods and Water to produce electricity for the power grid.Produces Nuclear Waste, which is extracted from the conveyor belt output.Caution: Always generates at the set clock speed. Please put any 1.3 race patch requests in the Pinned Discussion with a. RBMK meltdown mid-explosion. Can run on a multitude of fuels for your needs, capabilities, and desires. Add any precept you want, add as many memes as you want (as long as they don't conflict) and much more! With an exception is. All animals. This mod is a mod that adds new races, special livestock and special equipment. This means that pushing flux beyond that initial threshold will not increase flux output and it will not decrease in flux output until falling back down that threshold, making it virtually immune to the effects of lost effectiveness from depletion. Are you tired of pawns wandering into the reactor room without protective gear? Please report any bugs, I still don't know what I'm doing! Sponsored by FWS Industrial Projects Canada Ltd. Charles Tremblay has worked for more than 25 years in information technology and cybersecurity and has more than 14 years of service with Notarius. I hope that everyone participating from home, office or anywhere in the world, will have the opportunity to enjoy the flexible and accessible virtual seminars If there's an error of some kind or if the NBT data of a fuel rod is manipulated, you can get a yield value higher than the specified maximum, resulting in a negative depletion percentage. This mod allows AI to use vanilla Psycast against their enemies as well. Gain valuable professional development hours and get involved with the Association without having to leave your desk. Xenon can also be a problem with certain types of fuels that require an initial neutron flux burst to initiate criticality and become self-sustaining or requires a significant driver to keep it critical. It is a highly modular reactor with a theoretically infinite size (if your computer can handle it), with several components, each being 4 blocks tall by default, which can be changed using the dialColumnHeight gamerule (2-16, purely aesthetic). Also self explanatory. The brand new Engineers Geoscientists Manitoba Student Achievement Award is intended to recognize undergraduate engineering or geoscience students The mod aims to improve the tribal experience, especially going into the mid-late game by providing better progression paths that don't involve industrial (or better) technology. [Bug] Fix demo misbehaving after 2 hours of run time even if a different game was started [Bug] Fix new change detection sometimes failing to work correctly if version number was mentioned in the middle of the line [Bug] Fix several small corner case internal errors; v0.6.91 (2022.09.20) [Feature] Add Connect to the Survivor Area Quest This means that the most optimal placement for steam channels is somewhere near the fuel rods of a reactor; ideally diagonally from them. She believes that leaders are the key to building stronger organizations and elevating workplace cultures. Please test the optimal fuel rods and power settings for them before use! Arrows show the flow of neutrons. One Nuclear Power Plant produces 2,500 MW at 100% clock speed. The Annual General Meeting (AGM) of the Association shall be held in the Province of Manitoba on any date after September 10, but prior to October 31, Dimensions This session examines the assessment and feasibility of developing a clean microgrid in remote communities through a case study: Northlandia, modelled after the Hamlet of Arviat in Nunavut. The colored contour represents the radiation spread. Federal government websites often end in .gov or .mil. that is now being applied to dementia and its subtypes in a research setting. Our Custom Essay Writing Service Features. This doesn't mean the reactor can't be infinite, it means the console can only control that area at any given time. Some fuels (like Neptunium) require fast neutrons instead, and using a moderator actually decreases their performance. Decommissioning and Environmental Remediation of the Whiteshell Laboratories Nuclear Research Site. He graduated from the University of Manitoba with a Bachelor of Science in Mechanical Engineering and has completed a Master of Science in Renewable Energy For many thousands of years Indigenous people in North and South America have not only survived but thrived in the many harsh climates found in the Americas. This mod adds new mental breaks to the game. Follow this link to the Live Conference and Recordings. Transparency of both regulatory functions (e.g., open meetings) and of information about individual registrants is expanding. through the design and construction process in the pursuit of low carbon and energy efficient buildings, including the achievement of certification They are. This mod allows colonists that have relationships (both romantic and famillial) with pawns from other factions to invite them to join the colony. There's a completed compendium of several key mods made by Harrypee. He is the editor of the widely read Grey Areas newsletter commenting on recent developments in professional regulation. Control rod groups can be very useful if used right. Inputs Before its official implementation, it was revealed that the design of the Nuclear Reactor/Power Plant had been changed. Ingenium gives us time to pause our busy lives and help us better ourselves as professionals. Zeta Reticulans [Player/Hostile Factions], [1.0] RimCuisine 2: Bottling and Booze Expansion. This also means these traits aren't as bad when the game calculates the difficulty of the traits and the market value of the pawns with these traits. This upload is no longer maintained. Satisfactory Wiki is a FANDOM Games Community. Research Station), [Bug] Fix teleporter catching on fire could cause an inextinguishable fire that would make firefighters get stuck, [Bug] Fix linking teleporters via UI would work slightly differently than via drag-connect (could lead to inconsistent behavior), [Balance] Reduce the size of monetary reward for completing Find a Habitable Planet quest, [Misc] Add Worker CPU cost section to Codex, [Misc] Skip the Explore Codex suggestion if the player has at least 5 unlocked achievements, [UI/UX] Show a popup when a Merchant ship offers a trade, [UI/UX] Lists with pagination in-game can now be scrolled via mouse wheel, [UI/UX] Show worker CPU cost in Managed Worker UI, [UI/UX] Add extended controls for modifying wanted amount when configuring crafting devices, [UI/UX] Show more details in Device Idle notifications, [UI/UX] Add a toggle for disabling Device Idle notifications in crafting device UI, [UI/UX] Add a toggle for disabling Auto Haul on items, [UI/UX] Add shortcuts to Codex > Blueprints and Codex > Materials in Inventory overlay (F2), [UI/UX] Allow closing the New Quest dialog without opening Quest UI, [Performance] Fix story generator checking event preconditions could produce a lag spike / dropped frame, [Performance] Add several minor performance optimizations, [Bug] Fix combat UI would allow switching enemy AI from combat to work, [Bug] Fix workers would have a mass-shutdown if Ship Computer suffered an electricity deficit, [Bug] Fix opening too many popups would prevent save confirmation popup from opening when exiting the game, [Bug] Fix Combat AI and Emergency Siren systems would fight for control over human colonists, [Bug] Fix relocating anything with a built-in storage on top of itself would duplicate the storage contents, [Bug] Fix relocating a processor on top of itself would duplicate all items in the processing queue, [Bug] Fix Starcreds mining would stop working after having an excessive amount of Starcreds, [Bug] Hotfix for ship unable to reenter the current Galaxy in Starmap, [UI/UX] Ensure that trade ui closes any open item lists when closing itself, [Feature] Add explicit Direct Control button to managed workers UI, [Feature] Allow controlling multiple workers at the same time, [Feature] Direct controlling a Cleaning Bot will do manual floor cleaning, [Balance] Solar panels will produce much less power during dust storm (even when clean), [Tech] Improve floor cleaning AI to search for nearby dirt first, [UI/UX] Add extra common actions related to direct control of multi-selected workers, [UI/UX] CTRL + click will both order going to position and taking the task (no more Shift + click), [UI/UX] Reposition tooltips vertically if they go out of screen area, [Bug] Fix direct order to perform a task would show 0 workable if task was reserved for someone, [Bug] Fix workers would needlessly use Repair Stations and Charge Stations, [Bug] Fix forcing a worker to go somewhere would show a broken path as worker moves along, [Bug] Fix hungry biological beings would not go through danger to reach food, [Bug] Fix people trying to eat at a table while almost dying from hunger, [Bug] Fix beings would get stuck in place for extreme periods of time if there was no safe path to food, [Bug] Fix entering a star system would spawn the players ship too far away from all planets, [Bug] Fix Raiders would stop fighting if there was a fire, causing game breaking state, [Bug] Fix space objects sometimes not registering as close enough after traveling there, [Feature] Allow choosing a designated Teleporter for trade, [Feature] Buying biological beings with designated Teleporter in unsafe area will be forbidden (unless Asimov Override is installed), [Feature] Allow reinstalling floors underneath walls and objects, [Tech] Reimplement firefighting AI logic to be more robust and reactive, [UI/UX] Show visual links to relocated objects, [UI/UX] Allow disabling smooth camera zoom in Video settings, [Bug] Fix tool shortcut binding overrides would not get applied on app restart, [Bug] Fix Copy Config tool would not copy planters Auto Harvest flag, [Bug] Fix relocation of objects would not be allowed in open space depending on how relocation was initiated, [Bug] Fix solar panels and objects built in space would not allow relocation on top of themselves, [Feature] Relocating a storage will also relocate all contents, [UI/UX] Add Task Priority setting to all crafting devices, [UI/UX] When choosing a crafting target, the amount will automatically default to available count + 10, [UI/UX] Add more information tooltips when hovering items in various UI lists, [Misc] Add initial Polish community translation (12%), [Bug] Fix Weaponize a Cleaning Bot achievement would unlock if raiding party had a weaponized cleaning bot, [Bug] Fix all workers would keep trying to reach the same piece of material that would be stuck in a wall, preventing other tasks from getting done, [Bug] Fix automatic object unstucking algorithm could end up leaving an object inside a wall if a nearby spot was not available, [Bug] Fix ordering a battery upgrade could break the visuals, [Bug] Fix Beings list (F7) would show all human preview icons with same skin color, [Bug] Fix Bridge Controls would still complain about unsafe environment after Auto Pilot upgrade was installed, [Balance] Double the cost of Uranium in the Particle Collector, [Balance] Humans will not try building floors in space, [Tech] Increase suggested FPS values for Automatic Framerate, [Tech] Add diagnostics to detect and automatically unstuck workers with tasks that are taking too long, [Tech] Automatically fail navigation tasks when they are taking too long to execute, [Tech] Rebuild graphics cache if any sprite file size changes, [Tech] Dont rebuild graphics cache after a premature application exit via Alt-F4, [UI/UX] Improve UI height fit at various UI scale levels (fixes off-screen buttons on Steam Deck), [UI/UX] Change a misleading tooltip about Inefficient Research, [UI/UX] Automatically scan space objects when nearby if Radar is active, [UI/UX] Show tooltip with being skills in ML Booth / Expedition / Being list UI when hovering someone, [UI/UX] Make Stop Producing a regular button (was long press), [UI/UX] Show counts in all possible UI elements of crafting devices, [UI/UX] Do not show beings without skills (Carrier Drones) in ML Booth trainee list, [Bug] Fix relocating a battery would add 50% charge, [Bug] Add more diagnostics and auto recovery attempt for Merchant with blank inventory bug, [Bug] Fix trying to install an upgrade to a Shuttle that is out would keep retrying and granting Science skill for each attempt, [Bug] Add diagnostics for determining the cause of Stasis Array getting removed, [Bug] Disable all input devices when the game is not in focus, [Bug] Fix Input > Ignore gamepads setting would disable virtual mouse, but not full gamepad input, [Bug] Fix invisible people could be spawned if being had invalid properties in Persona component, [Feature] Add new Story Event: Construction Failure, [Balance] Increase chance of alien life forms on all planets, [Balance] Increase probability of crawler taxi event (nobody had it ever), [Bug] Fix some navigation failure reasons showing up untranslated, [Bug] Fix Open Directory buttons would not work on Linux / OSX, [Bug] Fix C# code stripping would still be performed, [Bug] Fix story generator would fail to load saved ongoing story events if they were added by external mods, [Bug] Fix some systems would get an exception when trying to set job worker thread counts, preventing the game from loading correctly, [Bug] Fix One Of Us achievement would not unlock, [Bug] Fix a few internal edge case exceptions, [Balance] Capsule Bomb event will be treated as heavy disaster, [Balance] Add Hauling capability to Sentry drones (with 0 priority, player should override), [Balance] Reduce the number of Cats that can spawn in certain events, [Performance] Fix memory bloat where too many pathfinding instances were being created and kept alive, [Performance] Reduce flood fill multi threading and CPU consumption, [Performance] Minor pathfinding performance improvements, [Bug] Fix AI bug where humans / pets would get stuck in certain states when game was running at high speed with many ongoing construction tasks, [Bug] Fix Copy Config would always paste the configuration to all devices between the copied and the pasted one, [Bug] Fix raiders could be switched from fighting to working state, [Bug] Fix Radial Menu submenus could reorder themselves in unpredictable ways depending on available/unlocked tech, [Balance] Make story generator event frequency less predictable, [Feature] Add Auto Pilot Upgrade that removes the need of having a human operator for Bridge Controls, [Feature] Add reinforced versions of Vent and Wall Socket, [Misc] Rework the Feedback submission form to encourage use of Steam Forums and include Player.log, [Tech] Remove default implementation of IsConsumerActive from IEnergyConsumer interface so mods can use it with older .NET target, [Tech] Disable code stripping to encourage modding, [Tech] Expose Crafter and Particle Collector component speed multiplier property to JSON config for modding, [UI/UX] Return back to the list of items after selecting something in the Trade UI, [UI/UX] Allow placing windows by click-dragging rows of them, [Graphics] Reduce lights blink speed and particle speed at high clock rates, [Performance] Slightly improve performance on high simulation speeds, [Bug] Fix Stasis Pods getting stuck forever in irremovable state, [Bug] Fix UI would go off-screen in long lists on 4K displays, making it difficult to use ML Booth, Storage Filters, etc, [Bug] Fix some particles act differently at high simulations speed compared to low, [Bug] Fix story event frequency was incorrectly calculated for Relaxing and Challenging difficulty levels, [Bug] Fix building a Directional Turret would show visual trails of range preview, [Bug] Fix Breach Capsule without assigned faction would do nothing on spawn, [Bug] Fix ML Booth would not eject workers after they are fully maxed out, [Bug] Fix framerate limiter would keep low FPS after Ship Computer Cooldown has finished, [Bug] Fix removing mods with new research nodes could prevent the game from loading if game was saved with that mod enabled, [Bug] Fix Directional Turret would fire at Breach Capsule while it was underneath the ship, causing friendly fire and heavy ship damage, [Bug] Fix potential a race condition in pathfinding system, [Feature] Add new game modifier: Disable Heavy Disasters to turn off Asteroids / Meteor Showers, [Feature] Add new game modifier: Disable Fire Spread, which also disables object self-combustion, [Feature] Directional Turret will now use a much faster and deadlier Heavy Energy ammo, [Feature] Add a Log system and Debug Log button in Event Log overlay (WIP), [Feature] Add Log Brain Activity toggle to the Being Brain component UI (WIP), [Feature] Add Debug Log toggle to the Being Navigation component UI (WIP), [Balance] Engine Failure will only happen for engines that have more than 50% wear, [Balance] Make Meteoroids slower and with more varied speeds, [Balance] Directional Turret will now shoot at incoming Breach Capsules, [Balance] Make objects self-reignite less frequently, [Balance] Adjust the self-ignition temperatures for multiple objects, [UI/UX] Add tooltips for clock speeds to show the actual multiplier value, [Misc] Add Korean community translation by Ciizel, [Misc] Do not log an error when mods create new species without adding an internal species trait, [Bug] Fix Research Tree Add to Queue buttons would not display Japanese / Chinese / Korean font, [Bug] Fix Quick Search results would not display Japanese / Chinese / Korean fonts, [Bug] Add a workaround and extra diagnostics for pathfinding errors that happen to small percentage of players, [Bug] Fix Tractor Beam internal errors would happen if the selected target got destroyed while pulling a projectile, [Bug] Fix trying to load wallet contents during the trade would cause internal error for a few players, [Bug] Fix ongoing fire would keep the clock speed restricted to normal until fire was completely put out, [Bug] Fix Directional Turrets always missing shots at Meteoroids, [Bug] Fix end game story generating Blank names for certain fate outcomes, [Bug] Fix Quantum Barrier would not drop the shield if it was disconnected from the electricity grid, [Bug] Fix selecting a directional turret could mess up its targeting, [Bug] Fix restoring an expedition after load could cause an internal error and prevent remaining expeditions from loading correctly, [Balance] Increase simulation speed for 2nd and 3rd clock speeds, [Balance] New games will have no Permadeath by default, [Balance] Allow relocating even heavily damaged devices, [UI/UX] Allow changing Permadeath setting in Pause menu > Current Game Settings, [UI/UX] Show grayed out Save button in pause panel when Permadeath is enabled, [Misc] Update several community translations, [Bug] Fix saving a game with an ongoing combat where someone was completely annihilated (including the body) could prevent loading that save, [Bug] Fix cycling the game speed via a shortcut would skip the fastest speed level, [Bug] Fix 4 shortcut would enable a different speed than 4th speed button, [Bug] Fix internal error could happen when updating information icon for an object with an unexpected state, [Bug] Fix internal error with Wallet failing to calculate current amount, [Bug] Fix exiting the game in the middle of ongoing Winch operation could cause an internal error, [Bug] Fix edge case internal error could happen when checking a next step in pathfinding search result, [Bug] Fix Sleep action could cause internal error if the bed was unexpectedly removed, [Bug] Fix pressing ESC while Research Tree was building itself on first load would cause the UI to get into an inconsistent state, [Bug] Fix device getting destroyed due to wear while it was operated by a colonist would cause an internal error, [Bug] Fix relocating a device in the middle of repairs would not interrupt the repair task and could cause side effects, [Bug] Fix raiding party members could be sold to slave trader while the raid was ongoing, [Bug] Fix beings on expedition, raiders from other factions and colonists with good mood could be drawn into Mutiny event, [Bug] Fix pending replacement could get cancelled while leaving the object in pending replacement state forever, [Balance] Make Engine Failure explosion radius bigger for larger engines (thanks Santa), [Balance] When a Stasis Array is placed in Sandbox mode, it will now contain hundreds of colonists, [Graphics] Make space object animations (planet rotation, etc) slower, [UI/UX] Make the analog game clock show actual time (thanks Wasted), [UI/UX] Expose the extra fast 4th speed in the UI, [UI/UX] Disabling space background animation in video settings will also disable space object animations, [UI/UX] Make Quest UI slightly easier to understand, [UI/UX] Add a button to toggle fight state on / off on workers during combat, [Bug] Fix disabling cosmetic particles would not disable construction / teleporter / tractor beam particles, [Bug] Fix Probe would allow rotating it, resulting in broken graphics, [Bug] Fix battery level would be displayed in the game time tooltip even if there was not battery, [Bug] Fix combat would get stuck if enemies would be in a blocked area, [Bug] Fix High Alert combat state would get dropped whenever an enemy was within range regardless of the ability to reach it, [Bug] Fix connecting the Connector to the Ship Computer too early in the Tutorial would prevent the progression, [Bug] Fix copying configuration of Storage Unit would keep changes to the filter synchronized with all copy targets, [Bug] Fix Energy research could get stuck during the Tutorial, [Bug] Fix toggling Device Wear or Enable Combat in current game settings would save the opposite value of the setting, [Feature] Add story event: Engine Failure, [Tech] Lift upper limit of renderer capacity from 16K to 64K objects (per type), [Bug] Fix reading old Kickstarter alpha saves could prevent the Main Menu from loading if save file was corrupted, [Bug] Fix failure to detect the current mouse device would end up in an error loop, [Bug] Fix occasional failure to remove particle effect that was not completely initialized, [Bug] Fix certain storage filter configuration could prevent hauling from happening, [Bug] Fix an edge case that could get colonists stuck indefinitely while they were trying to find food, [Bug] Fix removed devices could cause errors if they were not cleanly removed from the electricity grid at time of destruction, [Bug] Fix tweaking light color controls for a destroyed light would cause internal errors, [Bug] Fix force completing a quest that was not supported by a scenario would produce an internal error, [Bug] Fix Ctrl + Click on the Radial Menu in the tutorial for the first time would cause internal error (because Hotbar is not initialized until the tutorial ends), [Bug] Fix Electric device damaged story event could cause an internal error, [Bug] Fix workers who had a next task in queue would try to take that task in the middle of a fight if a fight broke out, [Bug] Fix replacing a device could leave the ghost of previous device on the electricity grid until the grid was rebuilt, [Balance] Change Winch mechanic to always pull the lighter section towards the heavier one, [Performance] Improve Winch operation performance, [Bug] Fix Winch operation would only update being and loose objects visual positions after winching has finished all steps, [Bug] Fix ordering a relocation of an object and then cancelling it would keep an inactive object in the game until next save / load, leading to several bugs, [Bug] Fix a couple of internal edge case errors, [Balance] Increase default melee damage for all beings (1 -> 5), [UI/UX] Add Copy Configuration option to Tractor Beam, [Performance] Optimize performance of Copy Configuration tool when pasting configuration over very large areas, [Bug] Fix nanobots swarm visual effect would sometimes get stuck, [Bug] Fix two combat units could get frozen if both are within each others weapon range but have no line of sight, [Bug] Fix Crude Oil was not handled by the Fluid Cannon, [Bug] Fix loading an incompatible fluid into Fluid Cannon would result in repeating internal errors when cannon would attempt to shoot, [Bug] Fix several internal edge case errors, [Feature] Add Quest: Provide Hygiene Facilities, [UI/UX] Use a different icon for fire events, [Bug] Fix Research not running at full capacity if there were multiple researchers and multiple tech in the research queue, [Bug] Fix Translations/English.csv not loading correctly for mods that add new translatable text, [Bug] Fix several event notifications using incorrect widget type, [Graphics] Improve planet looks generation to produce sharper looking and more diverse planets, [UI/UX] Show a dialog suggesting a new destination in the Starmap after an expedition has returned, [UI/UX] Suggest restart after toggling Ignore Gamepads, [UI/UX] Hovering Ignore Gamepads will show a list of connected input devices, [Tech] Automatically recover from potential graphics cache read/write errors, [Bug] Fix Joystick type of devices would feed input into UI navigation, [Misc] Move the position of Cooking Station work spot in front of the burners, [Bug] Add extra precautions against rare edge case failures to save the game, [Bug] Fix crafters not clearing Haul ingredients info icon since 0.6.98, [Bug] Fix colonists could drop operator tasks due to clipping into the wall when the device work spot was near a wall corner, [Bug] Fix Generate Validity Report would not work for community translations until the language selection was changed at least once, [Bug] Fix Eject button would work with non-player faction storages (i.e.
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