RimWorld

RimWorld

[LTS]Systems
Showing 11-20 of 34 entries
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Update: 29 Jul, 2023 @ 3:12am

- Another fix for overheating doors.

Update: 25 Jul, 2023 @ 5:31am

- Added icons for shared usage
- Added an extension for bullets and launch functionality.
- Added a few cute motes for usage.

Update: 8 Apr, 2023 @ 12:47am

2023-04-08
- Added some conditional checks for patching for performance, thanks OwlChemist for the headsup.

Update: 26 Dec, 2022 @ 10:42am

- Added new type of mannable turret class with auto reload gizmo.
- Added new ability, CompAbilityGasRelease.

Update: 21 Dec, 2022 @ 8:44am

- Added wall placeworker
- Updated table placeworker to take account for all cells the item being built will occupy instead of first cell only.
- Added new ability that consumes food instead of hemogen. Requires Biotech
- Updated plant extended logic.

Update: 5 Dec, 2022 @ 8:41am

Hotfix,
fixed reference

Update: 5 Dec, 2022 @ 7:22am

- Improved code for checking for aquatic plants, and added mod setting for allowing aquatic plants. Default set to false.
This allows further optimization for peeps who don't have access to watery plants yet.
- LTS architect tabs visible set to false if ComplexFurniture research finished = false. Same as how Power does its tab when electricity aint researched.
- Cleaned up old code.
- Some code optimization, thanks OwlChemist for suggestions!
- Changes to door heat spread, might fix issue for some.

Update: 25 Oct, 2022 @ 2:26pm

Hotfix update to fix issues with invisible walls due to null exception.

Update: 25 Oct, 2022 @ 12:44pm

- Updated building Framework to allow alternating graphics depending on toggleable states.

Update: 25 Oct, 2022 @ 12:43am

- Moved from Defs/Defs -> Defs, lol
- Tried further improving checks for plant spawn logic. Hopefully this will fix the issues peeps have had.
- Created new thingclass for buildings, this for future furnishing/structural code
Example: Let choice buildings be power transmitters or not toggleable in mod settings. This is a work in progress.