Rimworld : Alpha 2
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Rimworld : Alpha 2
- Code:
Unless otherwise marked, all versions are for internal testing only. Dates without a build number indicate that no private or public version was released.
February 25
Refactored map generation into encapsulated steps and parameterized them.
Added rich dirt patches.
Pawn decision trees are now defined in XML.
Added simple door. Cheaper, but cannot be powered.
Filled out storyteller moddability.
Bugfixes.
364 - February 24
Bugfixes.
Februray 23
Bugfixes.
Reworked debug lister menu to handle large numbers of options. Also added a type-in filter.
361b/362 - February 22
Bugfixes.
360a/b/c, 361a - February 21
Finished up stone economy with stone walls.
Bugfixes.
Added blasting charges back in as a mod.
Started working on getting code loading with mods.
359 - February 20
Tons more bugfixes.
Work type definitions and work giver definitions are now in XML, so you can mod in new work types to correspond to new economy chains.
Added gather spots so you can make idle colonists gather around certain tables.
Added stone economy: stonecutter’s table, crafting worktype, stone cutting workgiver, stone blocks thing, stone tiles floor, low stone wall, high stone wall.
358 - February 19
Tons of bugfixes.
February 18
Extensive refactoring and bugfixing.
February 17
Bugfixing and prepping for internal test cycle.
Added max ingredient search radius for bills.
Added qualitative descriptions to skill levels.
Skills now decay over time when at very high levels.
Created the passion system, which affects learning rate according to characters’ natural inclination towards different subjects. As in real life, anyone can learn anything that they’re willing to do, but you learn a lot faster if you’re naturally interested in the subject.
Game save/load of lists, dictionaries, and hashsets now runs the same code whether saving simple values, deep-saveable objects, in-map cross-references, or references to game data definitions.
Mods can now override core game data as well as add to it.
Storytellers are now defined in XML.
Made turret look and sound weak to match its functionality.
February 14
Migrated all remaining Thing data into XML.
Rewrote how thing component data is handled (it’s no longer defined per enum on a centralized list) and migrated it all into XML.
Rewrote XML inheritance to inherit data about subelements and permit inheritance chaining (e.g. pawn->animal->squirrel).
Set up apparels to spawn according to who they are, data-driven.
Some late-night optimization, especially to the reachability checker, which, although not an expensive algorithm, can be called thousands of times in a frame, and so needs to be fast as hell.
February 13
Finished decent refactoring of effects system so it can be data-driven. Different meals/recipes can make different effects while being eaten/worked on.
Finished refactoring out the Interactive interface; all AI actions are now specified in AI code, not in the things they interact with.
Factored out a lot of EntityDefinitions. These are now used as mini-categories, not individual entity identifiers, so modders can add more entities easily.
Migrated pawn kind definitions (sniper, drifter, refugee, etc) into XML.
Migrated research project definitions into XML.
February 12
Refactoring day.
Converted a bunch of old AI code into the new consistent toil format.
Converted all building definitions from hardcoded into XML.
Started modularizing EffectMakers and making them data-driven.
February 11
Recipe ingredients are now configurable and work using categories. You can tell your colonists what to butcher, and whether or not it should include people.
Balance: Colonists self-extinguish 2.5x more often.
Created cook stove and three meal types to cook. Advanced meal types require multiple ingredients but have better psychological and nutritive effects.
Advanced meal types require advanced cooking skills.
Added varied food types from plants: potatoes, agave, and berries.
Added release-mode console GUI so modders can properly debug their content without going insane.
February 10
Refactoring day.
Cleaned up and pumped up map save/load to be able to handle all sorts of funky cross-references. This was originally so I could save a colonist’s job with a true reference to the specific work order they were in the process of carrying out.
Blasting charges cut (until they can be balanced properly).
Skill needs are now data-driven so you can define specific relationships between skills and different recipes’ efficiency and work time.
February 7
Started creating the “bill” interface so you can tell your colonists what to create at a recipe station. e.g. What meals to cook, what to butcher, etc.
Reactions are now called recipes.
Created a data-driven default settings system for storage buildings. Hoppers default to not accepting human meat.
February 6
Finished basic new AI failure condition framework.
Thoughts are now moddable definitions.
Cannibalism causes bad thoughts, differently depending on whether it’s eaten raw or cooked into a meal. Colonists avoid eating it. Different meats look different.
Integrated first-pass weather and ambient sounds.
February 5
AI: The old code for having AIs watch for job failure conditions is creaking under the strain. I’ve cut it and started a new, more modularized failure condition watcher infrastructure. Now, when the JobDriver defines the high-level behaviors, the action and failure conditions won’t have to be coupled together. You’ll be able to configure and stack together failure conditions appropriate to the job being done. This allows reuse of behavior code in different contexts (e.g. Hauling a resource to a stockpile, hauling a resource to a building site, hauling a resource to a table for reaction site have different fail conditions but can use the same hauling core code).
Started integrating Al’s ambient sounds.
February 4
AI: Started the reaction/butchery/cooking system. Working on a generalized reactions framework that characters will follow to transmute one set of items into another.
Letters now have varying urgencies. More urgent gets a hotter color. The most urgent ones also bounce occasionally to get your attention.
Readjusted probabilities of solid and shuffled pawn bios appearing.
Combined pawn RaceDefinitions into general ThingDefinitions. All pawn definitions now generate meat definitions.
February 3
Guns and equipment, plants, and apparel are all now loaded from XML. Added rose decorative plant.
February 2
Mods can now load content cross-references and images. Content handling is much cleaner overall. In progress. Created Royal Bed test mod.
February 1
Added mod browser. Restructured mod data to be configurable. You can now install mods and run them in parallel. Created mod metadata screen (author, description, etc). http://puu.sh/6GuGD.jpg
Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby piles even if they can’t carry all of them.
Cooks taking food to hoppers now more perf-efficient and cooks will no longer fill hoppers that are already nearly full.
January 31
Trader kinds (farm vessel, slave trader) etc are now in XML and moddable.
For modding, I cleaned up the load sequence so it loads every definition in the game and all mods before resolving all references between them.
For modding, decoupled many references that found ThingDefinitions via their entitytypes, so we can have lots of definitions that share entitytypes. Now they use the ThingDefinitions directly.
Created a no-roof region similar to the home region. The game won’t generate roofs in these regions. In addition, player-constructed roofs are removed when no-roof regions are added.
Some small optimizations.
January 30
Restructured how map section meshes are rebuilt to eliminate the in-between step that allocated large amounts of data. Now things print directly onto the mesh’s working data, which is a major optimization. Code is cleaner now too.
January 29
Ridiculously huge performance improvements across the board due to simple rewriting of old perf-blind code. For example, we no longer draw the whole map every frame(!) - and tons of others.
January 28
Plant growing zones added, along with AI to find and interact with them. Redesigned work AI to handle work on locations as well as things.
Added an options menu button to open your saves folder (nobody can find the damn thing).
Added an options menu button to reset the adaptive tutor.
Mac version now places Mods folder inside the app package to make the install cleaner.
Cleanup and optimization: TargetPacks and DamageInfo are now structs for better GC performance. Made system to save TargetPacks when they refer to Things. Various other.
January 27
Started some heavy refactoring of how different items fill different slots in a square.
Re: Rimworld : Alpha 2
merci pour l'info !
weron- Prisonnier risque normal
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Re: Rimworld : Alpha 2
J'ai cru voir quelque part que la Alpha 3 est sortie !
Anilathor- Grand caïd de la prison
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Re: Rimworld : Alpha 2
Ouais mais comme à chaque fois je ne vois quasiment aucun changement ! J'ai pris une rouste en disons ... 15minutes après que deux de mes colons pètent un plomb sans véritable raison ..etc etc comme d'hab quoi
Re: Rimworld : Alpha 2
Hahahaha, ce qui me conforte dans l'idée d'attendre au moins l'alpha 10 pour y jouer ^^
Anilathor- Grand caïd de la prison
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Messages : 925
Points : 1048
Réputation : 71
Date de naissance : 23/10/1993
Date d'inscription : 20/10/2013
Age : 30
Localisation : Alsace
Alpha 3
il y a l'alpha 3f qui est sorti le 15 avril je croit ( 0.3.413 )
Ulyssedu45- Petit prisonnier fébrile
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Date de naissance : 20/12/2000
Date d'inscription : 08/05/2014
Age : 23
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