Rimworld Alpha 3 0.3.410 Update [84MB]



Description

Public build 408 - Alpha 3
More stuff can be translated (credits, traits, designators, thing categories, work tags, more menus).
Languages can be integrated across multiple mods.

Designation categories (Orders, Buildings, Furniture, Zones, etc) are now data-driven. Modders can add new ones.
Thing categories (for storage settings, etc) are now modular defs. They can be localized, and modders can add new ones without replacing the whole tree.
Fertilizer pump mod integrated into core.
(in A3) A one-line fix so colonists take stacks of items to storage after crafting them (not just one).
April 9
Internal build 407a/b
Hopefully-final bugfixes.
First fan translation! Integrated TheEisbaer and Haplo’s partial German translation.
April 8
Internal builds 406a/b/c/d
Bugfixes.
Integrated new player creative content.
April 7
Internal builds 405a/b
In the bill interface: made Make X and Make Until exclusive. Gave them separate short form outputs.
Most text is now linked to the translation system.
Lots of bugfixes.
April 4
Internal build 402
Bug fixing and testing.
Most code-driven text can now be translated.
Rain now slowly washes away blood.
April 3
Internal build 401
Bug fixes.
More stuff can be translated.
April 2
Internal build 400
Bug fixes.
Added a glow to the button that a tutor concept is talking about. Easier to learn.
Started text translation system.
April 1
Internal build 399
Guns are now visible in peoples’ hands when aiming or in certain other circumstances.
Performance bugfixes.
March 31
Internal build 398
Crap that’s a lot of bug fixing.
March 30
Just some light bug fixing.
March 28
Internal build 395
Bug fixing and many small tunings.
March 27
Testing, grinding down bugs, tuning many small aspects of many systems.
Spent a while de-spaghettifying map initialize code, as well as moving the world data out of the map itself.
Colonists now start out with the work types they’re best at enabled, instead of everyone having the same settings.
New alerts make tiny bell noises.
Different teams have different color names by randomly shading within the red range (hostile) or blue range (neutral). So you can tell apart two different hostile groups.
March 26
You can now suspend bills without deleting or modifying them for easy later reactivation.
AI will now immediately store items after creating them at a bench (if there are multiple items, the first one will be automatically insta-stored). This is part of the crafting job and is independent of hauling.
Testing and grinding down bugs produced over the past few weeks.
Various minor usability improvements.
March 25
Internal build 392
Added a simple planning designation that does nothing so people can plan base layouts early.
Friendly factions will not help you fight their own friends.
Built up and redesigned AI code so factions can fight each other properly.
Staging enemies no longer assault you on sight. They will hold their staging position and defend. Hopefully pre-emptive attacks become more meaningful this way.
Enemies now stage attacks for randomized amounts of time.
Ally forces now hang around a reasonable point near your base if there are no enemies. After some time, they leave together as a group (they become travelers).
If harmed, traveling groups stop and defend as a group. They resume traveling if they are not harmed for some time.
Roughed in visitor event: groups from non-hostile factions visit the colony, chill for a while, and leave.
March 24
Stonecutter’s table now requires research.
Faction relations now measured on a -100 to 100 scale instead of 0-100.
Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Useful in a pinch against tough raids.
Travelers arrive in groups sometimes.
Can no longer place a no roof region where there is a thick roof.
March 17
Internal build 384
Redesigned AI King into a proper state machine so it can handle more complex multi-faction combats and more intricate goals.
Refactored traveler behavior as a king of squad directive, so you can have traveling groups who stay together.
Created “get mods” Web link in mods page.
The tutor now properly teaches about the bills tab.
Humanoids no longer eat raw food unless they are near-starving at least.
Added a button to select through things in the same square (you could always do this by slowly clicking)
Colonists don’t eat raw food unless urgently hungry or starving.
March 14
Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
Corpse hauling is now globally prioritized above other hauling.
Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
Bill dialog now warns you if you add a bill that no colonist has the skill to do.
Drafted pawns now automatically beat adjacent fires.
March 13
Added help message about trading from orbital beacon in first-opened trade screen.
Added hotkeys for architect mode.
Merged architect and direct mode code for displaying commands. Direct mode now displays commands for selected things along the bottom of the screen, the same way Architect mode does.
Added shortcut keys for next/previous colonist (default comma and period keys).
Game can now natively load dictionaries of data with def references as keys or values.
March 12
Internal build 379
Launch pad replaced with orbital trade beacon. Trade system clarification commences.
Mental break probability is much lower.
Added a cancel button on the in-progress buildings.
Colonists will now sleep on the ground if exhausted.
Bills no longer vanish on hitting zero count (you can reactivate them without reconfiguring them).
Bill config interface displays ingredient search radius ring.
Alerts now have a moving arrow to draw attention to critical alerts. They are draw on top of the letter stack and so are more visible.
It is now impossible to place a hopper in an invalid position.
Modders can now create custom Def subclasses.
Modders can now make custom code to define building placement restricters.
Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.
March 11
Colonists don’t get sad about being in darkness until they haven’t seen a light for 3-4 hours.
Corpses can now rot.
Pawns now spawn with randomized goodies. Yay, something to steal!
Faction relations change over time.
For modders: Beauty and TransmitsPower are now overridable properties of Things and Buildings.
March 10
Faction spawning is now data-driven.
XML loader now warns on finding no usable defs in a file.
XML loader now warns and explains on finding anything besides a proper <li> tag inside a list element.
Added info window for factions.
You can now call factions on the radio and talk to them. You can offer them silver to improve relations.
March 9
Mods list is now scrollable.
Can now individually hide zones.
Tribals now have special names (no more tribal Bob Smiths).
All pawn kinds can now carry stuff in their inventory, like silver, and will spawn with some. Hooray, a reason to attack people!
Created soft faction relations so factions can get progressively more and less pissed at you.
March 8
Restricted hairdos by faction. No more pirates or tribals in pigtails.
Completed 28th revolution around the sun.
March 7
Tribal raiders now spawn and attack. Created short bow, great bow, and handful-of-stones weapons.
Solidified faction relations. They are now reported on the faction overview.
Pawns of warring factions now fight.
Let pawns spawn with minigun and L-15 LMG.
Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
Created system to track the instigator of damage. Factions turn on you if you damage or kill their members.
Pawns now spawn with backstories from appropriate spawn category for their faction.
Created some basic backstory content for tribals.
Started trying to fix save/load.
March 6
Cleaned up pawn graphics and fixed it so they can be loaded from mods.
Made people spawn per-faction. Started adding tribal raiders.
March 4
Created name generator for factions and made content for raider, outlander, and tribal factions.
Raiders come from specific factions and don’t always drop from orbit.
Bedding in and debugging generated faction system.
Added more music from Al.
Various small improvements.
March 3
Hydroponics are more fertile and now require power or the plants die. You can also now set what to grow on them.
Abolished old fixed teams system and stated creating generated faction system. Create faction overview tab.
March 2
Aptitude has become “average of relevant skills” out of 20 to reduce confusion.
Damage types are now defined in xml definitions.
Recipes can now give skills.
Added more new colony optimism to help ease into the early game.
Bugfixes.
February 28
Fixed external code loading.
Created the Fertilizer Pump external code test mod. Adds the fertilizer pump building which uses electricity and slowly creates a growable soil field around itself.
Finished automated hunting. Colonists will hunt with guns or melee attacks.
Pawns now try to eat nice meals when they have the choice over nutrient meals.
Various bugfixes

Minimum System Requirements


Processor: Intel Core 2 Duo @ 2.20 GHz
Video card: GeForce 6600 GT
RAM: 2 GB
DirectX  9.0c
OS : Windows XP
Free space: 100MB

Screenshots




Download Link






7 comments:

  1. Thanks for the update!! I love this page

    ReplyDelete
  2. glad that its updated but please can you add the big modpack that ty created???

    ReplyDelete
  3. ! C:\Users\user\Downloads\RimWorld Alpha 3d.rar: Unexpected end of archive
    any one know how to fix this? i cant seem to download anything

    ReplyDelete
  4. ^ dude you can get the modpack just search it up the google search for rimworld alpha 3 bigbang mod packs

    ReplyDelete
  5. Can you update to Alpha 3 Build 412??

    ReplyDelete
  6. Oh sorry can we have Alpha 3 Build 413 :)

    ReplyDelete