Introduce a new scenario settings tab with configurable starting year support and optional "start enlisted" scenario behavior, including updated scenario defs and opening text tokens. This also folds enlist settings into the main mod settings flow, adds quest and unique-character helpers for companion spawns and join quests, and includes smaller gameplay patches like NCR tent handling, Legion ear butcher drops, and quieter homing projectile logging.
Refactors robot customization from apparel/equipment to hediff-driven body part overlays, adds a reusable upgrade dialog, and expands DefOf support for Protectron, Securitron, Mr. Handy, and Sentry Bot variants. Introduces manual power toggling, robot bed assignment/power-down behavior, new control modes (including Securitron guard point and Mr. Handy role-based work modes), and AI checks that respect fuel/power state and pending upgrade bench calls. Also adds new radiant quest nodes, improves settlement tile fallback logic, updates several workbench sizes/textures, and adds additional trader backstories.
Corrected multiple misspelled site icon texture names, including XML references and matching map icon file renames, to align asset paths. Added a Harmony prefix for `CompProperties_Refuelable.SpecialDisplayStats` to skip non-building defs and avoid invalid stat output. Updated securitron face defs to include the new Victor face in all faces while excluding Smily from player-selectable options.
Consolidates Enlist, Laser, and PresettablePocketMap code into FCP_Core and removes their separate projects/assemblies. Adds a full robotics feature set (robot control terminal, modes, hacking, docking/upgrading, loadouts, quest integration, derelict/wild robot behavior, and supporting defs/jobs), plus biome-restricted raid support and dedicated trader-character spawning updates. Also expands game content with new weapon/melee sound defs and assets, many new site map icons, a new Fusion Core item, lunchbox loot table additions, and several compatibility/bug fixes for updated RimWorld APIs and edge cases.
Introduce a HeavyCargo mod extension and hauling patch so only pawns with enough carrying capacity can haul sealed nuclear waste barrels. Rework the single barrel into a haulable resource under a new wasteland salvage category, and let larger barrel stacks/pallets deconstruct back into singles.
Also fixes a wastelander backstory typo, disables rotation on the power armor simulator graphic, refreshes several hair textures, and removes unused atlas/strip textures.
Introduce a hediff-based animal body graphic override for cyberdog-style transformations, add the Cyberdog Conversion research project and Canine Takedown ability, and wire in Atom trait def references plus shared thought workers for Zealot/Congregant social rivalry.
Introduces a new consumable grenade flow with a toggle in General settings, including localization strings and XML patching so vanilla grenades use a consumable launch verb and stack to 15. Added Harmony patches and a custom verb to handle stack consumption, prevent unwanted restacking when consumables are disabled, and auto-equip matching replacements from inventory. Also includes small supporting tweaks: safer holotape debug spawning, a log level adjustment in core mod startup, and minor def updates (apparel cleanup/category fix and energy explosion color tuning).
Introduce a Building_StorageShelf type and a Harmony patch that prevents Thing.Print from rendering items that are on a storage shelf (prefix returns false when an edifice at the thing's position is a storage shelf). Add a new FCP_Makeable_Medicine_Base ThingDef (industrial tech level, medicine category and recipeMaker settings) to ThingDefs_Drugs.xml. Also update the compiled FCP_Core.dll to include these changes.
Introduce radioactive waste environmental content: new ThingDefs for multiple barrel variants (single, exposed, stack, pallet) with pollution and radioactive comp properties; GenStep scatter and a new site definition for radioactive waste dumps; and associated textures. Adds CompRadioactiveBarrel (and CompProperties_RadioactiveBarrel) implementation to apply toxic buildup to pawns over time. Removes legacy currency-exchange faction/trader defs and updates the FCP_Core.dll binary.
Introduce a templated faction outpost system: add PawnKindCount (supports counts and XML load), GameComponent_FactionOutpostTemplates, MapComponent_FactionOutpost, GenStep_FactionOutpost, a Harmony PostMapGenerate patch, IncidentWorker_RandomFactionSite, RandomSiteIncidentExtension, SitePartWorker_FactionOutpost and helpers for registering/serializing templates. Update GameComponent_SettlementMapGenerators and GenStep_SpawnSettlementPawns to use PawnKindCount and use deep scribing for complex lists. Also fix a conditional in Gene_GlowingOne to only apply toxic buildup logic to flesh races. Binary assembly updated to match changes.
Introduce terminal/holotape features, hacking jobs and UI plus extensive radiant quest content and faction/trader support. Adds many new C# systems (holotape storage/comp, terminal hacking, job drivers, quest nodes/parts, gensteps, settlement spawn control, pocket map components) and XML defs (quest scripts for CaravanRescue/ScavengerSupplyRun, mapgen prefab, faction/trader defs for currency exchange, site and research defs). Updates: JobDefs to include holotape/hack jobs, PawnKind apparel season handling and faction requirement metadata, ThingDefs and map/site defs, language word lists, map icons and textures, and various patches (workgiver, mapgen, currency). Removes obsolete VNPE compatibility patch, legacy pawn-rescue-animal script and a few unused defs/assets.
Change FCP_Machining_Gun_Base and FCP_BaseGun to inherit from FCP_Gun_NoRecipe_Base instead of stock parents, remove the machining recipe block from FCP_Machining_Gun_Base, and set smeltable to false on both base defs. This centralizes recipe handling to the no-recipe base and prevents these gun bases from being smeltable.
Multiple gameplay and asset updates: added several projectile ThingDefs (.50 Cal, 7.62mm, Autocannon, Shotgun Slug) and a new sound definition for the Anti‑Material Rifle. Added vertibird engine texture and updated the vertibird engine item to use the new texture (Graphic_Single). Refactored gun bases to introduce FCP_Gun_NoRecipe_Base (avoid recipeMaker) and made FCP_Simple_Gun_Base / FCP_Complex_Gun_Base inherit from it and be non‑smeltable. Removed a duplicated/conditional gecko flame soundCast entry from Abilities_Core.xml. Made recruit pawns persistent by passing generated pawns to WorldPawns (KeepForever) in ProvisionsInfo. LaserProjectile now only applies periodic damage when the damageThingsAcrossBeamLine flag is enabled. Binary assembly FCP_Core.dll was updated as well.
Introduce craftable vertibird content and support systems: adds a Vertibird engine item, research (FCP_Vertibird_Construction), multiple craftable vertibird ThingDefs (light, cargo, gunship) with ship/world/skyfaller defs, ruined gunship building and updated loot, plus new textures and localized message. Adds CompAtmosphericOnly (with Harmony prefix) to prevent these vertibirds from launching to orbit/space. Updates MapGen to spawn the new ruined gunship, updates project cache and compiled assembly, and removes an obsolete NamedSettlement extension.
Reduce allocations during settlement initialization. The patch removes System.Linq, iterates Find.FactionManager.AllFactions directly, and builds per-faction settlement lists by scanning Find.WorldObjects.Settlements into a local List instead of GroupBy/ToDictionary. Also replaces several var declarations with explicit types, switches neighbor iteration to index-based loops, and performs an early continue when a faction has no settlements. These changes improve performance and lower garbage generation during world init while preserving existing naming and max-settlement logic.
Add SoundDef entries for Brahmin vocalizations (Call, Wounded, Death, Angry, Eating) to 1.6/Defs/SoundDefs/SoundDefs.xml and add corresponding .ogg assets under Common/Sounds/Animals/Brahmin. Each SoundDef configures context, volume/pitch/dist ranges, sustain/repeat settings, and maxVoices where appropriate to enable Brahmin pawn sounds on the map.