about 4 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/294100/announcements/detail/1705113157875292629]here[/url].
about 4 years ago - Tynan - Direct link
A new version of 1.1 unstable has just been posted.

- Improved the code that auto-generates packageIds for old mods. It should generate somewhat meaningful packageIds where possible, and use some hashed data to avoid collisions.
- Medieval weapons can no longer be biocoded since it made no sense.
- Fixed an issue that caused spurious error happens if a mod defines no defs, but still has patches.
- Fixed mod sorting tool using packageId with postfix.
- Removed warnings on duplicate mods present but only one of them active
- Fixed typos and outdated references in ModUpdating.xml.
- Re-labeled some animal trainables to better match what they actually mean. "Obedience" is now called "Guard", and "Release" is now called "Attack".
- Removed some guard and attack trainability from a few animals where it didn't make sense and broke gameplay roles.

Regarding the last entry above, the goal is to move towards a situation where animals have identifiable purposes distinct from each other. There should be some distinction between combat animals, utility animals, economic animals, and multi-role animals, as opposed to every random chinchilla, cow, rabbit, and wolf in the colony following colonists into combat in an incoherent gaggle. This is a small step in that direction.

As always, I'm very thankful for all ongoing feedback. It's exciting to finally be in contact with the wider player base after having been working in private for so long.