🇬🇧DevLog #11

Greetings! This is our 10th devlog in which we talk about and show new features. This DevLog pertains to update 0.6.3.0, and in it, we will show the changes.

Foreword

This devlog is dedicated to the update of BiOnline to RimWorld version 1.6. In it, we will describe some of the changes that you will see in the game.

IMPORTANT! The update to version 1.6 was quite challenging, and some mechanics may not be working correctly. We are currently aware of issues with tents, barns, chicken coops, as well as RandomPlace quests.

We will do our best to fix everything as soon as possible. If you find any in-game bugs, please report them via a ticket.

To open a ticket, click on the "help" channel.

Flea Market

The BiOnline Flea Market is finally available!

You now have the ability to trade online with two factions: the PMC and the Empire.

As a reminder, the flea market is an online trading system where all items are synchronized between players. This means that if you buy out all the implants from one faction, they will disappear from the list of goods for all players on the server until the next restock.

The assortment of goods, their quantity, and prices are updated twice a day. Remember that the market is dynamic: if you manage to buy bionic legs at a 50% discount today, tomorrow they might not be for sale at all, or they could have a 40% markup.

We plan to add other factions to the flea market in the future.

Example of the BiOnline Flea Market

Changes

Added

  • New structures from the "Odyssey" modification have been integrated into the "projects" menu dropdowns.

  • Added new mods: BetterInfoCard.

  • Added wild plants to DLC biomes.

  • Added fish to BiOnline biomes.

  • Added ores to DLC biomes.

  • Added "Velvet Truffle"—a mushroom analog of tasty vegetables, which can be found in the "Brightwood" biome.

  • Added the ability for tribal settlements to grow "psilo-caps".

  • When starting with the "PMC" faction, the ability to craft weapons from junk has been added.

Changed

  • Decorative objects ("Alpha Props") have been moved from the general menus to a separate tab for easier navigation.

  • The PMC radio station now checks for a power supply and an available path to a colonist.

  • The vanilla fishing mechanic has been implemented to replace the removed custom BiOnline system.

  • Wild healing root now yields leaves instead of healing roots (medkits) when harvested.

  • The repair table no longer requires fuel and electricity.

  • Changed the music and visual theme in the main menu.

  • Optimizations have been made to speed up game launch (reducing load time on a test configuration from 3 minutes 10 seconds to 56 seconds).

  • Changed the "medivel" faction and fixed related errors.

  • Changed the recipe for the "Gravitational Field Expander."

  • Changed the recipe for "Steel Mix" and adjusted recipes for various other items.

  • Resources can now be extracted from the "Cryostone Cooler."

  • Hay now drops when cutting night grass.

  • When building a tent, an unfinished version now appears first.

  • Adjusted the prices of some technologies.

  • Made changes to the "SeedsPlease!" mod configuration file.

  • Fixed the Cadaver xenotype; it now appears in raids.

  • Changed the crafting recipe for the shuttle from the new DLC.

  • The colony wealth required for the PMC to start attacking you has been increased from 300,000 to 500,000. The maximum mortar bombardment can now occur at a colony wealth of 3,000,000, up from the previous 1,000,000.

Bug Fixes:

  • Adjusted and improved translations for the following mods: BiOnline, RimHud, Dubs Bad Hygiene, Combat Extended.

  • Fixed various errors related to the technology tree.

  • Fixed an error that occurred during a raid on the "Catharsis" settlement.

  • Fixed the "leader null" error related to the "Catharsis" faction.

  • Fixed an issue where it was impossible to use the mine in the "Brightwood" biome and on stone surfaces.

  • Fixed a bug that prevented the grav-core quest from appearing.

Removed

  • The custom fishing system (including the pier and fish traps) has been completely removed.

  • All animal analogues from the official DLCs have been removed.

  • The "meadow" biome has been removed from our mod.

  • All crafting recipes related to the old fishing system have been removed.

Additionally

During this time, many fixes have been released for our mods, patches for other mods, and OnlineCity. We have tried to eliminate as many bugs as possible so that you can get back to the game as soon as possible.

The new DLC has been left almost unchanged. All necessary adjustments for it will be released in future patches or will appear closer to the next wipe.

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