
Moved TerrainDef.genericLabel to DesignatorDropdownGroupDef label. IsSpawningBlockedPermanently checks proper location. Removed redundant checks from IsSpawningBlocked. QuestNode_IsInList now uses previously unused function.
Reward from lodgersMoodThreshold in hospitality quests is now factored based on lodgersMoodThreshold value. Rename "ludeon" constant in ModContentPack to LudeonPackageIdAuthor Fix typos in a related check. Minimum mech cluster points can be set for mech cluster buildings. Monument placement now checks overlap before adjacency. DesignatorFor -> FindAllowedDesignatorRoot. Added try/catch to StaticConstructorOnStartupUtility.CallAll() so 1 broken mod doesn’t break all other mods. Removed null asker possibility from hospitality quests. Quest ThreatReward_Manhunters_Joiner: Manhunter arrival is much sooner, and comes not too long after the joiner arrives.
This should reduce late-game clutter, reduce weird economic imbalances between difficulty levels, make it more relevant to actually have an economy besides killing things, and improve challenge spread between difficulties. Reduce resource yield from destroying/disassembing mechs and their buildings. Reduce steel from smelting steel chunks from 20 to 15.Increased human turrets damage and fuel consumption.Decrease joywire brain efficiency impact from 30% to 20% (reverts previous change).Siegers now recieve 6 replenish shells at a time instead of 10.Reduce duration of berserk pulse from 15 seconds to 11 seconds.Mech clusters at low points are more likely to have unstable power cells.Mech clusters are more likely to have mechanoid guards instead of just turrets.Mech clusters now have more chance of using walls at low points levels, but less chance at high points levels.Lodger minimum mood now only applies to the asker, not any others who accompany him.
Hospitality threats with mech clusters now display more accurate sizing in generated text. Now, only esquire and higher titles will be inherited. Prices now only display decimals when under $10. Added messages for incompatible terrain or blocking buildings. Improved clarity of monument marker placement feedback. Quests will no longer offer rewards with unreasonably small numbers of items (e.g. Man in black is now always capable of violent and caring work. Added explanation at the top of the window. "Choose rewards" window renamed to "Reward preferences". Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings. Monument generation has been adjusted to make monuments more dense and consistent. Monuments can now be sastisfied with any floor type instead of requiring specific floor types.