![]() Added a challenge mode option for reinforced barrels.Traders that sell animals try to generate with at least one pair of core farming animals.This category contains information pertaining to animal goods. Added a new category to pawn stats: Animal productivity.Releasing a bonded animal has a negative effect on mood, similar to slaughtering.Animals can be assigned to animal beds.Damaged corpses give 33% less meat and leather amounts.Indoor rooms with non-water flooring can have animal filth or trash spread on them.Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type.Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier. Animal filth rate is no longer a virtual stat calculated from body size and petness.Grass nutrition reduced from 0.7 to 0.5.(This does not include unfertilized egg layers.) Animals are unwilling to eat plants under 10% growth.Improved “Non-ideal temperature” plant inspect string and prevented it from saying “Not growing” if it is in fact growing very slowly.PlantHarvestYield stat above 100% gives a bonus to yield.Plants newly sown by players start at 0.01% growth.Wild plants spawned during gameplay start at 15% growth instead of 5%.Animals tab life stage tooltip now also shows the animal’s exact age.Raiders no longer actively attack passive colony animals.Guest status with a faction is reset upon gifting a pawn to that faction.These goodwill factors will decay over time. Goodwill with factions is influenced by recent events.Goodwill with factions gradually shifts towards the faction’s natural goodwill.All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.Improvements and adjustments: Base game Goodwill Added a search box for many dialogs and tabs.These are made exclusively of vegetable/meat ingredients Added new meal types: Vegetarian and Carnivore fine/lavish meals. ![]()
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