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0.17.1546; Heat waves and cold snaps made a bit less frequent. Balanced down alpaca wool market value and corrected table maker calculations. Fix: A trap and an item in a stockpile in the same cell causes infinite loop. 0.17.1543: Balanced down prevalence of predators in some biomes so they don’t kill off all the prey animals. Adjusted some fill percents (e.g. cover effectiveness of various things). Blight is bit rarer. Diseases start a few days later. Fix an inconsistency in held or non-held positions. Fire is automatically extinguished by water. Fix: Almost all jobs which use CheckForGetOpportunityDuplicate toil make pawns carry more than necessary. Fix: Pawns sometimes get stuck while forming a caravan. GiveRandomSurgeryInjuries() now tries very hard not to kill the patient. Fix: Right clicking on a hungry injured pawn with an armless colonist causes error spam. Fix: TileTemperaturesComp causes error spam when the last settlement is abandoned. 0.17.1542: Fix: Extreme desert doesn't spawn any animals Regularized item hitpoints. Set eggs to 30, drugs to 50, general organic items to 60, weapons to 100, wood logs to 150, stone blocks to 200, etc. MalnutritionSeverityPerDay 0.20 -> 0.17 Rebalanced some drug market values: --Neutroamine 10 -> 6 --Beer 9 -> 12 --Go-Juice 45 -> 53 --Wake-up 24 -> 45 --Herbal medicine 12 -> 10 Penoxycyline production 3 neutroamine -> 2 neutroamine Added new econ analysis tool for drug prices. It's rough. Furniture/building sell price factor 100% -> 70% Art sell price factor 115% -> 110% Reduced pop gain intents from population a tad. Adjusted some deterioration rates. Pemmican especially will last longer. Fix: Herds gradually drift into the southwest corner (take 2). Add Rand.PointOnDisc, which I keep needing for debug code and then not needing for production code. Fix: When a patient is about to die due to blood loss then 2 float menu options appear: "tend to" and "treat". GiveRandomSurgeryInjuries() now uses Rand.Element() Fix 2989: Carried building materials show HP as -1/100 Show 5% coverage at the end if not running in the editor. Optimized Medicine.GetMedicineCountToFullyHeal(). Clarified "failed to find exit spot for the caravan" message. Fix: RandomBestExitTileFrom() can cause errors and sometimes let you form a caravan even though it should be impossible. Fix: Doors can be prison cells. Fix: Tooltip on PawnCapacity lists all child parts of missing parts. Fix: ThingOwner doesn't remove null items properly during loading. 0.17.1541: Some solid backstories are no longer marked for tribal since they don't make sense as tribals. Quest incidents, which players can’t reasonably do with just a few pawns, are less likely to impossible at low player population. Reduced heat wave power a bit and clarified the call to action in the letter. Cleaned up some duplicate xml for meals. Manhunter pack incidents now never use thrumbos or insects. Single manhunters won’t spawn with too few points (e.g. no more day 7 elephant attacks). Chain shotgun generatecommonality -> 0.3 Wimp is now mutually exclusive with Brawler. Fix: Discharged Soldier backstory doesn’t adjust with name. Clarify name of bill to cook packaged survival meal. DefaultWaitInsteadOfEscapingTicks: 5h -> 10h Fix: Most jobs which use CheckForGetOpportunityDuplicate() should allow taking things from a valid storage. Fix: Pawns can sometimes wander in forbidden areas. Stop caravans if all owning pawns are going through a mental break. Move reserved-for-prisoners display code. Fix: Graphical issues with transport pods built adjacent to other structures. Add (reserved for prisoners) label in the float menu when appropriate. Fix: Allowed areas sometimes affect paths even when the pawn doesn't care about allowed areas. Fix: Party mood bonus is applied only at the party's end. Fix: Penoxycyline affects immunity even if the pawn is already sick. Fix: Wardens can sometimes cause 10jobs/10ticks errors while delivering food to prisoners. Fix: PathFinder doesn't handle narrow allowed region tunnels very well. Fix: Roads on the world map occasionally fall into the sea. 0.17.1540: Adjustments to faction naming content. Fix: Faction leader titles not capitalized in Factions MainTab. Disallow Wimp trait when spawning pawns of a faction hostile to the player faction Clarified penoxycyline description. Typo fixes. Fix: Threat cycle StorytellerComp sometimes sends no threat during a threat interval. Renamed ‘survival rifle’ to the more accurate ‘bolt-action rifle’. Adjusted population intents to give population a bit more easily and earlier. Population intent from time is now defined on a curve. Population intent is now evaluated from a curve instead of a custom multi-part lerping function. Added some debug output for incident chances with population. Adjusted some pop-gain incident chances to be closer to each other. Undo tweak to water coordinate swapping; think this was a Unity editor bug. Fix: DamageUntilDowned() can sometimes kill the pawn. Fix: Rivers can undercut stone roofs so that they no longer have sufficient support. Fix: IncidentWorker_RefugeePodCrash causes errors when DamageUntilDowned() fails and kills the pawn. Fix: Some debug code accidentally included. Add a little extra debug instrumentation to HediffComp_TendDuration. Fix: Vertically flipped water depth texture. Caravan pawns will now eat food which is about to rot first. Fix: Sapper raiders may end up paralyzed when attacking a base with generators against the outer walls. Fix: Impossible to prioritize eating if the food is already reserved by someone else. PathFinder Cost_PawnCollision: 100 -> 175 Cleaned up JobGiver_AISapper a bit. Made sure that a pawn can't start fleeing and manhunting at the same time. Fix: Tame predators can start fleeing while hunting. Fix: Tame predators can hunt berserk colonists. Fix: Pawns avoid spawning on top of items. Fix: Rotating doors (e.g. when you build an adjacent wall) causes warnings. Fix: Doors don't block diagonal interactions. Fix: Ambrosia can spawn in fogged areas. Fix: Missing tails don't affect SummaryHealthPercent. Fix: Player sometimes receives inappropriate "is no longer incapable of walking" messages when a pawn is downed from disease. Translations update. Creative content update. Added debug output to count and list solid backstories of any category. Clarified required light level on plants to 51% from 50%. 0.17.1539: In bills detail window, don’t print “Minimum skills: (none)”. Just print nothing if there are no required skills. Producing smokeleaf joints no longer relates to Intellectual skill or to DrugProductionSpeed stat. It is now a skill-less bill. Item stash location fee reduced. Faction bases in general have a bit fewer defenders. Outpost SitePart (used in bandit camp quest and elsewhere) percentage of faction base combat power 50% -> 40%. Quest rewards are a bit more consistent (2k->3k now) Water ripples are scaled larger. Refactored some debug output into the data analysis classes. Made grenadiers much less common. Added a new debug readout to show the proportions of a given pawn kind that spawn with various weapons. Reduced commonality of incendiary launcher and increased commonality of survival rifle. Revert "Fix: Players could accidentally generate a 5%-coverage planet if in dev mode." Fix: Pawn footprints occasionally cause rendering issues. Fix: Very long and complex paths cause huge lags. Fix: Starting factions with low goodwill can still be non-hostile, leaving them in a kind of weird interaction limbo. Fix: PathFinder.DebugDrawRichData() highlights incorrect cells. PathFinder no longer uses an unnecessarily large array. Fix: Pawns can get perpetually stuck in WaitDowned job if something malfunctions when exiting Downed state. Fix: Item stash threats are always shown, even if they should be unknown. Fix: Pawns attacking due to their "configurable hostility response" stand still indefinitely if the target goes out of sight. Handle bed reservations properly. Fix: Burned trees not chopped down when constructing floors. Fix: TouchPathEndModeUtility can sometimes cause errors. Fix: Force-override-job doesn't work properly with rescuing, capturing, and taking people to cryptosleep. Fix: If you sell a prisoner and buy him back then he has a null faction which causes bugs. Fix: Comments in patch files break the patch file. Fixed some problems with interacting with things diagonally. It's now possible to work on wall frames diagonally (though not blueprints). Fix: Downed arrested colonists give 2 float menu options: Rescue and Capture, and Rescue doesn't do anything. Fix: Arrested colonists appear twice in the form caravan dialog, once in the colonists section and once in the prisoners section. Fix: Birth dates use seasons instead of quadrums. Reverted the ScribeSaver change because on some computers it now takes too long to save a game. Fix: "Log plant proportions" debug option sometimes causes errors. Fix: Pawns will automatically roof in wind turbines if used to complete a room. Fix: Pawns and animals can mutually enter an endless inescapable milk/nuzzle cycle. Fix: Removing an infected eye gives the recipe as "amputate" instead of "remove". Fix: Non-sown plants, specifically Ambrosia, can be targeted by Blight. Fix: Mod settings don't initialize properly if a mod settings file doesn't already exist. Fix: Error spam when loading a caravan. Fix: Herds gradually migrate to the southwest corner of the map. Optimized and refactored StoryTracker a bit. WorkGivers can now be disabled directly by WorkTags (instead of only WorkTypes being able to be disabled). Intellectual WorkTag now disabled "produce drugs" WorkGiver. Various typo fixes. Removed pop idol Tribal spawn category. 0.17.153?: Rebalanced medical tend quality. Factored out 70% starting effectiveness of medical tending by rolling this factor into Medical Tend Quality stat so the stat shows the actual quality. Adjusted Medical Tend Quality stat and added a post-process curve to it; it now gets close to maxing relatively early. Changed how tend quality affects infection chance; now any tending, even at 0% quality, reduces the infection chance by 15%. Human immunity gain speed is less affected by age, and is affected later. Rebalanced melee: -Increased melee hit chances across the board. -Adjusted melee hit chance to be curved, so it integrates with capacity offsets better. -Reduced melee dodge chances somewhat, but the values have an effect even at low skill levels. -Increased human unarmed melee attacks damage and reduced cooldown. -Rebalanced shiv, club, knife, mace, and a few other melee weapons a little bit. Rich explorer scenario 40 glitterworld meds -> 30 glitterworld meds. Fix: Mortar's forced target is reset after every shot. Fix: Escaping sappers can sometimes cause 10jobs/10ticks errors. Increased PathFinder's heuristic strength for sappers. Fix: Fall asleep threshold can be greater than wake threshold which makes pawns oscillate between resting and sleeping in bed. Improved PathFinder performance for really long and complex paths. Fix: Faction adjustment messages have excessive precision. Rotting corpses are now inedible. Made sure that you can't equip more than 1 item of the same type when for some reason you have an armor with stackCount != 1 in your caravan's inventory. World objects can now have a custom description. SiteCore description is now displayed in the info pane. Fix: Herbivores would consume saguro cacti. 0.17.153?: ncreased combat points cost of some weak animal enemies, especially chickens. Long-range mineral scanner is cheaper. Wrote a new analyzer for species food maxima and hunger rates. Adjusted a few values. Fix: Water texture occasionally inverted. Readjusted how max food levels are calculated for young animals with tiny BodySize, by adding a factor-up at young levels. Adjusted when animals will try to eat; herbivores will wait until 45% food to eat instead of eating at 65%, to waste less food when maxing out. Added descriptions for SiteCores. They don't appear in-game though. ShootingAccuracy noSkillFactor 0.4 -> 0.5 Camera in gameplay map now clears to a solid color. This should fix: Leaving RimWorld in windowed mode and in the background causes visual trippiness Changed Unity asset serialization mode to force-text. 0.17.15??: Camera in gameplay map now clears to a solid color. This should fix: Leaving RimWorld in windowed mode and in the background causes visual trippiness Changed Unity asset serialization mode to force-text. Fix: Breakdown envelope references non-existent work type. Fix typo in Star Squire backstory. Adjusted tropical rainforest color to contrast better against rivers. Potato grow days 6->5.8 Balanced wool to be a bit less crazily profitable (especially alpaca). Added 0.40 noSkillFactor to ShootingAccruracy to make scythers less accurate. Also capped the influence of sight and reduced the influence of manipulation. An attempt to fix a rare bug where only a half of a savefile is written to disk. Fix: Pawns can sometimes slaughter sold animals. Fix: Deconstructing flatscreen and megascreen televisions doesn't yield any resources. Fix: Manhunters cause 10jobs/10ticks errors when there's only 1 standable cell. Fix: All unfinished things have mass of 1kg. Fix: Orbital trade beacon zone sometimes cuts off at region edges. Fix: Filth generated during map gen doesn't have its growTick set properly. Standardize Claimable semantics; clean up definition of "claimable" a little. Fix: Error messages with crashed mechanoid ship part incidents. Fix: Memory thoughts don't tick when the pawn is in a cryptosleep casket. Fix: MemoryThoughtHandler doesn't set 'pawn' links properly. Fix: Raiders will try to destroy deconstruction-flagged ship chunks. Fix: Pawns refuse to clean rubble for ten seconds after loading a game. Fixed minor CaravanArrivalTimeEstimator bug. WorldRoutePlanner now overestimates the result slightly when no caravan is selected. Fix: Animal getting tamed won't cancel map exit. Phrasing improvement on a comment. Fix: Deadman's apparel does not apply to reform caravan. Amp up splash size effects quite a bit. 0.17.15??: Made caravan ambushes less dangerous. The tribal start scenario description now notes that it is difficult. Caravan request requested items value wanted now adjust to player wealth. Caravan request no longer requests heavy, low-value items like stone blocks or chunks. Raid strength is now a few percent higher per player pawn. Slightly re-increased threat frequency. Caravan request changes: Destination max distance 50->36. Don’t fire unless player has at least 4 pawns total and 15 days have passed. Fix: 10jobs/10ticks errors when a pawn tries to haul item off blueprint surrounded by fire. Fix: Right clicking on an occupied bed causes exceptions. Fix: Pawns can binge on drugs which they can't even reach. Resource readout is now scrollable. "Version mismatch" warning now says what type of file this is. Fix minor UI annoyance: Pawns deselect when you close main tabs with a right click. Site's inspect string now says what the threat is if it's known. Fix: Relation-adjusted messages appear in situations where they shouldn't. Fix: Errors when a pawn is despawned while bursting. Fix: Faction relations on world gen and at landing differ. Fix: Roads occasionally build over rivers in unrealistic ways. Fix 2978: Job targetQueues don't deserialize from saves correctly. Fix 2977: New DateReadoutTip: Seasons are not translatable. Fix 2969: Geyser can spawn in the middle of a road. Fix: GameComponents don't properly update on mod changes. Caravan ambushes are a bit weaker. Clarify descriptions of stats that don't change speed with skill to explain why. 0.17.15??: Corrected shooter accuracy calculation tables. Updated shooting accuracy description a bit. Fix: Psychic insanity lance doesn't work if the target is sleeping. Fix: Pawns in TradeShips are affected by the outdoor temperature. Fix: Player doesn't always start in the earliest warm twelfth in southern hemisphere because EarliestTwelfthInAverageTemperatureRange() always starts looking from the first twelfth. Fix: DateReadout sometimes reports incorrect date because it doesn't recache. Fix: ListerBuildings is not notified when a building changes its faction. Fix: ListerBuildingsRepairable is updated incorrectly when a building changes its faction. Fix: Caravan gear can sometimes disappear when swapping with equipped one. Fix: Graves have a Claim command which doesn't do anything. Fix 2979: Pawns can run out of path nodes while pathing to Fire Fix: Event destinations can spawn adjacent to settlements. Fix: It's impossible to forbid making advanced helmets of plasteel because the option is hidden. Fix: Advanced helmet uses UFT without stuff even though it's made of stuff. Fix: Mining no longer creates rock rubble. Add time-advance debug actions. Remove unused generateMeleeOnly flag. Fix: Map seeds don't generate the same result every time. Improve ThingStuffPair text output. 0.17.????: Second restructure of how shooting accuracy is balanced. Post-process curve now does all the work; bonuses and maluses apply the same as gaining and losing levels. High-level shooters are more valuable. Shooting accuracy re-tuning based on feedback. Attempt 1. Added new data analysis table maker for shooting accuracy. Rain should come a bit more aggressively in response to fire; refactored how fire is counted a bit. In Crashlanded and Lost Tribe scenarios, player starts with more medicine and more food. Appended word Tended to mote from tending. Lower difficulties now have lower infection rates. Tending is now more effective in reducing disease severity. Wound infections are now less deadly since immunity grows faster (0.62/day -> 0.66/day) and severity slower (0.86/day -> 0.84/day). Reduced blights’ frequency and impact to match the longer plant growing times. Reduced raid strength and frequency overall (to compensate for new combat difficulties). Adjusted the body part hit percentages to reduce pawns losing so many fingers/toes and getting hit in the organs all the time. Fix: Animals following drafted master start 10 jobs/10 ticks in doorway Fix: Fighting manhunter animals at doorways causes massive fps drop. Fix: Tame animals with area restriction cause huge performance drops when looking for food. Fix: Room groups are sometimes rebuilt incorrectly. Fix: Designations on unspawned things cause errors. Fix: Pawns can live with no head if they take enough drugs. Fix: Food stacks are listed separately in trade windows. Water undulates faster (0.003 -> 0.005) Low expectations mood buffs are more powerful. Reduced infection chances by about 1/3. Random work failures now never happen above or at level 8 skill (without health problems). Very skiller miners can get yield bonuses. Rewrote rich explorer text to signal how difficult it is. Adjusted the date system so quadrum names align with temperatures better, and clarified some of the output and tooltip. Fix 2975: Mining yield stat description outdated Fix: Mod settings saving improperly. Fix: Space refugees have power armor, quite often. 0.17.????: Reduce water contrast further. Reduce water contrast. Remove lake water visual distinction. Various readjustments to pawn group spawning to improve pawn kind selection. Readjusted the pawn points limit per total raid points so that advanced pawns don’t show up until later. Some refinements to debug output. Outlanders can now spawn elite mercenaries. Reduce wave quantity on lakes; fix water blending, both height and terrain. Removed unnecessary "int" suffix from fireAtWill. Allow firing -> Fire at will Fix bug in pawn group spawning debug tool. Moved a few Def folders into /Misc Mining yield now applies smoothly, not with a yield-waste die roll. Reduced mining yield waste chances. Typo lastTakeCombatEnancingDrugTick -> lastTakeCombatEnhancingDrugTick Fix: Graphic_Shadow can cause errors if the shadow is drawn off map. Exploit fix: You can cancel mortars cooldown by uninstalling and installing the mortar. Fix: Enemy base generation can place turrets in water. Fix: Bug in GenStep_Animals can cause an infinite loop. Fix: It's possible to run out of numerical names which causes errors. Fix: Shift/Ctrl don't always work in trade dialogs. Better PawnColumnWorker_WorkPriority shift click behavior (removed wrap-around behavior). Fix: Loading transport pods sometimes fails. Exploit fit: It's possible to affect the TryFindRandomSpotJustOutsideColony() results easily by placing many free spots somewhere, e.g. crafting spots. Fix 2974: Merging caravans fails Fix: Errors when a pawn is downed during map init. Fix: Rivers on the world map sometimes end up in the wrong tile. Add a little extra texture to water at dusk and dawn. 0.17.????: When miners fail, they only waste half the yield now instead of all of it. Reduced infection rates somewhat. Fix: WITab_Terrain reports incorrect summer and winter movement times. Fix: Right-clicking a blueprint fails to bring up an appropriate menu option when under extreme temperature or if already in progress. Adjust water specular to account for sun/moon differences and game conditions. Fix 2945: Indoor room sharing outdoor temperature, coolers/heaters unable to change temperature. Fix 2968: 10 jobs in 10 ticks escorting prisoner to bed. Trained animals following their masters (into combat) no longer flee when damaged. Flagstone now doesn't yield anything when deconstructing. Water v3: Major tweaks to the new two-pass water system. Letters with timeout are now automatically opened right before they disappear. Item stash quest incident now uses a new type of letter when you need to pay a fee. Fix: Quadrum name non-translatable. Translations update. Player content update. Tune water look a little. Fix: Water edges look awful. First attempt at multipass water. Added new letter types. "Ransom demand" incident now uses a delayable decision letter. Fix: Default def value bug in MentalStateDef LetterType is now a def. Pawns now try to avoid sleeping on water tiles. When clicking a pawn column header to make it sort, the first click now puts it in descending order instead of ascending. There's now a letter when a resource lump is found. Players now have 10 days instead of 2.5 to mine minerals in a precious lump site.
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