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| [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions. | | [[Template: Xenotype Faction Table]] || [[Template: Faction Xenotype Chance]] || {{Check}} || {{Check}} || Displays percentages of a xenotype in various factions. | ||
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|} | |} | ||
</div> | </div> | ||
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| [[Template: Utility Note]] |||| {{Check}} || {{Check}} || | | [[Template: Utility Note]] |||| {{Check}} || {{Check}} || | ||
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| [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || | | [[Template: Cleanliness Note]] |||| {{Check}} || {{Check}} || | ||
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| [[Template: Icon List]] |||| {{Check}} || {{Check}} | | [[Template: Icon List]] |||| {{Check}} || {{Check}} | ||
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|} | |} | ||
</div> | </div> | ||
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== TODO == | == TODO == | ||
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<nowiki> | <nowiki> | ||
==Asks== | ==Asks== | ||
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There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. | There are lots of things that have CLothing for nudity yes, but don't affec.t Need to make [[Nudity]] page. | ||
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* Verify blood feeder precept only affects pawns with bloodfeeder gene not all hemogenic pawns, and then disessminate to relevant pages. | * Verify blood feeder precept only affects pawns with bloodfeeder gene not all hemogenic pawns, and then disessminate to relevant pages. | ||
* Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality | * Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality | ||
− | * Add what buildings turna room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks. | + | * Add what buildings turna room into on the building pages - i.e. beds turn a room into a bedroom, or if set to medical a hospital, or if set to prisoners a prison, or if more than one a barracks/hospital/prison barracks.. |
+ | * nobles don't like sharing bedrooms with babies. | ||
* xenogerm is probably the ideal early game transhumanist pleaser. | * xenogerm is probably the ideal early game transhumanist pleaser. | ||
* test cataphract against venom fangs at skill 10 | * test cataphract against venom fangs at skill 10 | ||
Line 375: | Line 354: | ||
* VERIFY MECHANOID MELEE VERB SETS IN GAME. | * VERIFY MECHANOID MELEE VERB SETS IN GAME. | ||
* "The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss" | * "The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss" | ||
− | * Meal analyses expansion. | + | *Meal analyses expansion. |
* Once biotech is all up: Go through all the stats and do their additions. E.g scanning sickness affects capacities, need to be on those pages. genes. etc. | * Once biotech is all up: Go through all the stats and do their additions. E.g scanning sickness affects capacities, need to be on those pages. genes. etc. | ||
{{#ask: [[Category:Unverified articles]][[Category:Biotech]]}} | {{#ask: [[Category:Unverified articles]][[Category:Biotech]]}} | ||
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* only 40% of pawns will meditate for recreation, only 50% will pray. | * only 40% of pawns will meditate for recreation, only 50% will pray. | ||
* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning | * Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning | ||
+ | * Drug Harvest Yield Bonus of High Life | ||
* Stoves produce heat. need thing like other heat producers have. | * Stoves produce heat. need thing like other heat producers have. | ||
* Which rec/priduction builds etc can be used with chairs. Place in summary | * Which rec/priduction builds etc can be used with chairs. Place in summary | ||
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*[[Property:Small Volume]] exist but isn't displayed anywhere | *[[Property:Small Volume]] exist but isn't displayed anywhere | ||
* rewrite all the pages for the psyfocuses to properly reflect their use as such. | * rewrite all the pages for the psyfocuses to properly reflect their use as such. | ||
− | * Combat effectiveness of [[yayo]], adding [[overdose]] information | + | *Combat effectiveness of [[yayo]], adding [[overdose]] information |
* [[Hospital_bed#Version_history]] is clean. Implement? | * [[Hospital_bed#Version_history]] is clean. Implement? | ||
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually | * Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually | ||
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* [[Template: Dye Color Table]] - Do you want them to form a rainbow? Then convert to HSL, sort by H, convert back. | * [[Template: Dye Color Table]] - Do you want them to form a rainbow? Then convert to HSL, sort by H, convert back. | ||
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====Ideology==== | ====Ideology==== | ||
Line 1,438: | Line 649: | ||
* Khitrir's suggestions: | * Khitrir's suggestions: | ||
+ | ** Sun light at different latitudes | ||
** Damage types maybe? I know there was some progress on that but idk how complete it is. | ** Damage types maybe? I know there was some progress on that but idk how complete it is. | ||
** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go "x is better than y" but no way to convert that to "how many to heat a room" | ** How heat mechanics work, generally and with heat pushers. There are some numbers so you can go "x is better than y" but no way to convert that to "how many to heat a room" | ||
Line 1,446: | Line 658: | ||
** How wind and weather correlate, and how weather is selected | ** How wind and weather correlate, and how weather is selected | ||
** Food foraging on caravans maybe? | ** Food foraging on caravans maybe? | ||
+ | ** Luciferium treat order | ||
* Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed? | * Can you extract a hemogen pack from someone in a deathless coma, do they regen bloodloss when they're malnourished, and does malnourishment kill deathless pawns? A juice box you don't have to feed? | ||
* Does nutrifungus grow at the same rate as a normal light using plant - othe rlow light plants grow wierd | * Does nutrifungus grow at the same rate as a normal light using plant - othe rlow light plants grow wierd | ||
+ | * Do blind pyrophobic pawns break near fire? | ||
* Does tortured artist get inspos from catatonia. https://ludeon.com/forums/index.php?topic=56536.0 says no. | * Does tortured artist get inspos from catatonia. https://ludeon.com/forums/index.php?topic=56536.0 says no. | ||
* You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case? | * You used to be able to use beckon to move sleeping mechanoids - they'd move, an then go back to sleep. Is this still the case? | ||
Line 1,495: | Line 709: | ||
* Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation. | * Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation. | ||
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]] | * Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]] | ||
+ | * Investigate Pyromaniac mood boost with inferno cannons? | ||
* Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns? | * Investigate if pawns with 0% [[Hearing]] can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns? | ||
* field hand + elbow blade? | * field hand + elbow blade? | ||
+ | * Investigate do pawns with 0 [[Sight]] "see" corpses? [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no] | ||
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns | * Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns | ||
* Investigate animal haulers not triggering proximity activators for mortar shell plant | * Investigate animal haulers not triggering proximity activators for mortar shell plant | ||
Line 1,515: | Line 731: | ||
− | * The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies | + | * The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies dinfferent? There is info commented out, edit to see <!-- |
The placement of these thresholds depends on the diet of the pawn in question. | The placement of these thresholds depends on the diet of the pawn in question. | ||
0% is always Malnourished, | 0% is always Malnourished, | ||
Line 1,543: | Line 759: | ||
* Factions - xenotype breakdowns | * Factions - xenotype breakdowns | ||
* <weaponClasses> | * <weaponClasses> | ||
− | * xenotype pawn and faciton name generation. | + | * xenotype pawn and faciton name generation. |
+ | * reformat the effects column on [[ideoligion]] | ||
* [[Clothing]] comparison table: | * [[Clothing]] comparison table: | ||
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. | *# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. | ||
Line 1,549: | Line 766: | ||
* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ? | * How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ? | ||
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec? | * Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec? | ||
− | * Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones. | + | * Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones. |
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down. | * In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down. | ||
* [[Health]] has detail that should be migrated to its subsidary pages. | * [[Health]] has detail that should be migrated to its subsidary pages. | ||
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant? | * a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant? | ||
− | * Animal nutritional calcs depend on the | + | * Animal nutritional calcs depend on the difficutly. On losing is fun, meat yield is reduced to 80%, milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION. |
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime | * a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime | ||
* Doomdropping - drop pod emergency doomsday | * Doomdropping - drop pod emergency doomsday | ||
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* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a "skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range." i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) > 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as "its always better at X skill" as it's been used previously. | * Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a "skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range." i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) > 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as "its always better at X skill" as it's been used previously. | ||
+ | |||
+ | * [[User:Harakoni/MarketValueChecker]]'s table. | ||
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate. | * once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate. | ||
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====Old sprites==== | ====Old sprites==== | ||
− | *[[:File:TableTailor.png]] | + | *[[:File:TableTailor.png]] |
+ | *[[:File:Pemmican.png]] | ||
*[[:File:Cecropia tree.png]] | *[[:File:Cecropia tree.png]] | ||
*[[:File:Hyperweave.png]] | *[[:File:Hyperweave.png]] |