Difference between revisions of "User:Harakoni"
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* 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? | * 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? |
Revision as of 02:20, 30 July 2023
Greetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my talk page if you need assistance.
You can see my contributions here.
You can compare almost every item in the game here.
Hey Harakoni, if you're looking for your mess its here: User:Harakoni/Sandbox
<div><li style="display: inline-table;"> </li><div> {{clear|left}} {{Q|page|Market Value Base #}} style="background: hsla(120, 100%, 50%, 1.0);" <div style="clear:left></div>
Maximum image area equates to 3500x3500px
This is a way to link to a list without making it ugly here.
User:Harakoni/List_of_known_bugs
https://www.semantic-mediawiki.org/wiki/Help:Table_format#Predefined_datatable_classes
Templates
I created, or contributed to the point where the difference is academic, the templates below:
If you have any issue with any of them, including any instructional or formatting problems, please feel free to ask on my discussions page.
Table templates
Template | Controlled By | Rollout | Feature Complete |
Notes/TO-DO |
---|---|---|---|---|
Template: Building Material Table | {{Building Material Table Row}} |
| ||
Template: Apparel Quality Table | Template: Apparel Quality Table/Row | Making an interstitial template might be more processor/load time efficient - the template would instead call a middle template, which calls the row template for every quality of that material. This would let you call the material stats once total instead of once per quality. | ||
Template: Weapon Stats Table | Template: Weapon Stats Table/Melee Template: Weapon Stats Table/Melee/Row Template: Weapon Stats Table/Ranged Template: Weapon Stats Table/Ranged/Row |
|||
Template:Persona traits | ||||
Template: Apparel comparison table row | ? | |||
Template:Psychic Sensitivity Factor Table | ||||
Template: Leather List | ||||
Template:Recipe List | Template:Recipe List Row |
| ||
Template: Ingredient List | {{Ingredient List Row}} | |||
Template: Pawn Table Header | Add a header in which you can input a pawn type (e.g. Tribes/Empire/Pirates/Mercenaries etc) and it will output the table nicely for you and provide an edit link for the page.
Notes:
| |||
Template:Grow Table | Add nutrition for pages that have make food because someone was already confused about the plant nutrition vs vs the products nutrition | |||
Template:Recreation Power Quality Table | When its understood how rec power translates into time taken to fill rec bar, add time to fully recreate. If this is done, add a no-quality version that only has one column so it can show the rec power time ratio. | |||
Template:Comfort Quality Table | ||||
Template:Rest Effectiveness Quality Table | Sleep accelerator and time to sleep | |||
Template:Psychic Sensitivity Quality Table | ||||
Template: Heal Option Table | ||||
Template: Stat Factors Table | See page for other notes. Is currently written such that transition away from Property:Skill/Property:Skill Base Factor/Property:Skill Base Factor to <SKILLNAME> Bonus Factor etc will be relatively painless, but it should still be implemented. | |||
Template: Animal Health Table |
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Template: Aiming Time Row | ||||
Template: Ranged Cooldown Row | ||||
Template:Weapon Time Row | ||||
Template: Tree Comparison Row | ||||
Template: Meal Comparison Row | ||||
Template: Body Part Weapon Table Row | ||||
Template: Stomach Comparison Table | ||||
Template:Ask Table Formatter | A way to do operations on a thing would be useful. | |||
Template:Egg Table Row | ||||
Template: Apparel Layer Table Row | ||||
Template: Sight Part Efficiency Table | ||||
Template: Hearing Part Efficiency Table | ||||
Template: Moving Part Efficiency Table | ||||
Template: Manipulation Part Efficiency Table | ||||
Template: Mechanoid Table Row | Replacement for Mechanoid_creation#Controllable_mechanoids | |||
Template: Faction Xenotype Table | Template: Faction Xenotype Chance | Displays xenotype percentages of a faction | ||
Template: Xenotype Faction Table | Template: Faction Xenotype Chance | Displays percentages of a xenotype in various factions. |
Other templates
Obsolete templates
Template | Controlled By | Feature Complete |
Notes |
---|---|---|---|
Template: Weapon Material Table | Template: Weapon Material Table Row | Merged into Template: Weapon Stats Table. Retained for use in history. | |
Template: Other Weapon Attack Table | Merged into Template: Weapon Stats Table. Retained for use in history. | ||
Template:Weapon No Quality Table | Merged into Template: Weapon Stats Table. Retained for use in history. | ||
Template: Apparel Material Table | {{Apparel Material Table Row}} | Merged into Template: Apparel Quality Table. Retained for use in history. | |
Template: Armor material table | Outdated but retained for use in history. | ||
Template: Clothing material table | {{Clothing material table row}} | Outdated but retained for use in history. |
Harakoni namespace templates
I also created the following templates, however they are not intended for wiki-wide use Set wide to-do: Swap Q for {{#show}} and reduce template load on comparison pages. If suffcient roll out to main.
TODO
- Verify thump cannons don't have quality any more - previously they'd spawn as poor, Normal, and Good quality
- nobles don't like sharing bedrooms with babies.
- xenogerm is probably the ideal early game transhumanist pleaser.
- test cataphract against venom fangs at skill 10
- [1]
- Version/0.8.671 - existed, but not documented.
- Version/1.0.2059 - Real version number of 1.0.0?
- Version/1.1.2554 - Real version number of 1.1.0?
- Blasting charges (mod) and Blasting charge - remake into obsolete page?
- Accele-potato plant
IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF Template: True Melee DPS Calculator? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS
- Template:Ticks and its family of subtemplates is convoluted. Simplify and combine.
- Add Polluted biome to infoboxmain?
- psycast page genes.
- Melee damage gene = less turret explosions. + high quality Breach axe = good?
- 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"
- 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.
Ancient band node, Ancient basic recharger, Ancient large mech gestator, Ancient mech gestator, Ancient standard recharger, Ancient toxifier generator, Archite capsule, Baby food, Band node, Control sublink (high), Control sublink (standard), Crashed mechanitor ship, Deathrest accelerator, Deathrest capacity serum, Deathrest casket, Detoxifier kidney, Detoxifier lung, Dirtmoles, Embryo, Gene assembler, Gene bank, Gene extractor, Gene processor, Genies, Glucosoid pump, Growth vat, Hemogen amplifier, Hemogen pack, Hemopump, High subcore, Highmates, Hussars, IED tox trap, Impids, Kid tribalwear, Large mech gestator, Large mech recharger, Mech booster, Mech gestation processor, Mech gestator, Mech recharger, Mechanoid transponder, Mechband antenna, Mechlink, Megascarab cocoon, Megaspider cocoon, Neanderthals, Needle launcher, Ovum, Pigskins... further results
- mechanoid melee verbs.
- https://twitter.com/LudeonStudios/status/1642197185373585408 ribworld. DLC name theory context etc.
- Bring all raw plant foods to raw fungus standard.
- Children can meditate at teh anima tree. Mention and strategy.
- What is the net total of stat effects of Focus psycasts.
- MTB - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time)
- Stolen from Khitrir and Bork e.g. Chance of death from go juice. Mtb of death while in major 3 days = 3days/1 failure. Average time in major from a random OD 0.17 days. Chance of death from random OD = (1 - e(-(1/3)*0.17)) * chance of overdose 0.5% = 0.0275% chance of death per dose of gojuice
- make into auto template similar to Template:Ticks
- Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8
- Anicent lmaps are moving to core in 1.4, as are capes kinda.
- Effectiveness of Manhunter Pulse and animal pusler on yttakin raids.
- "Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things." - per reddit user Lord_Of_Coffee. Despite manipulation not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all.
- Who gets an archotech eye:
- Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers
- Shooters: Full bonus.
- Melee: Full bonus.
- Cooks: Reach cap with at skill 15 with gastro analyser. 16 with 2x bionic arms. 12 with 2x archotech arms. Or 11 with gastro an bionics (add arm bonuses to cooking speed.
- Doctors: Only need 1 and 1x bionic eye to cap, and even then the bionic is a small bonus
- Researchers: Reach cap with 1x bionic eye
- Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye
- Property: Type inconsistent re "Building" vs "Buildings"
- Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them.
- File:ChangeGameVersion.mp4
- Archotech towers emit negative mood in radius like psychic emitters.
- Cheapest chair type, quality and material to get comfort 1.0+
- File:Deermale_east.png Old version is higher res. From art source? Crop to 128?
- Add a habitat counter for leather list? As in animals that drop this leather are available in the following biomes: blah.
- A thought display template.
- Psycaster apparel and Noble apparel summaries.
- title cloth requirement tags are sorted - need to create standardized template for use in Summary Sections of required clothes to replace the current :Up to the rank of blah this or an altenrative is needed" This should be placed in summaries as well anyway.
- Titles - rewrite the noble and eltex apparel pages to reflect the reality of title requirements per Titles#General_mechanics - e.g. cape is cost effective and proective as it works for the body slot for every rank up to Count, eltext shirt and a prestige cataphtract helmet can be worn by anyone etc.
- Mindscrew#Removal for the other unremovable implants?
- Buildings that need to be in the ideo to buidl - e.g. altars, need to be noted in acquisition
- Sandbags v Barricades
- Same cover. Same time to walk over each. Barricades are much slower to construct. "You can use sandbags in a pinch when attacking enemy installations. At only 3 work to make, you essentially have portable cover". But permanent are better left to barricades - they're less uglgy and tend to have more HP. For this reason, Plasteel barricades are best for permanent defensive locations. High teier leathers that compete with stone tend to be in hgh demands. The terrain affordance may sometimes be relevant tho.
- Table-ize factors on stats to allow sorting?
- destroyyield is nonstandard in infobox main, should be destroy yield
- AP of AoE weapons including grenades.
- Roof drop traps deal between 15 and 30 crush damage at 0 AP to the any of the following: Neck, Head, Eyes, Ears, Nose, Jaw for humans. Helmets and flak vests make for significantly reductions to the damage dealt. Construction helmets are relevant. Check efficacy on tribals vs pirates vs mechs vs bugs. Discuss roof traps on new Roof page when created.
- A place to host a combined table for both Floors and Terrain.
- potatoes in hydroponics for deserts because of work efficiency per food
- Advanced Endgame Guide Quests Ending the game - all cover the same content and are somewhat redundant in doing so.
- All animals and sycthers have a hit chance of 62%, add to DPS calc?
- Train analysis? Psychopath huamn butchers, wimp animal tamers,
- Allowed defects for stats.
- Ancient ruined tank - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure.
- shooting at a hostile target will gain you more than 8 times the xp than a neutral target
- All the pain effects have to be checked: Many are just written as -10%, when actually they're pain x90%, while some like smokeleaf joints are actually offsets.
- Investigate the worth of Psychically deaf pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like "leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties" Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you.
- Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc.
- Finish Mortar Pits in Mortar#Mortar_pits
- Half cyclers for anima and guarantlen trees? +Slaves for cleaners
- Mental break#Manhunter - list of herd animals.
- Prisoner#Prison_breaks, Prison break. Events#Prison break - detail and integration. Focus likely should be on the prisoner page, with the event page summarizing it and redirecting to it as main. Redirect should as well.
- Hypothermia, Hypothermic slowdown, Heatstroke cleanup and format standardization.
- 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
- Drug Harvest Yield Bonus of High Life
- Stoves produce heat. need thing like other heat producers have.
- All the Diseases need linking to the capacity pages as well as being put on the capacity pages themselves.
- add points/silver etc on to raid points
- list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrition consumption per day
- Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above?
- Mortar Miss Radius Multiplier it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuracy. Afaik its the only non-post processed example. Should this replace the normal importance stats then?
- Do textiles have door speeds now with animal flap?
- Drug Crop Harvest Yield
- Work as a concept should be made into a page, see also Work To Make, but that only applies to certain things. Work is consistent hwoeve e.g. work to mine.
- Can now jump pack with downed pawns. Page needs updating with strats.
- Terrain water has a extraDeteriorationFactor var of 3. Investigate and integrate.
- Tree connection and cocoa trees? DO they count
- Gunlinks, see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes.
- Weapon testing - khit says that other discord users found that spear > longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. User: XeoNovaDan did previous mass testing. How? Mods? Dev Mode? Need to find out.
- Slavery and Human Resources need to be better integrated.
- style dominance.
- When 1.3 releases, use the list from the Goodwill folder to add to Factions
- Disfigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned.
- Do animals get Food poisoning from raw foods? Its defined as "FoodPoisonChanceFixedHuman" which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki.
- Add habitats to animals.
- Effect of 1 strike from Venom fangs and venom talon - how much does 1 strike cause Toxic buildup and whats the effect on Consciousness i.e. how quickly does it debuff enemies.
- Wealth management
- User:Pangaea/Pawn test
- Circadian_half-cycler#Analysis
- Social - the opinion tables need updating
- harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check.
- Stat skills need to be defined like Capacities - with "Animals Base Value" and "Intellectual Bonus Per Level" as they can have more than one skill (e.g. hunting stealth). They ALL need to changed to fix this.
- stats should list allowed defect
- investigate if neural heat dump coma shortened by psy foil helmet
- Change stat table and others to templates to make use of Is Obsolete property (feed it to template, display if not obsolete property != True)
- Jade has different work to make and work to build stat factors
- Melee comparison page - add Maximum damage attack (or all attacks?), add cooldown, split material from quality (so you can look at only Plasteel weapons, or only Legendary Weapons).
- Diseases is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page.
- create attack animal comparison table? With health scale, DPS, training requirements
- Property:Small Volume exist but isn't displayed anywhere
- rewrite all the pages for the psyfocuses to properly reflect their use as such.
- Combat effectiveness of yayo, adding overdose information
- 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
- Fix frag grenade and add to table.
- Tribal improved foraging vs outlander improved research and the effects on recruiting people of your tech level aren't anywhere I can find on the wiki
- Heat Armor
- Finish convert of Armor comparison table into row template ala ranged table on Weapons, including steel and plasteel versions of material dependent metal items, include cloth, devilstrand, hyperweave and thrumbofur of cloth items? Maybe bloat. Put cloth items on clothing table only?
- Create Melee weapon comparison table, include implant weapons.
- Traits needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate "Character Quality" - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc
- Ice Sheet Guide - update, compare with previous edit-warred version
- Template: Dye Color Table - Do you want them to form a rainbow? Then convert to HSL, sort by H, convert back.
Ideology
Post 1.3.3066
Version/1.3.3101 for ancients?
1.3.3066
- Faction ideologies
Filths dont need new pages but need to be added:
- dried blood
- scattered documents
- ragged uniform
- oil smear
Pathcosts
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki. That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla. 10-14, 30, 42, and 50. Which is something like "Tiny Furniture / Loose Stuff", "Medium Furniture like Telescopes", "Security Features like Sandbags or other hard to cross stuff like campfires", and "Big furniture like workbenches or pianos."
Fences have a path cost of 80, so that's probably why crossing them is so slow. I think I might have how some of it translates. Sandbag is 42, rock chunk is 42... Path cost of marshy soil is 14, speed is 48%, soft sand also 14, speed also 48% sand path cost is 4, speed is 76% lichen covered soil path cost is 3, speed is 81% soil path cost is 2, speed is 87%
Psycaster
Head | Body | Utility | Weapon |
---|---|---|---|
+ + + | |||
+ + + | / | // | |
+ + | / | // | |
+ + | // | ||
Psylink lore
Idk if it'll be useful, but its an interesting distilation of the lore on psycasts. Might bear sourcing and inserting an cut down version into lore Psylink desc since upated see psycasts#lore
https://www.reddit.com/r/RimWorld/comments/w34coa/lore_question_where_did_psylink_come_from/
As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it? Is this a reference to the shroud or warp since it can't be understood by normal scientist? What are your theories or thoughts on it?
It is deliberately left vague. Per the lore document, some believe that archotechs have discovered a method to manipulate quantum interactions from a distance and use this as the basis for their seemingly fantastical abilities. Others believe that they manipulate the noosphere, but that's not a particularly useful theory for teleporting rocks so we'll ignore it here.
So of these abilities, vanometric (i.e. above unity) energy and psychic abilities are the big ones. Prior to Royalty, the psychic effects were only mental/telepathic abilities but if the process is achieved by mechanically changing the structure of a brain rather than "manipulating consciousness itself" then that limitation is arbitrary and applying the same technology to extracting energy from the quantum foam makes more sense if its all from the same source.
Psylink apparently lets you access this mechanism. Whether psylink is just an access card into their "quantum manipulator" like borrowing someones tools, or it requires some deeper connection to the archotechs themselves/their consciousness and not just their tools is up in the air.
So:
Did archotech AIs invented psychic powers in the rimworld universe? Or Did it always exist in it?
Yes to both. They invented psychic powers in the same way that Yukawa "invented" the strong nuclear force or Newton "invented" gravity. Or maybe its closer to how Marconi/Hertz/Hughes/Whoever invented the radio. They discovered a physical reality of the universe and how it works and then built a system/mechanism/process to exploit that reality to do something useful with it.
Pages in need of integration
- Banish
- Category:Status Level - integration into drugs, beds, chairs, sculptures, etc, as well as nav box for them.
- Collapsed_rocks
- Blindsight
- Saturation
- Mountain
- Training
- Ruins
- Blight
- Insectoids/Infestation/Raids
- Integrate Caravan into teh nav menu and wiki at large.
- Doctoring needs to be better integrated into the rest of rest of the wiki, maybe even added to the nav box.
- Merge/interlink this unholy mess of pages:
- Updated Faction base and link it better into the rest of the wiki
- Rock chunk and Steel slag chunk
- Category:Status Level and its subsidaries
- Glow pod
- Overdose
- Corpse
- The fact that PlantHarvestYield stat above 100% gives a bonus to yield needs to be mentioned in relevant places. e.g. in anaylses sayting that hihg skill planters should do the harvesting.
- Hunt and Animals#Hunting and Manhunter and wb the distance to the target and hunting stealth?
Investigation TODO
IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE
Would it be worth it to swap the ranged weapon quality table on the pages with the one from the comparison tables, just with the page's weapon already enabled. This would let you just add the weapons you want to compare to the tool already on the page? IF YOU READ THIS PLEASE WEIGH IN.
- I think that the boxes for selecting all the weapons is very large and/or distracting. Unless you make use of horizonal space, I wouldn't agree with doing it (and even then). Hordes (talk) 01:34, 30 January 2023 (UTC)
- The current size of the control panel is only as it is because theres no real reason to fix it for whats nominally my personal use, but it can be shrunk down. As a quick and very rough proof of concept:
- Things like icon size, intro text, control size, orientation, positioning etc can all be tweaked. Heck it can be integrated directly into the main table. The question is more whether the functionality itself is useful. Harakoni (Wiki Moderator) (talk) 04:45, 30 January 2023 (UTC)
- Hr: So I suppose my new problem then would be: 90% of the time, I'd be comparing weapons of the same tech level - short bows to recurve bows, ARs to CRs, and not masterwork revolvers to good assault rifles. This is also a minor gripe I had with the weapon nav box - sorting industrial weapons by alphabet rather than (research unlocked). At the same time higher quality + lower tech level is relevant and is put in a lot of analysis sections. If it wouldn't increase load times by too much, then it's probably useful?
- Mortals: Is there anything anywhere about drugging children and their safe dose intervals? Khitrir: Nah Har and I have been talking about that - theres only the bit on tolerance being inverse proportional to body size. We wanna do a full thing on body size inc severity changes, tolerance, dosage times, but its being put off until all the biotech stuff is up
- Purpose of:
- 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.
- 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"
- There's a bunch of questions about how ideoligion conversions work - the different weights for different traits and things for both conversion and for the mental break.
- How the different tiers of medicine affect tend quality, speed, operation success chance, experience gain factor etc maybe?
- How beds affect healing rate and other medical stuff maybe?
- I think there are some other questions/inconsistencies about how the medical system works but I've never been interest enough to look into it.
- How wind and weather correlate, and how weather is selected
- 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?
- 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.
- 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?
- age does affect with body part health. Young pawns have less hp
- Robust digestion gene and insect jelly synergy.
- "does this mean chem int slaves don't take drugs because they don't recreate?"
- Reports that Tough and Robust gene affects damage taken by shields?
- <mechanitorApparel>true</mechanitorApparel> ?
- Category:Images - Background
- https://rim-armor.com/
- https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/
- https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/
- https://www.semantic-mediawiki.org/wiki/Help:Custom_units
- How do siege mortars and auto mortars target and prosecute their firing?
- Investigate Pain shock threshold items for psycasters - use it to get nueral heat loss but reduce the penalty from pain.
- Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in?
- Based on a reddit post: If an Ideoligion forbids unmarried lovers you can use this mechanic and place two single beds in a room to avoid the "Want to sleep together" moodlet without having them do lovin', and they won't get the barracks mod.
- My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the "want to sleep together moodlet".
- This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't.
- Investigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS.
- Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor, and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc.
- Do deaf colonists get disturbed sleep? Also can deaf pawns be Insulted? And are blind pawns affected by auroras?
- Risk of going manhunter on hunting. It is based on distance afaik but it should be confirmed. See also hunting stealth
- Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? Broken down links to repair chance. Events#Breakdown:_.28Machine.29 also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affected items to detail the effects. Rate of incidence needed
- As part of their category reform project, Ickputzdirwech has removed the Category:Buildings from all pages. Investigate whether this will cause issues with future #ask requirements
- Plants#Types_of_plants - I thought that domesticated/decorative/etc came from the game. Where are they? Or has that been removed? Check.
- User:Crystalline Cat very pretty display
- Investigate (Slave) Rebellion mental break? Separate to other rebellion mechanics?
- Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood debuff? Is removing the jaw a viable alternative?
- "bionics are attached to the shoulder thus bionic arms improve the efficiency of flak vests" - true or false?
- Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss.
- Prisoners can use insanity lances and orbital targetters - investigate their use by enemies and other NPCs
- Bonasai trees seem to be better than fibercorn in basically every way you'd use fibercorn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc.
- Hay and kibble seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limitation has some merit. FERTILITY SENSITIVITY NEEDS TO BE CONSIDERED FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kibble doesn't spoil but if you have the power, just give animals an animal flap fridge and nutrient paste. Even feeding ducks with their overflow is probably more efficient with NP over expensive low efficiency kibble (check tho)
- User:Gottoni/User_guide/Optimal_bedroom_size_study
- Social impact effect on conversion.
- Body heat
- megascarabs ignoring melee blocking?
- How does recreation power convert to recreation time?
- Slavery - use capes as alternative to dusters where they're necessary for temp resist as capes apparently don't have suppression loss rate increase?
- Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first.
- Investigate AutoWikiBrowser and MsUpload
- pawn beauty caps at +2? So beautiful + shaper = irrelevant? Skin gland + beautiful + nose and shaper = no beauty penalty?
- Investigate Template:RNG
- Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason?
- Investigate Template: Version
- Investigate Sculptures giving solitary recreation - it is claimed that "legendary sculpture will fill rec meter almost instantly." Needs confirmation.
- Investigate better tomb rooms for the sarcophagus giving better solitary recreation. Needs confirmation.
- Investigate sarcophagus giving a 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?
- field hand + elbow blade?
- Investigate do pawns with 0 Sight "see" corpses? answer no
- Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns
- Investigate animal haulers not triggering proximity activators for mortar shell plant
- Investigate effect of emp and mortars (on top of and next to) on broadshield packs
- Investigate Using beckon not waking mech clusters.
- Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.
- Investigate why End tables don't inherit the ability to eat on them from TableBase, is it because they lack the <compClass>CompGatherSpot</compClass>?
- Investigate Injury implies that beds add heal rate, This needs better investigation and integration with pages such as Hospital bed. It also implies a use for Animal beds - namely that it helps animals heal faster.
- Investigate if the table on Long range mineral scanner is incorrect - the code at RimWorld\Data\Core\Defs\Sites\Parts\PreciousLump.xml seems to imply that the the produce should have a totalValueRange between 3500 silver and 5000 silver. If that is the case, the values for several BUT NOT ALL of the entries are currently wrong.
- Investigate inspiration freq vs mood graph
- FixSomeBugs reported this issue:
NOTE: Currently, the display of these stats is broken on the wiki. There are two properties here: Property:Insulation_-_Cold_Base, the base temperature offset, and Property:Insulation_-_Cold_Factor, the % by which we scale the base offset to get the final value for a clothing item. Unfortunately, prior to B19 (I think that's when it changed), clothing had the base value (e.g. 15°C) while textiles had the factor (e.g. 0.75). As of 1.0, textiles have the offset (e.g. Hyperweave has 26°C), while clothing has the factor (e.g. tuques have 0.5). Thus, a normal hyperweave tuque has a cold insulation of 13°C. We should find a way to either fix the display of the relevant stats, or flip the actual semantic properties between the items.
- 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
EVENTUAL TODO
- Pawn lists need updating - a lot have BeltDefensePop added now to get the firefoam pop now.
- Factions - xenotype breakdowns
- <weaponClasses>
- xenotype pawn and faciton name generation.
- reformat the effects column on ideoligion
- 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.
- Value/x entries have no context and do a poor job of explaining what the specific values mean. Previously there was a Profitiablity table. Perhaps this should be resurrected and seperated out from the main table? Either way context is needed
- 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?
- 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.
- 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?
- 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
- Doomdropping - drop pod emergency doomsday
- Sounds see dromedary
- Rest fall rate page and integration into Rest
- Add the green and red templates to the moodlet pages
- It takes 6,500 ticks (1.81 mins) of work to smooht stone walls
- Recreation summaries with skills etc - see horseshoe pin.
- Apparel#Common_combinations
- Brazier has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc.
- Weather table, and Wind turbine's subset, might need updating. Find exact mechanics of windSpeedFactor and windSpeedOffset
- Version history up to Version/0.14.1234
Version/0.7.581 Version/0.14.1234 Version/0.15.1279 Version/0.15.1284 Version/0.16.1393 Version/0.17.1546 Version/0.18.1722 Version/0.19.2009 Version/1.0.0 Version/1.1.0 Version/1.1.2257 Version/1.1.2258 Version/1.1.2559 Version/1.1.2562 Version/1.1.2564 Version/1.1.2565 Version/1.1.2566 Version/1.1.2567 Version/1.1.2571 Version/1.1.2575 Version/1.1.2579 Version/1.1.2589 Version/1.1.2598 Version/1.1.2610 Version/1.1.2618 Version/1.1.2624 Version/1.1.2647 Version/1.1.2654 Version/1.2.2719 Version/1.2.2753 Version/1.2.2900 Version/1.2.3005 Version/1.3.3066 Version/1.3.3067 Version/1.3.3069 Version/1.3.3072 Version/1.3.3074 Version/1.3.3076 Version/1.3.3080 Version/1.3.3087 Version/1.3.3101 Version/1.3.3117
- Bring everything under the same Intro; Acquisition; Summary; Analysis; Tables; Trivia; Version History; format where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. Phoenix armor - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc.
- 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.
The odd ones out have known numbers; verify and reset.
- https://rimworldwiki.com/index.php?title=Version/1.0.2059&diff=prev&oldid=70686
- https://rimworldwiki.com/index.php?title=Version/1.1.2554&diff=prev&oldid=70687
Release Type | Version Number | Version Type | Release Date | Additional Comment |
---|---|---|---|---|
Public | 1.0.2059 | Release | 2018.10.17 | Release 1.0 |
Public | 0.19.2009 | Beta | 2018.08.28 | Beta 19 |
Public | 0.18.1722 | Beta | 2017.11.18 | Beta 18 |
Public | 0.17.1557 | Alpha | 2017.06.03 | Alpha 17B |
Public | 0.17.1546 | Alpha | 2017.05.24 | Alpha 17 |
Public | 0.16.1393 | Alpha | 2016.12.20 | Alpha 16 |
Public | 0.15.1284 | Alpha | 2016.09.02 | Alpha 15C |
Public | 0.15.1280 | Alpha | 2016.08.29 | Alpha 15B |
Public | 0.15.1279 | Alpha | 2016.08.28 | Alpha 15 |
Public | 0.14.1249 | Alpha | 2016.07.29 | Alpha 14E |
Public | 0.14.1241 | Alpha | 2016.07.21 | Alpha 14D |
Public | 0.14.1238 | Alpha | 2016.07.19 | Alpha 14C |
Public | 0.14.1236 | Alpha | 2016.07.18 | Alpha 14B |
Public | 0.14.1234 | Alpha | 2016.07.15 | Alpha 14 |
Public | 0.13.1135 | Alpha | 2016.04.06 | Alpha 13 |
Public | 0.12.906 | Alpha | 2015.08.21 | Alpha 12 |
Public | 0.11.877 | Alpha | 2015.06.10 | Alpha 11 |
Public | 0.10.785 | Alpha | 2015.04.15 | Alpha 10 |
Public | 0.9.722 | Alpha | 2015.02.18 | Alpha 9 |
Public | 0.8.657 | Alpha | 2014.12.15 | Alpha 8 |
Public | 0.7.581 | Alpha | 2014.10.01 | Alpha 7 |
Public | 0.6.532 | Alpha | 2014.08.13 | Alpha 6 |
Silent | 0.5.496B | Alpha | 2014.07.14 | Alpha 5D |
Quiet | 0.5.496 | Alpha | 2014.07.07 | Alpha 5C |
Public | 0.5.492B | Alpha | 2014.07.06 | Alpha 5B |
Public | 0.5.492 | Alpha | 2014.07.04 | Alpha 5 |
Public | 0.4.460 | Alpha | 2014.06.01 | Alpha 4 |
Public | 0.3.410 | Alpha | 2014.04.11 | Alpha 3 |
Public | 0.2.363 | Alpha | 2014.02.26 | Alpha 2 |
Public | 0.1.334 | Alpha | 2014.01.27 | Alpha 1 |
Internal | Internal 0.1.334 | Alpha | 2014.01.26 | |
Internal | Internal 0.1.333 | Alpha | 2014.01.25 | |
Internal | Internal 0.1.332 | Alpha | 2014.01.24 | |
Internal | Internal 0.1.331 | Alpha | 2014.01.23 | |
Internal | Internal 0.0.330B | Pre-Alpha | 2014.01.22 | |
Internal | Internal 0.0.330 | Pre-Alpha | 2014.01.22 | |
Internal | Internal 0.0.329 | Pre-Alpha | 2014.01.21 | |
Internal | Internal 0.0.328 | Pre-Alpha | 2014.01.20 | |
Internal | Internal 0.0.327 | Pre-Alpha | 2014.01.19 | |
Internal | Internal 0.0.325 | Pre-Alpha | 2014.01.17 | |
Internal | Internal 0.0.324 | Pre-Alpha | 2014.01.16 | |
Internal | Internal 0.0.323 | Pre-Alpha | 2014.01.15 | |
Internal | Internal 0.0.322 | Pre-Alpha | 2014.01.14 | |
Internal | Internal 0.0.321 | Pre-Alpha | 2014.01.13 | |
Internal | Internal 0.0.320 | Pre-Alpha | 2014.01.12 | |
Internal | Internal 0.0.318 | Pre-Alpha | 2014.01.10 | |
Internal | Internal 0.0.317B | Pre-Alpha | 2014.01.09 | |
Internal | Internal 0.0.317 | Pre-Alpha | 2014.01.08 | |
Internal | Internal 0.0.314 | Pre-Alpha | 2014.01.06 | |
Internal | Internal 0.0.294 | Pre-Alpha | 2013.12.17 | |
Public | 0.0.254B | Pre-Alpha | 2013.11.07 | Pre-Alpha Backer 2 |
Internal | Internal 0.0.254 | Pre-Alpha | 2013.11.07 | |
Internal | Internal 0.0.253c | Pre-Alpha | 2013.11.06 | |
Internal | Internal 0.0.253b | Pre-Alpha | 2013.11.06 | |
Internal | Internal 0.0.253 | Pre-Alpha | 2013.11.06 | |
Public | 0.0.250 | Pre-Alpha | 2013.11.03 | Pre-Alpha Backer 1 |
Internal | Internal 0.0.250 | Pre-Alpha | 2013.11.03 | |
Internal | Internal 0.0.249a | Pre-Alpha | 2013.11.02 | |
Internal | Internal 0.0.248 | Pre-Alpha | 2013.11.01 | |
Internal | Internal 0.0.247 | Pre-Alpha | 2013.10.31 | |
Public | 0.0.245 | Pre-Alpha | 2013.10.29 | Pre-Alpha Press Release 2 |
Internal | Internal 0.0.245 | Pre-Alpha | 2013.10.29 | |
Internal | Internal 0.0.243 | Pre-Alpha | 2013.10.27 | |
Internal | Internal 0.0.241 | Pre-Alpha | 2013.10.25 | |
Internal | Internal 0.0.240 | Pre-Alpha | 2013.10.24 | |
Public | 0.0.232 | Pre-Alpha | 2013.10.16 | Pre-Alpha Press Release 1 |
Body types
Planned supported body types are as follows:
Bird
defined at: Template: Animal Health Table/BirdBeetleLike
defined at: Template: Animal Health Table/BeetleLikeBeetleLikeWithClaw
defined at: Template: Animal Health Table/BeetleLikeWithClawQuadrupedAnimalWithPaws
defined at: Template: Animal Health Table/QuadrupedAnimalWithPawsQuadrupedAnimalWithPawsAndTail
defined at: Template: Animal Health Table/QuadrupedAnimalWithPawsAndTailQuadrupedAnimalWithHooves
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesQuadrupedAnimalWithHoovesAndHump
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHumpQuadrupedAnimalWithHoovesAndTusk
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndTuskQuadrupedAnimalWithHoovesTuskAndTrunk
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesTuskAndTrunkQuadrupedAnimalWithHoovesAndHorn
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHornQuadrupedAnimalWithClawsTailAndJowl
defined at: Template: Animal Health Table/QuadrupedAnimalWithClawsTailAndJowlTurtleLike
defined at: Template: Animal Health Table/TurtleLikeLancer
defined at: Template: Animal Health Table/LancerPikeman
defined at: Template: Animal Health Table/PikemanScyther
defined at: Template: Animal Health Table/ScytherMechanicalTermite
defined at: Template: Animal Health Table/MechanicalTermiteMech_Diabolus
defined at: Template: Animal Health Table/Mech_DiabolusMech_Centurion
defined at: Template: Animal Health Table/Mech_CenturionMech_Warqueen
defined at: Template: Animal Health Table/Mech_WarqueenMech_Tunneler
defined at: Template: Animal Health Table/Mech_TunnelerMech_Light
defined at: Template: Animal Health Table/Mech_LightMech_Agrihand
defined at: Template: Animal Health Table/Mech_AgrihandScorcher
defined at: Template: Animal Health Table/ScorcherApocriton
defined at: Template: Animal Health Table/Apocriton
New seats projects
- Kneel pillow
- Kneel sheet (tiny cover - cover baiting?)
- Pew
Mental breaks
- Mental break#Social drug binge
- Mental break#Psychotic wandering (Daze)
- Mental break#Psychotic wandering (Daze) Short
- Mental break#Tantrum
- Mental break#Sadistic rage
- Mental break#Corpse obsession
- Mental break#Fire starting spree
- Mental break#Hard drug binge
- Mental break#Jailbreaker
- Mental break#Slaughterer
- Mental break#Murderous rage
- Mental break#Run wild
- Mental break#Confusion
- Mental break#Social fighting
- Mental break#Fleeing in panic
- Mental break#Manhunter
Old sprites
- File:TableTailor.png
- File:Pemmican.png
- File:Cecropia tree.png
- File:Vitals monitor.png
- File:Hyperweave.png
- File:Herbal medicine.png
- File:Glitterworld medicine.png
- File:Neutroamine.png
- File:Club.png
- File:GreatBow.png
- File:FragGrenades.png
- File:Molotov.png
- File:Elephant tusk.png
- File:Chemfuel.png
- File:High-explosive shell.png
- File:Ship computer core.png
- File:EquipmentRack.png
- File:Equipment rack.png
- File:Fueled_Stove.jpg
Textiles
- Finish updating textiles:
Thoughts
- Update:
- Add:
- Thoughts/IdeoBuilding (Ideology)
- Thoughts/IdeoRaiding (Ideology)
- Thoughts/IdeoRole (Ideology)
- Thoughts/Memory Misc (Ideology)
- Thoughts/Memory Social (Ideology)
- Thoughts/Memory Terror (Ideology)
- Thoughts/Ritual (Ideology)
- Thoughts/Ritual Quality (Ideology)
- Thoughts/Situation Social (Ideology)
- Thoughts/Situational (Ideology)
Traits
- Persona weapon#Psychic hypersensitizer
- Persona weapon#Psychic sensitizer
- Persona weapon#Psychic quiet
- Persona weapon#Psychic fog
- Persona weapon#Kind thoughts
- Persona weapon#Calm thoughts
- Persona weapon#Mad muttering
- Persona weapon#Mad wailing
- Persona weapon#Kill-happy
- Persona weapon#Kill-sorrow
- Persona weapon#Kill thirst
- Persona weapon#Psy-meditative
- Persona weapon#Painless
- Persona weapon#Neural cooling
- Persona weapon#Freewielder
Standardize
Standardize to File:Friendly_Fire_Radii.png. Mostly contrast and lighting is the issue.
- File:Firefoam pop pack radius.png
- File:Frag_grenade_range.png
- File:Firefoam_popper_radius.png
- File:Gauranlen_tree_exclusion_radius.png
- File:Mini_radius.png
- File:Minimum_possible_mortar_radius.png
- File:Roof_rimworld.jpg
- File:Radius_big.png
- File:PhoenixArmorAOE.png
- File:GlowPodIllumination.png
- File:Grenades melee block.png
- File:Grenades corridor.png
- File:Molotov cocktails.png
- File:Rocketswarm_blast.png
- File:Melee block door.png
Use styling station to get nice images of all pawnkinds.
Lore
- Extract crashed ship parts for Lore page and sections. Add Charlton Whitestone to the lore page. Ancient warspider remains, Ancient warsprinter remains,
- Ancient warwalker claw
- Ancient warwalker foot
- Ancient warwalker leg
- Ancient warwalker shell
- Ancient warwalker torso,
- Lore from the Abasia and Blood Rot cure descriptions, from the Fibrous mechanites and Sensory mechanites descriptions
- Archotech lore page inc archotech body parts.
- machine persona ethics committees
Modding
<butcherBodyPart> <bodyPartGroup>TuskAttackTool</bodyPartGroup> <thing>ElephantTusk</thing> <allowFemale>false</allowFemale> </butcherBodyPart>
<bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef>
Infobox Updates
Template: Infobox main is in need of some TLC.
- True DPS.
- Combat power for animals/insectoids/mechs
- <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
- <workSkill>Crafting</workSkill>
- Diet. Better differentition, display and integration of the actual options. Tweak nutrition and saturation as needed. Alos check animal tables to aboid breaking tempaltes
- Energy requirements
- Would be nice if the bionics explicitly listed their attachment point on their pages
- Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox.
- Artificial body part part efficiecny?
- mechanoids should have their shred returns mentioned in their infoboxc like butchery.
- Searhc in stuff tags " " + <stuff tags> = the first word will always start at 1 not 0?
- |imagesize = 192px
- Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display?
- Terrain affordance needed! - stuff depenetn should be tagged as such and then that should be integrated into Template:Building Material Table
- Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type.
- General clean up cleanup. Weapons especially.
- Change wool, milk, and eggs to generic products now that theres so many things that produce things that aren't either - boomalopes, medicinemakers, berry makers, etc
- User:NotBadCat#Trying_New_Version_of_Animal_Stats_box
- To add
- Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the Research page can have lists of everything that the research unlocks
- Automatically add types to categories?
- Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie
- Move speed penalty for Armor?
- Fuel? Type, amount stored, consumption/day.
- How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new "special damage", "special damage type" and "special damage DPS" categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.
- Template talk:Infobox main STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. Jimyoda is working on it.
- There is a partial fix with the use of the external tags, but its still not ideal
- The difference seems to be in how the "table" and "wikitable" classes are defined.
- Table seems to be defined at MediaWiki:Common.css but I can't find any definition anywhere for wikitable to compare.
Feed back Needed!(If you're reading this, please weigh in)
- Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section on the Structures page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the initial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as Vanometric power cells. But back on topic:
- Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page
- Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project)
- This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional "ow there's 3 different pages about fire". Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.Jiquera (talk) 12:19, 16 August 2021 (UTC)
Common errors
Feel free to add more that you feel are common (i.e. likely to show up on multiple pages after a few months without culling)
- https://rimworldwiki.com/index.php?search=acheived
- https://rimworldwiki.com/index.php?search=acheive
- https://rimworldwiki.com/index.php?search=acheiving
- https://rimworldwiki.com/index.php?search=soley
- https://rimworldwiki.com/index.php?search=recieve
- https://rimworldwiki.com/index.php?search=recieved
- https://rimworldwiki.com/index.php?search=recieving
- https://rimworldwiki.com/index.php?search=particulary
- https://rimworldwiki.com/index.php?search=Prefered
- https://rimworldwiki.com/index.php?search=rememdied
- https://rimworldwiki.com/index.php?search=multipler
- https://rimworldwiki.com/index.php?search=supression
- https://rimworldwiki.com/index.php?search=suppresion
- https://rimworldwiki.com/index.php?search=teh
- https://rimworldwiki.com/index.php?search=peice
- https://rimworldwiki.com/index.php?search=euthenasia
- https://rimworldwiki.com/index.php?search=indefintely
- https://rimworldwiki.com/index.php?search=Inheriently
- https://rimworldwiki.com/index.php?search=continous
- https://rimworldwiki.com/index.php?search=incidential
- https://rimworldwiki.com/index.php?search=Upseting
- https://rimworldwiki.com/index.php?search=aformentioned
- https://rimworldwiki.com/index.php?search=seperated
- https://rimworldwiki.com/index.php?search=seperate
- https://rimworldwiki.com/index.php?search=seperating
- https://rimworldwiki.com/index.php?search=seperately
- https://rimworldwiki.com/index.php?search=reliabily
- https://rimworldwiki.com/index.php?search=withdrawl
- https://rimworldwiki.com/index.php?search=comforable
- https://rimworldwiki.com/index.php?search=negligble
- https://rimworldwiki.com/index.php?search=Dependant - not incorrect spelling, but usually used wrong.
- https://rimworldwiki.com/index.php?search=resurected
- https://rimworldwiki.com/index.php?search=ressurected
- https://rimworldwiki.com/index.php?search=initally
- https://rimworldwiki.com/index.php?search=noticably
- https://rimworldwiki.com/index.php?search=efficency
- https://rimworldwiki.com/index.php?search=acheived
- https://rimworldwiki.com/index.php?search=acheive
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Please note, RimWorld was recently Refused Classification in Australia. Refused games cannot be sold, hired, advertised or legally imported in Australia.
As such it has been removed from the Steam store in that location. Preexisting owners remain unaffected. Due to this removal, there have been reports that the statement released by Ludeon on this event may not be available to all players. For convenience, it is replicated here Polite complaints to the Australian Classification Board can be submitted by Australian residents here. |
RimWorld Console Edition is here! Welcome to the rimworlds, console pawns, try not to get turned into a hat. Check out the FAQ here. RimWorldWiki is also trying to update to this new platform. Please be patient with us as this happens, and if possible, lend a hand |
The Biotech DLC and Version 1.4 have been announced and are coming October 21st! For further information, see the announcement and the steam page! |
The Biotech DLC and Version 1.4 has arrived! For further information, see the announcement and the steam page! |
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