Difference between revisions of "Cut content"
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− | {{Stub|reason=Content, promised kickstarter stuff, | + | {{Stub|reason=Content, promised kickstarter stuff, wiki interlinking to and from this page.}} |
{{TOCright}} | {{TOCright}} | ||
− | =From Beta= | + | == From Beta == |
− | ==Storytellers== | + | === Storytellers === |
[[File:Alpha4-00.png|left|180px]] | [[File:Alpha4-00.png|left|180px]] | ||
− | ===Chill Callie Classic=== | + | |
+ | ==== Chill Callie Classic ==== | ||
A more easy going version of Cassandra Classic. Something between Cassandra and Phoebe Chillax.<ref>https://www.kickstarter.com/projects/tynansylvester/rimworld/posts/655217</ref><ref>[[Version/0.0.254B]]</ref> | A more easy going version of Cassandra Classic. Something between Cassandra and Phoebe Chillax.<ref>https://www.kickstarter.com/projects/tynansylvester/rimworld/posts/655217</ref><ref>[[Version/0.0.254B]]</ref> | ||
− | ===Tough Cleopatra Classic=== | + | ==== Tough Cleopatra Classic ==== |
Cassandra Classic's less forgiving cousin. | Cassandra Classic's less forgiving cousin. | ||
− | =From Alpha= | + | == From Alpha == |
+ | === Mechanics === | ||
+ | [[File:OldGibbetCage.png|thumb|Old gibbet cage|left]] | ||
− | = | + | ==== Fear mechanic ==== |
− | |||
− | ===Fear mechanic=== | ||
Until Alpha 4, there was another version of the [[gibbet cage]] that which caused "Fear" mood debuff to all characters passing nearby. Players could hand dead raiders in cages to scare off other raiders. The mechanic was however very broken. | Until Alpha 4, there was another version of the [[gibbet cage]] that which caused "Fear" mood debuff to all characters passing nearby. Players could hand dead raiders in cages to scare off other raiders. The mechanic was however very broken. | ||
The [[Ideology DLC]] re-added the gibbet cage with different mechanics. | The [[Ideology DLC]] re-added the gibbet cage with different mechanics. | ||
− | ===Wood logs and planks=== | + | ==== Wood logs and planks ==== |
Until version 0.4.460 cutting trees would produce wood logs which could be turned into planks that could be used for building other workbenches. Logs were used for building, including log walls. Wood logs and planks were combined into one singular resource named [[wood]] to cut pointless early-game busywork for colonists (sawmill work), and to reduce confusion about exactly what kind of wood is needed to build what. <ref>Version/0.4.460</ref> | Until version 0.4.460 cutting trees would produce wood logs which could be turned into planks that could be used for building other workbenches. Logs were used for building, including log walls. Wood logs and planks were combined into one singular resource named [[wood]] to cut pointless early-game busywork for colonists (sawmill work), and to reduce confusion about exactly what kind of wood is needed to build what. <ref>Version/0.4.460</ref> | ||
− | ===Repair worktype=== | + | ==== Repair worktype ==== |
? | ? | ||
− | ===Pneumatic picks=== | + | ==== Pneumatic picks ==== |
Pneumatic picks was a [[research]] project that would improve colonist's mining. It did 20% more damage to mine object. | Pneumatic picks was a [[research]] project that would improve colonist's mining. It did 20% more damage to mine object. | ||
− | ==Removed traits== | + | === Removed traits === |
{{Main|Traits#Obsolete traits}} | {{Main|Traits#Obsolete traits}} | ||
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into other traits. | These are no longer found as-is in the current game version, though many of them have been renamed or reworked into other traits. | ||
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|} | |} | ||
− | ==Removed genes== | + | === Removed genes === |
{{Main|Genes#Removed genes}} | {{Main|Genes#Removed genes}} | ||
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release. | This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release. | ||
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! Removed | ! Removed | ||
! Reason | ! Reason | ||
− | |||
|- id="Resurrect" | |- id="Resurrect" | ||
− | ! Resurrect<br>[[File:Gene Resurrect.png|64px]] | + | ! Resurrect<br/>[[File:Gene Resurrect.png|64px]] |
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost. | | Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost. | ||
---- | ---- | ||
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</li></div> | </li></div> | ||
− | =Other= | + | == Other == |
− | ==Xenotypes== | + | === Xenotypes === |
* There is an unused [[xenotype]] icon called Grunter[[File:Grunter.png|18px]] in the game files.<ref name="gamefiles">Game files</ref> | * There is an unused [[xenotype]] icon called Grunter[[File:Grunter.png|18px]] in the game files.<ref name="gamefiles">Game files</ref> | ||
− | ==Crafting recipes== | + | === Crafting recipes === |
+ | * Despite being uncraftable, there is a partial recipe defined for the [[megascreen television]] in the game files. Namely, {{Icon Small|steel}} 260 steel and {{Icon Small|Component}} 22 components. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content. | ||
+ | * Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, {{Icon Small|steel}} 50 [[steel]] and {{Icon Small|Component}} 1 [[component]]. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content. | ||
− | + | == Minor changes == | |
− | |||
− | |||
− | =Minor changes= | ||
* [[Healroot]] used to be called Xerigium.<ref>Version/0.8.657</ref> | * [[Healroot]] used to be called Xerigium.<ref>Version/0.8.657</ref> | ||
* [[Megasloth]]s used to be called Megatherium<ref>Version/0.14.1234</ref> | * [[Megasloth]]s used to be called Megatherium<ref>Version/0.14.1234</ref> | ||
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* [[Penoxycyline]] used to be called Malari-block<ref>https://rimworldwiki.com/wiki/Version/0.16.1393</ref> | * [[Penoxycyline]] used to be called Malari-block<ref>https://rimworldwiki.com/wiki/Version/0.16.1393</ref> | ||
− | =References= | + | == References == |
{{Reflist}} | {{Reflist}} | ||
+ | |||
+ | [[Category:Version]] |
Revision as of 18:09, 4 December 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Content, promised kickstarter stuff, wiki interlinking to and from this page.. |
From Beta
Storytellers
Chill Callie Classic
A more easy going version of Cassandra Classic. Something between Cassandra and Phoebe Chillax.[1][2]
Tough Cleopatra Classic
Cassandra Classic's less forgiving cousin.
From Alpha
Mechanics
Fear mechanic
Until Alpha 4, there was another version of the gibbet cage that which caused "Fear" mood debuff to all characters passing nearby. Players could hand dead raiders in cages to scare off other raiders. The mechanic was however very broken.
The Ideology DLC re-added the gibbet cage with different mechanics.
Wood logs and planks
Until version 0.4.460 cutting trees would produce wood logs which could be turned into planks that could be used for building other workbenches. Logs were used for building, including log walls. Wood logs and planks were combined into one singular resource named wood to cut pointless early-game busywork for colonists (sawmill work), and to reduce confusion about exactly what kind of wood is needed to build what. [3]
Repair worktype
?
Pneumatic picks
Pneumatic picks was a research project that would improve colonist's mining. It did 20% more damage to mine object.
Removed traits
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into other traits.
Name | Description | Effect | Conflicting Traits | Fate |
---|---|---|---|---|
Prosthophile | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | +14 mood bonus for having a bionic body part −4 mood penalty for not having a bionic body part |
Body purist | Replaced by Transhumanist |
Prosthophobe | NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. | −10 mood penalty for having a bionic body part | body modder | Replaced by Body purist |
Green thumb | NAME has a passion for gardening. They get a mood bonus for every plant they sow. | +1 mood bonus from sowing a plant. Stackable up to 20 times. | - | Removed in Beta 19 |
Tunneler | NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. | + : No Outdoors need | - | Replaced by Undergrounder |
Transhumanist | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | +4 to +13 mood bonus for having artificial body parts −4 mood penalty for not having an artificial body part +8 to +40 opinion of other colonists for each part installed on them |
Body purist | Replaced by Body modder |
Removed genes
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
Name | Description | Removed | Reason | |||
---|---|---|---|---|---|---|
Resurrect |
Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
|
0 | 4 | 1 | Before Biotech DLC release | Unknown. |
Skill apathy | The carrier will have no passion in (skill). | 2 | 1 | - | Before Biotech DLC release | From an XML comment:
"Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty" |
Drug addict-sensitive | Carriers of this gene get addicted to (drug) very easily.
|
2 | 1 | - | Before Biotech DLC Release | From an XML comment:
"Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty" |
Other
Xenotypes
Crafting recipes
- Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, 260 steel and 22 components. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
- Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, 50 steel and 1 component. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
Minor changes
- Healroot used to be called Xerigium.[5]
- Megasloths used to be called Megatherium[6]
- Skilltrainers were originally called neurotrainers[7]
- Penoxycyline used to be called Malari-block[8]
References
- ↑ https://www.kickstarter.com/projects/tynansylvester/rimworld/posts/655217
- ↑ Version/0.0.254B
- ↑ Version/0.4.460
- ↑ Game files
- ↑ Version/0.8.657
- ↑ Version/0.14.1234
- ↑ Version/0.7.581
- ↑ https://rimworldwiki.com/wiki/Version/0.16.1393