Difference between revisions of "RimWorld Wiki:To-do"
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m (Added a note to sign your posts, and cleaned up the to-do with relevant things that need to be done) |
(Added Alpha 8 changes from blog.) |
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*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. | *''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. | ||
*''Alpha 8 Updates'': Pretty much everything that was added in Alpha 8 needs to be added to the Wiki. | *''Alpha 8 Updates'': Pretty much everything that was added in Alpha 8 needs to be added to the Wiki. | ||
+ | |||
+ | == Alpha 8 Updates == | ||
+ | |||
+ | This is the list of changes from the Alpha 8 blog post, for purposes of checking-off items. | ||
+ | |||
+ | === Temperature and seasons === | ||
+ | |||
+ | * A new temperature system tracks temperatures indoors and outdoors. | ||
+ | * Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas. | ||
+ | * Certain clothing can protect against temperature discomfort/harm. | ||
+ | * Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons. | ||
+ | * There are special heat wave/cold snap events. | ||
+ | * Added heater and cooler buildings. | ||
+ | * Food spoils. This can be slowed or prevented with refrigeration. | ||
+ | * Snow falls and accumulates over winter. It slows down movement. | ||
+ | * Snow can be cleared manually, and will melt if heated. | ||
+ | * New apparel: Parka and tuque. | ||
+ | * Added new biomes: boreal forest and tundra | ||
+ | |||
+ | === Art and crafting === | ||
+ | |||
+ | * Sculptor’s table added. Colonists can create abstract sculptures. | ||
+ | * Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage. | ||
+ | * Apparel crafting now allows crafting any kind of apparel. | ||
+ | * Can now craft any kind of melee weapon from appropriate materials. | ||
+ | * Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art). | ||
+ | * Added art trading. | ||
+ | |||
+ | === New content === | ||
+ | |||
+ | * New animals: elk, hare | ||
+ | * New plants: pine tree, birch tree, moss, xerigium | ||
+ | * Xerigium plants can be farmed and refined into herbal medicine. | ||
+ | * New power plant: wind turbine. | ||
+ | * New weapons: triple rocket launcher, doomsday rocket launcher. | ||
+ | * New items: Glitterworld medicine, herbal medicine. | ||
+ | * Alphabeaver event creates alphabeavers who will consume trees until stopped. | ||
+ | * Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly. | ||
+ | * Economy and trader stock generation reworked and rebalanced from the ground up. | ||
+ | * Stats inspector allows inspecting more things in more places, and provides more, clearer info. | ||
+ | * Several new songs from Alistair Lindsay. | ||
+ | * You can now release prisoners. This gains you goodwill from their faction. | ||
+ | * You can now configure your keyboard hotkeys. | ||
+ | * Dozens of other fixes and improvements. | ||
+ | |||
+ | === Hotfixes === | ||
+ | |||
+ | * [b] If a colonist smoothed a terrain that wasn’t rough stone, the game would crash. | ||
+ | * [c] Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when laying large amounts of carpet without enough cloth). | ||
+ | * [c] Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale. | ||
+ | * [c] The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill several times and ending up with multiple unfinished versions of the same item. | ||
+ | * [c] The ‘was imprisoned’ thought now has a greater effect on mood. | ||
+ | * [c] Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room). | ||
+ | * [c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light. | ||
+ | * [d] Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded. | ||
+ | * [e] I just released a nonessential fix to reduce the mood impact of seeing rotting corpses from -14 to -4. | ||
+ | * [f] The ‘saw corpse’ thought is stacking far too high because of a bug. |
Revision as of 13:14, 10 January 2015
There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with Category:Unfinished pages or use Template:UC to make our job a bit easier.
If you want to suggest something that needs to be done, sign your post! - Zesty (talk)
List
Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)
- Events page: Needs updating/more descriptions.
- AI storyteller: Needs updating.
- Wiki Consistency: Some pages are not consistent with the current wiki's style. Find and update those pages.
- Alpha 8 Updates: Pretty much everything that was added in Alpha 8 needs to be added to the Wiki.
Alpha 8 Updates
This is the list of changes from the Alpha 8 blog post, for purposes of checking-off items.
Temperature and seasons
- A new temperature system tracks temperatures indoors and outdoors.
- Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
- Certain clothing can protect against temperature discomfort/harm.
- Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
- There are special heat wave/cold snap events.
- Added heater and cooler buildings.
- Food spoils. This can be slowed or prevented with refrigeration.
- Snow falls and accumulates over winter. It slows down movement.
- Snow can be cleared manually, and will melt if heated.
- New apparel: Parka and tuque.
- Added new biomes: boreal forest and tundra
Art and crafting
- Sculptor’s table added. Colonists can create abstract sculptures.
- Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
- Apparel crafting now allows crafting any kind of apparel.
- Can now craft any kind of melee weapon from appropriate materials.
- Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
- Added art trading.
New content
- New animals: elk, hare
- New plants: pine tree, birch tree, moss, xerigium
- Xerigium plants can be farmed and refined into herbal medicine.
- New power plant: wind turbine.
- New weapons: triple rocket launcher, doomsday rocket launcher.
- New items: Glitterworld medicine, herbal medicine.
- Alphabeaver event creates alphabeavers who will consume trees until stopped.
- Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
- Economy and trader stock generation reworked and rebalanced from the ground up.
- Stats inspector allows inspecting more things in more places, and provides more, clearer info.
- Several new songs from Alistair Lindsay.
- You can now release prisoners. This gains you goodwill from their faction.
- You can now configure your keyboard hotkeys.
- Dozens of other fixes and improvements.
Hotfixes
- [b] If a colonist smoothed a terrain that wasn’t rough stone, the game would crash.
- [c] Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when laying large amounts of carpet without enough cloth).
- [c] Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.
- [c] The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill several times and ending up with multiple unfinished versions of the same item.
- [c] The ‘was imprisoned’ thought now has a greater effect on mood.
- [c] Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).
- [c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.
- [d] Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded.
- [e] I just released a nonessential fix to reduce the mood impact of seeing rotting corpses from -14 to -4.
- [f] The ‘saw corpse’ thought is stacking far too high because of a bug.