Difference between revisions of "RimWorld Wiki:To-do"
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*Tribal content upgrade: | *Tribal content upgrade: | ||
**Ikwa melee weapon | **Ikwa melee weapon | ||
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**Tribal headdress | **Tribal headdress | ||
− | **Recurve bow | + | **<s>War mask</s> |
+ | **<s>War veil</s> | ||
+ | **<s>Recurve bow</s> *Completed, pictures added by someone else. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:26, 7 January 2018 (UTC) | ||
*New quest reward special items: | *New quest reward special items: |
Revision as of 04:26, 7 January 2018
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)
Wiki consistency
- Time to elaborate (or duplicate) Policies and Formatting guidelines. Basics like: Consensus, Edit Warring so that newcomers can learn their way around. Tutorials. Finish the page Help:Templates#Creating_a_template. 09:17, 23 September 2017 (UTC)
- Pages should start using Template:Define and Template:Infobox/Thing.
- Pages should stop using the outdated Template:Infobox main
- Need a plant template sub category for Template:Infobox/Thing
Outdated pages and pages under construction
Outdated
Under Construction
No pages currently marked 'Under Construction'.
List
Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)
- Guides: Most of the guides here need more people working on them. PigeonGuru (talk) 13:53, 19 June 2017 (UTC)
- We need better guides for the 2 other starter scenarios. It's best that someone more experienced with these scenarios start them off and add content to them. PigeonGuru, Strategist ( talk | contribs ) 12:07, 17 September 2017 (UTC)
- Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
- Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? Zesty (talk)
- There's a problem in Stone blocks page as it lists Jade incorrectly.
- I took a look at this and could do it, but still mulling it over. Here's what I'm thinking (Jimyoda (talk) 18:45, 29 September 2017 (UTC)):
- Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.
- Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.
- For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks.
- Without any further changes, the 'Stone blocks' pages will list only actual stone blocks.
- Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.
- I'll watch for comments here, for at least two days, before trying these changes. Jimyoda (talk) 18:45, 29 September 2017 (UTC)
- I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. PigeonGuru, Strategist ( talk | contribs | assist ) 00:20, 30 September 2017 (UTC)
- The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. Jimyoda (talk) 21:39, 30 September 2017 (UTC)
- The changes I listed have been done. Please add thoughts or comments directly below here. Once we're all set we can delete this discussion.
- I took a look at this and could do it, but still mulling it over. Here's what I'm thinking (Jimyoda (talk) 18:45, 29 September 2017 (UTC)):
Updates needed for Beta 18
Like before: a list of all changes from Beta 18 that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 10:27, 18 November 2017 (UTC)
World generation
- New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
- Tropical swamp
- Temperate swamp
- Cold bog
- Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
Content
Most of the content here needs the icon for their respective item, once they are uploaded their pages should be complete. PigeonGuru, Strategist ( talk | contribs | assist ) 10:05, 31 December 2017 (UTC)
- Tribal content upgrade:
- Ikwa melee weapon
- Tribal headdress
War maskWar veilRecurve bow*Completed, pictures added by someone else. PigeonGuru, Strategist ( talk | contribs | assist ) 04:26, 7 January 2018 (UTC)
- New quest reward special items:
- Psychic emanator
- Vanometric power cell
- Infinite chemreactor
- Techprof subpersona core
- Healer mechanite superdose
- Resurrector mechanite superdose
- Orbital bombardment targeter
- Orbital power beam targeter
- New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
Work frenzy (1 day): Global work speed 2.5xGo frenzy (1 day): Walk speed 1.5xShoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.Inspired tradeInspired recruitmentInspired surgeryInspired artAll completed. PigeonGuru, Strategist ( talk | contribs | assist ) 10:05, 31 December 2017 (UTC)
- Added chemfuel generator, which generates electricity from chemfuel
Misc additions
- Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
- Various research has been split up
- New world site components (used in various situations):
- Sleeping mechanoids
- Animal ambush
- Enemy ambush
- Spaceship is now bigger and has one more component, the sensor cluster
Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.PigeonGuru, Strategist ( talk | contribs | assist ) 10:05, 31 December 2017 (UTC)- Redesigned alert letter types and sounds to be more specific.
- Pawns can now be banished. This is analogous to abandoning pawns in caravans.
- Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
- The ability to queue actions by shift-clicking.
- Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
Updates needed for Alpha 17
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <strike> strikethough </strike> (or <s> strikethrough </s>) any items you see are completed and sign them with ~~~~. Nitrodev (talk) 09:12, 25 May 2017 (UTC)
Modding
Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, i will put a collapse here for the time being.
- Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
- Information on how to use def modifiers is in this forum thread: [https://ludeon.com/forums/index.php?topic=32735.0]
- Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
- GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
- Increasing skill relevance
- Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
- Work tab boxes are easier to identify skill level for visually.
Misc Changes
New graphics for some floor types and things (stone floors, stone chunks, etc).Graphics are up to date. Nitrodev (talk) 07:56, 22 October 2017 (UTC)Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.DONE Nitrodev (talk) 08:01, 22 October 2017 (UTC)
Updates needed for previous alphas
A list of all changes from alpha 16 and prior, that need to be added to their respective pages. Don't forget to <strike> strikethough </strike> (or <s> strikethrough </s>)any items you complete and sign them with ~~~~. Nitrodev (talk) 14:43, 20 December 2016 (UTC)
Miscellaneous Changes
- [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
- [16] New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
- [11b] Mods config page shows load order of mods.
Game Objects
Characters
- [11a] Guests are smarter and no longer walk out of the colony bleeding.