RimWorld Wiki:To-do
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. (See Below).
- Alpha 9 Updates: As above but for Alpha 9
- Mods: Please keep adding mods from the forum to the Alpha 8 mod list
- 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)
- Main Page: RimWorld Logo needs updating to current. elStrages
- Wiki Icon: The 'O' icon needs updating to the one in the left nav or the one fomr the new logo elStrages
- Updated Wiki Navigation(Right side complete): I am in the process of adding navigation to the top of each page, It came about from the poor navigation bog at the bottom of the Architect page. elStrages
- Organs and Implants: Needs a page either in items or in the health tab. Place feedback bellow on ideas DONE, except for some regular body parts, Eye, Arm, Leg. (see Medical Items by Crystalline Cat) ~ Jimyoda (talk) 16:15, 31 March 2015 (UTC)
- feedback here
- Please note that pages for human body parts (i.e. Bionic arm) list a subtype of 'body part'. A page for 'Body part' doesn't currently exist. This term in this context infers human body part. However, a page named as 'Body part' should be written to either include or disambiguate from body parts of all pawns, including animals and mechanoids. And one detail to consider is whether to name the page as 'Body part' or 'Body parts'. One other relevant note, there is a page 'Table of human body parts'. ~ Jimyoda (talk) 16:15, 31 March 2015 (UTC)
- feedback here
- 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)
Updates from Previous Alphas
This is the list of changes from the Alpha 8, 9 and 10 blog posts, for purposes of checking off items.
Basics and Concepts
Overview
- [10a] New: outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
- [10a] New: timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
- [10a] Passion flames are now displayed subtly on the work overview screen.
Trading
- [8a] Added art trading.
- [8a] Economy and trader stock generation reworked and rebalanced from the ground up.
- [10a] New: Television (purchasable)
- [10a] New: Telescope for astronomy (purchasable)
Combat
- [10a] Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
- [10a] Beer can now be wielded as a weapon (like wood).
- [10a] Characters will now sometimes resist arrest.
Enemies
- [9a] Siegers will come with shells to use to bombard you.
- [9e] Balanced sieges to be slightly weaker.
- [9a] Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
- [9d] Raiders will no longer eat from players’ nutrient paste dispensers.
Thoughts and Mood
- [9a] New: beer drinking
- [9a] New: inebriated thoughts
- [9a] New: inebriated ability impacts
- [9a] New: ‘binge’ mental breaks
- [9a] New: hangovers
- [8c] The ‘was imprisoned’ thought now has a greater effect on mood.
- [8f] The ‘saw corpse’ thought is stacking far too high because of a bug.
- [9a] Colonists are now bothered by people walking around inside the room while they sleep.
- [9e] Various tuning adjustments to several thought mood effects.
- [10a] New: joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while. There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
- [10a] New: Skygazing
- [10a] New: Meditating/praying
- [10a] New: Social relaxation around campfire or table, with or without beer
- [10a] New: Horseshoes game
- [10a] New: Chess
- [10a] New: Billiards
- [10a] New: Television (purchasable)
- [10a] New: Telescope for astronomy (purchasable)
- [10a] New: Added armchair and dining chair
- [10a] Pain now creates unhappiness.
Health
- [9a] People newly woken from cryptosleep have cryptosleep sickness for a while.
- [9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
- [9a] You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
- [9a] Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
- [9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
- [10a] Colonists can fall unconscious on their own if over-exhausted.
- [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
- [10a] Health tab now displays overall bleeding rate.
- [10a] Starvation and blood loss are now staged and affect consciousness as they worsen.
- [10a] Visitors will now carry away wounded guests from their faction.
- [10a] Doctors now automatically rescue downed colonists.
Work and Skills
- [9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
- [9e] While firefighting, colonists will now fight any fire they walk into.
- [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
- [9a] Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
- [9a] Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
- [8c] 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.
- [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.
- [8a] Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
- [9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
- [10a] Reduced skill degradation rate.
- [10a] Hunters will now approach and execute downed animals at close range.
- [10a] Hunted animals will occasionally fight back. Some animals always fight back.
- [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
- [10a] Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
- [10a] You can now set a minimum skill level on bills.
Game Objects
Items
- [8a] New: abstract sculpture
- [9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
- [9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.
- [9a] Sculptures now have generated descriptions of what they depict.
- [9a] Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
Resources
- [9a] Uranium ore now appears as a minable natural rock.
Buildings
- [9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.
- [9c] Balance: Wind turbines are now much more powerful.
- [9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
- [8a] New: sculptor’s table. Page created and tagged as a stub, expansion needed. — Jimyoda (talk) 08:39, 29 March 2015 (UTC)
- [8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
- [9a] New: Recipe for shells at machining table.
- [9a] New: beer brewing
- [10a] Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
Weapons
- [8a] Can now craft any kind of melee weapon from appropriate materials.
- [9a] Change: Guns now have quality levels which affect accuracy.
- [9a] Change: High-quality weapons have art engraved into them.
- [9a] All weapons now have quality levels, including guns and bows.
Apparel
- [9a] New: psychic foil helmet
- [9a] New: Personal shields
- [9a] Change: Apparel becomes damaged when owner dies from violence.
- [9a] Change: Apparel actually takes the damage it absorbs as armor.
- [9a] Change: Apparel wears out over very long periods of use.
- [8a] Apparel crafting now allows crafting any kind of apparel.
Characters
- [9a] Old characters have gray hair and more fleshed-out old age illnesses.
- [9a] Old characters tend to spawn with higher skills.
- [9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
Plants
- [8c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.
- [10a] Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
- [10a] Trees are no longer sowable. Traders carry wood.
Other
- [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.
- [9a] Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
- [9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.
- [8a] You can now configure your keyboard hotkeys.