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)
- Quickstart_Guide: Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. Darkphoenyx27
- Events page: Needs updating/more descriptions.
- AI storyteller: Needs updating. I updated all the code specifics for Alpha 13, don't know if anything else needs updating 16 May 2016 Peppsen (talk)
- Wiki Consistency: Some pages are not consistent with the current wiki's style. Find and update those pages.
- Alpha 9 Updates: Nearly all Alpha 9 updates have been added but a few still remain.
- Alpha 10 updates: "Joy System" All of the newly implemented features and tweaks
- Alpha 11 Updates: "Sappers and Traps" Same as above but for Alpha 11
- Alpha 12 Updates: "Animal Taming" All changes from blog post are listed below.
- 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 Appears to be current logo already, the top left logo can't be changed. Fernbhoy (talk)
- 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)
- "Drafting": Soldier page needs to be removed and drafting should be expanded. CheesusGamer
- 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)
- Could uses a page on pawns, if there isn't already one somewhere on the modding pages. Zesty (talk)
- Need a page describing cleanness and how it affects health/infections. Freakycrafter
Updates Needed for Alpha 14
To save some time, I'm going to paste the changes from the July 10th blog post that were categorized into the Version/0.14.x Version/0.14.1234 page. Don't forget to <strike>strikethough</strike> any items you complete and sign them with ~~~~. :) Theaetetus (talk) 13:52, 15 July 2016 (UTC)
Changes
Combat
- Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
- Projectiles fired by hunting colonists no longer intercept random targets.
- AI now runs away from grenades thrown by their own faction.
Pawn AI
- Predators no longer hunt boomrats and boomalopes.
- Pawns will be smarter about avoiding traps in various situations.
Social
- Humans now do incest.
Beauty trait now has four stages: Staggeringly ugly, ugly, pretty, beautiful.Theaetetus (talk) 18:31, 15 July 2016 (UTC)Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)Nitrodev (talk) 14:10, 20 July 2016 (UTC)
Buildings
- Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.
Animals
Tortoises aren’t so deadly any more.Theaetetus (talk) 18:16, 15 July 2016 (UTC)Animals no longer do incest.Theaetetus (talk) 18:03, 15 July 2016 (UTC)Nuzzling is now a visualized, recorded social interaction.Theaetetus (talk) 17:59, 15 July 2016 (UTC)
Interface
- Ground fertility is now reported on mouseover.
- Trading interface now lets you type in the number you want to trade instead of dragging to the number.
- Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.
Incidents
- Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off.
- Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.
Miscellaneous
- Full Steam Workshop support for mods.
- Updated to Unity 5.
- World generation is now part of the new game process, instead of being separate.
- Flow for opening worlds and savegames from old version is now improved; the “warning, old version” dialog comes before you open them instead of after.
- Seeds for world gen are now generated from actual words instead of random letter strings.
- Deworked mods config menu to have a much nicer selection and ordering interface.
Humans can now eat unbutchered corpses (though they really don’t like it).Theaetetus (talk) 18:37, 15 July 2016 (UTC)- Trade caravans can bring pack dromedaries.
Gut worms and muscle parasites vanish sooner.Went to update them, but they didn't exist, so I just added them straight up. :> Theaetetus (talk) 19:15, 15 July 2016 (UTC)- Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.
- Research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
- Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.
- Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.
New Contents
Scenario System
- New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.
- Several built-in scenarios, including one matching the classic RimWorld experience, are included.
- You can randomize new scenarios.
- You can customize scenarios with a special interface that allows creation of any scenario you like.
- Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.
- ScenPart: Permanent version of all map conditions (eclipse, solar flare, etc).
- ScenPart: Planetkiller scenario part: World is destroyed on X date.
- ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.
- ScenPart: Disable building a given type of building.
- ScenPart: Pawns start with health condition.
- ScenPart: Start with items.
- ScenPart: Map is scattered with items.
- ScenPart: Configure arrival method (pods or standing)
- ScenPart: Starting pawns are all between ages X and Y
- ScenPart: Pawns explode on death (configurable type and radius)
- ScenPart: All pawns from source (game start/all) have trait X
- ScenPart: Starting animal(s)
- ScenPart: Disallow mining
- ScenPart: Disallow hunting
- ScenPart: Disallow taming
- ScenPart: Disallow growing
- ScenPart: Disable incident
- ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)
- ScenPart: Disallow building
Incidents
- Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.
Infestations are easier and grow less exponentially.Nitrodev (talk) 14:57, 20 July 2016 (UTC)Infestations only appear deeper underground now.Nitrodev (talk) 14:57, 20 July 2016 (UTC)- Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.
- AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
Social
- Added “killed my X” social thoughts so people dislike their loved ones’ killers
- Added new class of “minor” mental breaks, which can happen at mood under 40%.
- Added minor mental break: food binge.
Added traits: creepy breathing, annoying voice. These are socially repellent.Theaetetus (talk) 19:28, 15 July 2016 (UTC)Added trait: pyromaniac. Will go on firestarting sprees when stressed, and never puts out fire.Theaetetus (talk) 19:28, 15 July 2016 (UTC)
Items
- Added pemmican for low-tech food preservation.
Buildings
- Added moisture pump, which slowly converts wet terrain to dry terrain. Requires power.
- Added torch lamp
Research
Added research (needed for tribes only): complex clothing, electricityNitrodev (talk) 07:52, 17 July 2016 (UTC)Added research (needed for non-tribes only): pemmicanNitrodev (talk) 07:52, 17 July 2016 (UTC)Added research: air conditioning, autodoors, gun turretsNitrodev (talk) 07:52, 17 July 2016 (UTC)
Animals
- Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow.
- Added/replaced animals created by the excellent Kay Fedewa:
- Caribou
- Cassowary
- Deer
- Emu
- Arctic fox
- Fennec fox
- Red fox
- Gazelle
- Husky
- Ibex
- Lynx
- Megatherium (prehistoric giant ground sloth)
- Ostrich
- Raccoon
- Rat
- Turkey
- Arctic wolf
- Timber wolf
Interface
Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.Nitrodev (talk) 16:19, 18 July 2016 (UTC)There is now an orange glow to help you identify very hot areas.Nitrodev (talk) 15:19, 20 July 2016 (UTC)Animals tab now has gender and life stage informational columnsTheaetetus (talk) 19:56, 15 July 2016 (UTC)Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animalsTheaetetus (talk) 19:56, 15 July 2016 (UTC)Animals tab now has checkbox columns for each trainable, to allow easy training of many animalsTheaetetus (talk) 19:56, 15 July 2016 (UTC)
Miscellaneous
- You can now play as a tribe in some scenarios.
Some traders buy and sell furniture now.Nitrodev (talk) 06:09, 16 July 2016 (UTC)
Bugfixes
- Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.
Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.Nitrodev (talk) 04:48, 19 July 2016 (UTC)Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.Nitrodev (talk) 05:26, 19 July 2016 (UTC)You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.Nitrodev (talk) 03:42, 17 July 2016 (UTC)- Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.
- Flowers are no longer good animal feed (reduced nutrition).
- Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.
Updates from Previous Alphas
This is the list of changes from the Alpha 9, 10, 11, and 12 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.DONE. Added to Overview and referenced in Clothing and Armor. ~ Jimyoda (talk) 02:54, 26 April 2015 (UTC)[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.DONE. ~ Jimyoda (talk) 02:54, 26 April 2015 (UTC)[10a] Passion flames are now displayed subtly on the work overview screen.DONE. ~ Jimyoda (talk) 02:54, 26 April 2015 (UTC)
Trading
[10a] New: Television (purchasable)DONE. Added in Trade and Joy. ~ Jimyoda (talk) 05:15, 2 May 2015 (UTC)[10a] New: Telescope for astronomy (purchasable)DONE. Added in Trade and Joy. ~ Jimyoda (talk) 05:15, 2 May 2015 (UTC)- [11a] Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
- [11b] We no longer allow buying back prisoners you just sold as a way to insta-recruit anyone.
- [11b] Can no longer sell rotten items.
- [11b] Fixed pirate merchants only bringing slaves when population is high. This should be reversed
[11b] Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.DONE. ~ Jimyoda (talk) 02:42, 19 August 2015 (UTC)
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.DONE. ~ Jimyoda (talk) 18:52, 25 April 2015 (UTC)[10a] Beer can now be wielded as a weapon (like wood).DONE. ~ Jimyoda (talk) 04:44, 25 April 2015 (UTC)[10a] Characters will now sometimes resist arrest.DONE. ~ Jimyoda (talk) 05:22, 4 May 2015 (UTC)- [11a] Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.
- [11a] Enemies no longer take unpowered player turrets as primary targets.
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.Should be sorted now but if you see any other pages, let me know Fernbhoy (talk) 23:16, 25 April 2015 (UTC)[11a] Sappers added, killbox avoidancedone Caleb B. (talk) 01:11, 19 June 2015 (UTC)[11a] Wargs added to the game.DONE ~ Jimyoda (talk) 18:20, 5 July 2015 (UTC)[11a] Enemies now flee things that are about to explode.-Daman453 2015/09/20[11a] Enemies remember trap positions that their faction has encountered before, and avoid them.DONE! -Daman453 2015/09/20[11a] Raiders opportunistically ignite crops on fire.DONE! -Daman453 2015/09/20[11b] Sapper now avoid mining high-health ore while finding tunneling paths.DONE! -Daman453 2015/09/20[11b] Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.DONE! -Daman453 2015/09/20[11b] Siegers will never have only melee weapons (too exploitable).-Daman453 2015/09/20
Thoughts and Mood
[9a] New: beer drinkingDONE. ~ Jimyoda (talk) 04:27, 20 May 2015 (UTC)[9a] New: inebriated thoughtsDONE. ~ Jimyoda (talk) 06:55, 18 May 2015 (UTC)[9a] New: inebriated ability impactsDONE. ~ Jimyoda (talk) 06:55, 18 May 2015 (UTC)[9a] New: ‘binge’ mental breaksDONE. Added by Havan IronOak ~ Jimyoda (talk) 21:54, 22 May 2015 (UTC)[9a] New: hangoversDONE. ~ Jimyoda (talk) 06:55, 18 May 2015 (UTC)[9a] Colonists are now bothered by people walking around inside the room while they sleep.DONE. ~ Jimyoda (talk) 22:09, 22 May 2015 (UTC)- [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.DONE. Created Joy! ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)- [10a] New: Skygazing --- Added Joy page. Activity needs description. ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)
- [10a] New: Meditating/praying --- Added Joy page. Activity needs description. ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)
- [10a] New: Social relaxation around campfire or table, with or without beer --- Added Joy page. Activity needs description. ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)
[10a] New: Horseshoes gameDONE. ~ Caleb B. (talk) 01:02, 20 May 2015 (UTC)[10a] New: ChessDONE. ~ Caleb B. (talk) 01:02, 20 May 2015 (UTC)[10a] New: BilliardsDONE. ~ Caleb B. (talk) 01:02, 20 May 2015 (UTC)- [10a] New: Television (purchasable) --- Added Joy page. Activity needs description. ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)
- [10a] New: Telescope for astronomy (purchasable) --- Added Joy page. Activity needs description. ~ Jimyoda (talk) 07:25, 28 April 2015 (UTC)
[10a] Pain now creates unhappiness.DONE. ~ Jimyoda (talk) 22:37, 22 May 2015 (UTC)- [12] Dazed broken pawns will now randomly strip off clothes and drop things.
[12] New thought: Crowded – In a space with too many people.DONE. Skraps (talk) 02:34, 22 September 2015 (UTC)
Health
[9a] People newly woken from cryptosleep have cryptosleep sickness for a while.DONE. ~ Jimyoda (talk) 05:41, 10 June 2015 (UTC)[9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.DONE. ~ Jimyoda (talk) 05:55, 10 June 2015 (UTC)- [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.DONE. ~ Jimyoda (talk) 04:42, 13 June 2015 (UTC)[9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.DONE. ~ Jimyoda (talk) 05:25, 15 June 2015 (UTC)- [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.DONE. Caleb B. (talk) 01:47, 19 June 2015 (UTC)[10a] Starvation and blood loss are now staged and affect consciousness as they worsen.DONE. Caleb B. (talk) 01:47, 19 June 2015 (UTC)- [10a] Visitors will now carry away wounded guests from their faction.
[10a] Doctors now automatically rescue downed colonists.DONE. ~ Jimyoda (talk) 02:37, 25 July 2015 (UTC)- [12] Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.
- [12] Refactored and slightly rebalanced medical treatment quality system.
- [12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from a the health tab.
Work and Skills
[9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.DONE. Caleb B. (talk) 01:53, 19 June 2015 (UTC)[9e] While firefighting, colonists will now fight any fire they walk into.DONE. Caleb B. (talk) 01:53, 19 June 2015 (UTC)- [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.DONE. ~ Jimyoda (talk) 19:27, 1 August 2015 (UTC)- [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.
- [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.
- [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.
- [11a] Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).
- [11b] Colonists now harvest planted trees on their own.
- [12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.
- [12] Added animals skill.
- [12] Animal handling success rates are governed by the new Animals skill.
- [12] Colonists with the Animal Handler work type will now interact with animals.
- [12] Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
- [12] Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
New incidents
[11a] New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.DONE. ~ Jimyoda (talk) 04:54, 6 September 2015 (UTC)[11a] New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.DONE. ~ Jimyoda (talk) 04:54, 6 September 2015 (UTC)- [11a]
New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.-Done a long time ago? Crossed out on 2015/09/20 [11a] New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.DONE. ~ Jimyoda (talk) 22:05, 30 July 2015 (UTC)[11a] New incident: Psychic soothe. The opposite of a psychic drone.DONE. ~ Jimyoda (talk) 22:05, 30 July 2015 (UTC)- [12]
New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)-DONE! Daman453 2015/09/20 - [12]
New incident: Self Tame (random wild animal on map becomes tame).-DONE! Daman453 2015/09/20 - [12]
New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.-DONE! Daman453 2015/09/20 - [12]
New Flashstorm: A localized, intense lightning storm in one area of the map. Causes big fires.-DONE! Daman453 2015/09/20 - [12]
Manhunter pack incident can use animals besides wargs.- Done by someone, noticed on 2015/09/20
Storyteller changes
- [11a] Storytellers will never entirely disallow events because of population.
- [11a] Randy’s event chances are affected by population (somewhat).
- [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations
- [12] Slightly relaxed threat frequency for Cassandra.
Game Objects
Items
[9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.Added by Crystalline Cat ~ Jimyoda (talk) 03:30, 7 May 2015 (UTC)[9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.Not actionable. ~ Jimyoda (talk) 03:51, 8 June 2015 (UTC)[9a] Sculptures now have generated descriptions of what they depict.DONE. Caleb B. (talk) 02:02, 19 June 2015 (UTC)[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 upDONE. Caleb B. (talk) 02:02, 19 June 2015 (UTC)[10a] New: Added armchair and dining chairDONE. ~ Jimyoda (talk) 15:27, 6 July 2015 (UTC)- [12] Recipes can be defined to have different ingredients satisfy their ingredients at different ratios, based on any value calculated from the ingredient def. This lets us make a meal from 2 eggs, but 10 potatoes, because we base recipe value on nutrition, and the nutrition value of an egg is 0.25 while the nutrition of a potato is 0.05.
- [12] Art for elephant tusk, thrumbo horn.
- [12] New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.
- [12] New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.
- [12] Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. Artifacts are one-use. Psychic powers work at any range through obstacles.
- [12] Artifact: Psychic insanity lance – drives a single target insane
- [12] Artifact: Psychic shock lance – drops a single target asleep
- [12] Artifact: Psychic animal pulser – drives animals berserk map-wide
- [12] Artifact: Psychic soothe pulser – gives a temporary mood boost to everyone on the map
Resources
[9a] Uranium ore now appears as a minable natural rock.done
Buildings
[9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.Not actionable. ~ Jimyoda (talk) 03:51, 8 June 2015 (UTC)[9c] Balance: Wind turbines are now much more powerful.DONE. ~ Jimyoda (talk) 04:34, 25 April 2015 (UTC)[9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.DONE. ~ Jimyoda (talk) 04:34, 25 April 2015 (UTC)[8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.DONE. ~ Jimyoda (talk) 05:12, 25 August 2015 (UTC)[9a] New: Recipe for shells at machining table.DONE. ~ Jimyoda (talk) 03:11, 6 May 2015 (UTC)[9a] New: beer brewingDONE. ~ Jimyoda (talk) 04:34, 25 April 2015 (UTC)10a] Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.DONE. ~ Jimyoda (talk) 02:37, 7 May 2015 (UTC)[11a] Traps now added to the gameDONE. ~ Jimyoda (talk) 15:27, 6 July 2015 (UTC)- [11b] Smelt slag recipe can use do until you have X.
- [12] Added animal sleeping spot, animal box, and animal bed. Only usable by animals of appropriate sizes.
- [12] New graphics for research bench and other buildings.
- [12] New floors: gold tile, sterile tile, cream carpet, dark gray carpet.
- [12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.
- [12] Furniture can now be art engraved.
- [12] Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:
- [12] Added Facility: Vitals monitor (improves healing in adjacent medical bed)
- [12] Added Facility: Tool cabinet (improves production at nearby work table)
- [12] Added Facility: Multi-analyzer (speeds research at nearby research bench)
- [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
- [12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
- [12] Colonists will visit graves of dead colonists for a joy activity.
- [12] Room roles and stats: Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
[12] Room roles are:- Bedroom
- Barracks
- Prison bedroom
- Prison barracks
- Dining room
- Hospital
- Laboratory
- Kitchen
- Rec room
- Tomb
DONE. Skraps (talk) 21:15, 24 September 2015 (UTC)
[12] Room stats are:- Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
- Wealth
- Space
- Beauty
- Cleanliness (has a direct effect on medical outcomes)
DONE. Skraps (talk) 11:24, 9 October 2015 (UTC)
[12] Room stats affect things like:- Immunity gain speed
- Medical treatment quality
- Room stats create many variants on thoughts like:
- Ate in impressive dining room
- Own impressive bedroom
- Own bed in impressive barracks
- Did joy activity in impressive rec room
DONE. Skraps (talk) 11:24, 9 October 2015 (UTC)
Weapons
[9a] Change: Guns now have quality levels which affect accuracy.DONE. ~ Jimyoda (talk) 05:40, 12 July 2015 (UTC)[9a] Change: High-quality weapons have art engraved into them.DONE. ~ Jimyoda (talk) 05:40, 12 July 2015 (UTC)[9a] All weapons now have quality levels, including guns and bows.DONE. ~ Jimyoda (talk) 05:40, 12 July 2015 (UTC)
Apparel
[9a] New: psychic foil helmetAdded to Armor. ~ Jimyoda (talk) 18:38, 17 May 2015 (UTC)[9a] New: Personal shieldsAdded to Armor. ~ Jimyoda (talk) 18:38, 17 May 2015 (UTC)- [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.DONE. ~ Jimyoda (talk) 05:40, 12 July 2015 (UTC)
Characters
[9a] Old characters have gray hair and more fleshed-out old age illnesses.DONE. ~ Jimyoda (talk) 23:03, 26 May 2015 (UTC)[9a] Old characters tend to spawn with higher skills.DONE. ~ Jimyoda (talk) 23:03, 26 May 2015 (UTC)[9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.DONE. ~ Jimyoda (talk) 23:03, 26 May 2015 (UTC)- [11a] Guests are smarter and no longer walk out of the colony bleeding.
- [11a] Added new hairs donated by Shinzy.
- [12] Added trait: Greedy: Unhappy without a very impressive room.
- [12] Added trait: Jealous: Unhappy if anyone has a room noticeably better than him.
- [12] Added trait: Ascetic: Unhappy unless he has a very crappy room.
[12] New trait: Night owl. Happy when awake at night, sad if awake around midday.DONE.
Plants
[10a] Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).DONE. ~ Jimyoda (talk) 15:26, 24 April 2015 (UTC)- [12] Refactored and slightly rebalanced crop yields so crops want a bit more space.
- [12] Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).
Animals
[12] Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Animal handlers can slaughter tame animals.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Tame animals respect their allowed areas if they have them.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Added nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different “nuzzle powers” which change their mood impact.
- [12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
[12] Traders carry tame animals and you can purchase them. Exotic traders carry few exotic animals, while bulk goods traders carry many prosaic animals.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] You can sell your tame animals.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Appropriate tame female animals (muffalo, cow, camel) are milkable and your colonists will periodically milk them to yield milk, a raw food resource.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Female animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Added amniotic fluid spray to birth.
- [12] Pawns have life stages (baby, juvenile, adult) related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size. They can only reproduce in some stages.
- [12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.
- [12] Animals have different market values at different life stages.
- [12] Very young ages are written in months, days, or hours.
- [12] Pawns have different graphics for different life stages.
- [12] Pawns have different call/anger/wounded/death sounds for different life stages.
[12] Wild animals can be tamed by designating it so. As with prisoners, handler ‘speaks’ with the animal and has a chance of taming it every attempt. This is related to the handler’s social skill, stats, and the animal’s natural wildness. You can only try to tame an animal every so often.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
[12] Some animals may attack on a failed taming attempt.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)
- [12] Only mature animals are milkable.
- [12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.
- [12] Some animals give birth to litters. Probability of different child counts is defined on a curve.
- [12] Colonists use food to tame animals.
- [12] Some kinds of animals get names upon being tamed.
[12] Animals have a rest need and sleep to replenish it.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] You can now build animal beds and animal boxes and place animal sleeping spots.
- [12] Added a toggle to display colony animal names on the map like colonists.
- [12] Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
- [12] Fertilized eggs count down over time and hatch when ready.
- [12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).
- [12] You can rescue downed animals (tame or wild) and carry them to an animal bed.
- [12] Tamers drop unused food after a while.
- [12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.
[12] Added new warg graphics.DONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New squirrel graphics.DONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)- [12] Added male deer graphic with antlers.
[12] Added Training: Obedience, Attack, Rescue, Haul. Animals’ training options are limited by body size and trainable intelligence.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)[12] Animal training can be fully configured and colonists will train animals using food. Success chance is based on a new stat, Animal Train Success Chance.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Animal training can take several steps.
- [12] Animal training trainables are indented on the list under their prerequisites.
[12] Added trainable: obedience: Can be assigned a master, who he follows and defends while master is drafted.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Animals trained for rescue will now rescue nearby downed colonists.
[12] Animal master colonists have a “release animals” toggle on them. When active, their animals trained in ‘charge’ will freely go forth and attack any enemy in a wide radius.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Animals trained for hauling will intermittently haul items.
- [12] Trainables do not show on the training ITab if they can never be done by the selected animal.
- [12] Added <trainableTags> so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.
- [12] Obeying animals only attack enemies very close to their master.
- [12] Wildness is output on info card with explanation.
- [12] Colony starts with a random pet.
- [12] Rebalanced animal hunger rates.
- [12] Animals produce animal filth, proportional to body size, inversely proportional to petness.
- [12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.
- [12] Broad animals rebalance to size, health, damage, speed, points, market value, and wildness aided by new calculated animal stats tables.
[12] Carrying capacity is now a stat. Creatures can haul in amounts proportional to their body size and manipulation capacity.DONE. ~ Jimyoda (talk) 04:36, 19 September 2015 (UTC)- [12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).
- [12] Doctors will treat animals’ wounds if the animal is in a colony bed.
[12] New animal: Boomalope (large fragile animal that explodes and sets fires on death)DONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: Thrumbo (giant peaceful powerful creature with amazing fur and horn)DONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: Chinchilla (very valuable fur)DONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: CapybaraDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: CowDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: PigDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: ChickenDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: Yorkshire terrierDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: Labrador retrieverDONE. ~ Jimyoda (talk) 21:31, 22 August 2015 (UTC)[12] New animal: HuskyDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)[12] New animal: ElephantDONE. ~ Jimyoda (talk) 06:43, 30 August 2015 (UTC)
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.Not actionable.[9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.Not actionable. ~ Jimyoda (talk) 03:51, 8 June 2015 (UTC)[11a] Allowed areas - Assign colonists to allowed areas.DONE. ~ Jimyoda (talk) 22:05, 30 July 2015 (UTC)- [11a] Every item and location outside the allowed area is considered forbidden.
- [11b] Colonists will now try to avoid pathing outside their allowed area.
- [11a] Added strip designator to reduce stripping micromanagement.
[11a] You can toggle allowing sowing in a growing zone.DONE. ~ Jimyoda (talk) 20:09, 1 August 2015 (UTC)- [11a] Doors can be held open.
- [11a] Door locking is now door forbidding (it’s clearer).
- [11b] Open doors equalize temperature faster.
- [11a] Added copy/paste functionality for storage zone/building settings.
- [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.
[11a] Added new joy activity: build snowman.DONE. ~ Jimyoda (talk) 22:05, 30 July 2015 (UTC)- [11a] You can now perform surgery on guests. Violating surgery will anger their faction.
[11a] Ice sheet biome is now playable.DONE. ~ Jimyoda (talk) 22:05, 30 July 2015 (UTC)- [11b] Mods config page shows load order of mods.
- [11b] Reorganized and clean up options menu and graphics settings.
- [12] Factored together allowed areas, home area, no roof area, and snow clear area under a single AreaManager. Home area can now be assigned as an allowed area.
- [12] Added a new overview tab to assign animal areas.
- [12] Separated animal allowed areas and humanlike allowed areas.
- [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
- [12] Refactored how Hediffs are randomly given for birthdays and at other times.
- [12] Game start now has a “select random landing site” button if you don’t want to choose.
- [12] Game will auto-reset mods config on startup crash to try to recover.
- [12] Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.
- [12] Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.
- [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.
- [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.
- [12] Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.