RimWorld Wiki:To-do

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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

Outdated pages and pages under construction

Could admins also please clean up any unnecessary pages in these two categories?

Outdated


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 are missing 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 (talk) 13:53, 19 June 2017 (UTC)
  • Mass: Masses for many of the items are incomplete. See User:Spdskatr for more information. Spdskatr (talk) 22:19, 25 December 2016 (UTC)
    • From what I've seem many of the entries are completed. PigeonGuru (talk) 07:30, 10 June 2017 (UTC)
  • Quickstart_Guide: Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. The Quickstart Guide, as well as the extreme temperature guides seem to be completed. PigeonGuru (talk) 13:53, 19 June 2017 (UTC)
  • 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. Already finished. PigeonGuru (talk) 08:06, 7 June 2017 (UTC)
  • 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 Already finished. PigeonGuru (talk) 08:06, 7 June 2017 (UTC)
  • Alpha 12 Updates: "Animal Taming" All changes from blog post are listed below. Already finished. PigeonGuru (talk) 08:06, 7 June 2017 (UTC)
  • Mods: Please keep adding mods from the forum to the Alpha 8 mod list Don't think this is necessary for this wiki. PigeonGuru (talk) 10:01, 5 May 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)
  • 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)
    • 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)
  • "Drafting": Soldier page needs to be removed and drafting should be expanded. CheesusGamer
    • 'Moved 'soldier' to 'drafting'. Note that colonists don't need to be drafted to engage in combat. Not sure on how to expand the drafting page. PigeonGuru (talk) 12:28, 13 June 2017 (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)
    • I started a short how-to on properties and queries on my user page. Does that help? --Khaim (talk) 21:42, 15 September 2016 (UTC)
  • Need a page describing cleanness and how it affects health/infections. Freakycrafter
  • Provide the minimal specifications to play the game. (I can't create a new page for this, but you can find the specs at store.steampowered.com/app/294100/. --Shatterhand (talk) 20:42, 21 December 2016 (UTC)
    • Don't think this is necessary over here. PigeonGuru (talk) 12:28, 13 June 2017 (UTC)
  • Insect infestations There is almost no information on the entire wiki about infestations, insect jelly, insect meat, jelly farming, etc. The only mention is Events#Infestation and what little info is on the individual spider pages, like Megaspider. Page built. It already gives some good info, but as always expansion is welcome. PigeonGuru (talk) 07:35, 10 June 2017 (UTC)

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)

Roads and rivers

  • World now generates with roads and rivers Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • Some roads generate with things alongside, like concrete barriers or ancient lampposts Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • There are four sizes of river: huge river, large river, river, and creek Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • Rivers and roads generate on local maps as expected. Nitrodev (talk) 13:46, 6 June 2017 (UTC)
  • Stone roads generate using local stone and a new flagstone terrain type. Nitrodev (talk) 13:44, 6 June 2017 (UTC)
  • Visitors, caravans, traders, and raiders tend to arrive and leave on the roads. Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, *often). ADded. PigeonGuru (talk) 08:15, 7 June 2017 (UTC)

World quests

  • New “site parts” world site generation system. It allows assembling together a world destination from several ‘parts’. Mixing and matching will allow us to create a huge number of combinations.
    • Not really relevant to the basegame- this is relevant to modders only. PigeonGuru (talk) 09:27, 17 June 2017 (UTC)
  • New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward. Previously added. PigeonGuru (talk) 07:42, 7 June 2017 (UTC)
  • New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so. Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward. Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended. -Created page, under construction. Now completed. PigeonGuru (talk) 07:42, 7 June 2017 (UTC)
  • New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack. Previously added. PigeonGuru (talk) 07:42, 7 June 2017 (UTC)

Other new stuff

  • Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting. -Created page, under construction. Basically complete, any expansions welcome. PigeonGuru (talk) 08:15, 7 June 2017 (UTC)
  • Characters can now tend their own wounds (with a penalty to effectiveness). Already added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • Added bowler hat. Nitrodev (talk) 09:13, 27 May 2017 (UTC)
  • Corpses now leak black corpse bile while rotting. Nitrodev (talk) 09:13, 27 May 2017 (UTC)
  • Vents can be opened and closed with a flick action. Added. PigeonGuru (talk) 08:41, 27 May 2017 (UTC)
  • Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
  • Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
  • You can now create your own packaged survival meals (with appropriate research and ingredients). Added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)
  • All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts. DONE. ~ Jimyoda (talk) 18:20, 19 June 2017 (UTC)
  • Added a “caravan packing spot” so you can tell your caravans where to assemble. Previously added. PigeonGuru (talk) 08:15, 7 June 2017 (UTC)
  • When trees burn, the leave behind burned tree stumps. Nitrodev (talk) 13:54, 6 June 2017 (UTC)
  • When structures and plants burn, they leave behind ash.
  • Carpets and wooden floors can now burn. Nitrodev (talk) 20:26, 26 May 2017 (UTC)
  • New training lessons for explaining shield belts, and how door opening speed is affected by material type. Added along with the list of lessons. PigeonGuru (talk) 09:28, 17 June 2017 (UTC)
  • Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby. Nitrodev (talk) 08:23, 27 May 2017 (UTC)
  • New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain. Nitrodev (talk) 08:17, 27 May 2017 (UTC)
  • New chain shotgun weapon -Added by someone else. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)

Modding

  • 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.
  • Trade price spread made much wider, but social skill also has a much greater effect on it. Previously added, though this entry doesn't seem to be relevant to modding. PigeonGuru (talk) 09:31, 17 June 2017 (UTC)
  • Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk. Nitrodev (talk) 08:35, 27 May 2017 (UTC)
  • Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk. Nitrodev (talk) 08:35, 27 May 2017 (UTC)
  • Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6. Added melee hit chances to the skills section. PigeonGuru (talk) 09:52, 14 June 2017 (UTC)
  • Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons. DONE. ~ Jimyoda (talk) 03:58, 17 June 2017 (UTC)
  • Work tab boxes are easier to identify skill level for visually.
  • Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at. DONE. ~ Jimyoda (talk) 18:54, 9 June 2017 (UTC)

AI

  • AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn’t shoot at chickens as much.
  • Raider with mega-weapons will now avoid friendly fire
  • Sapper groups will now choose another sapper if the first one is killed, making them much more persistent. Added. PigeonGuru (talk) 03:19, 27 May 2017 (UTC)
  • Sapper groups will now continue digging even while defending from attack. Added. PigeonGuru (talk) 03:19, 27 May 2017 (UTC)
  • Animals flee when harmed. Nitrodev (talk) 09:18, 27 May 2017 (UTC)
  • Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
  • Raiders will no longer compulsively attack doors. Nitrodev (talk) 09:21, 27 May 2017 (UTC)
  • Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
  • Doctors now tend heavy bleeding injuries and diseases near lethal severity first. Already added. PigeonGuru (talk) 01:00, 27 May 2017 (UTC)

Misc Changes

  • Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.
  • Buy/sell price spread for trading is much wider (150%/50%). Previously added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Drugs are now slower to produce, slower to grow, and heavier.
  • Cannibalism is harder on mood. Added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
  • Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
  • New graphics for some floor types and things (stone floors, stone chunks, etc).
  • Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
  • Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances). Added by someone else. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Added global sell price factor for apparel (70%). Added. PigeonGuru (talk) 08:57, 27 May 2017 (UTC)
  • Because it was way OP, chemfuel can no longer be made from haygrass. Added. PigeonGuru (talk) 08:52, 27 May 2017 (UTC)
  • Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents. Completed. PigeonGuru (talk) 09:35, 17 June 2017 (UTC)
  • Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus). Added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days) Added. PigeonGuru (talk) 08:52, 27 May 2017 (UTC)
  • Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells Added, though it appears that total market value of its materials is more expensive than before. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner. Added. PigeonGuru (talk) 08:52, 27 May 2017 (UTC)
  • Sun lamps now turn themselves off when plants are resting. Added. Note that energy consumption is increased when it is on, possible to compensate.
  • Equipment rack is now a general shelf which can hold pretty much anything. Redirected Equipment rack page to the Shelf page with A17 content. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
  • Jade is not small any more. Previously added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%.
  • Manhunter pack incident can now use any kind of animal. Previously added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Rebalanced all trader stock generation.
  • Traders will generate with fewer extreme quality items.
  • Pawns missing heads will have visually missing heads.
  • It’s no longer possible to create a settlement directly adjacent to an existing settlement.
  • Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
  • Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
  • Gear tab now displays item stack masses.
  • Caravans now generate a lot tougher.
  • All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.
  • Catharsis thought is more powerful but shorter in duration. Previously added. PigeonGuru (talk) 08:15, 7 June 2017 (UTC)
  • Redesigned stats so that in almost all cases, high numbers are better.
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
  • Ship part crash incident now scatters rubble and chunks around the crash site.
  • Healroot grows wild now, in some biomes. Added. PigeonGuru (talk) 04:19, 27 May 2017 (UTC)
  • Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them. Added. PigeonGuru (talk) 09:52, 14 June 2017 (UTC)
  • There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed). Previously added. PigeonGuru (talk) 09:52, 14 June 2017 (UTC)
  • Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet. Added. PigeonGuru (talk) 09:52, 14 June 2017 (UTC)


Updates needed for Alpha 16

Same as was done for alpha 15: a list of all changes from alpha 16 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

  • Reworked surgery failure into three modes – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site. Added. PigeonGuru (talk) 06:33, 8 June 2017 (UTC)
  • Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back. Previously added, probably by someone else. PigeonGuru (talk) 01:59, 10 June 2017 (UTC)
  • The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though *high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back. Mood effects already previously added.
  • Rebalanced plant growth timings. No longer A16 specific. PigeonGuru (talk) 06:33, 8 June 2017 (UTC)
  • UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
  • Animals carrying inventory now have visible packs on. Added. PigeonGuru (talk) 01:59, 10 June 2017 (UTC)
  • Added new separate bills to stonecut each type of stone. Added. PigeonGuru (talk) 06:33, 8 June 2017 (UTC)
  • Faction names are now much more interesting and varied, and are separate from specific community names. Added entire naming section. PigeonGuru (talk) 04:06, 15 June 2017 (UTC)
  • New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids. Previously added by someone else. PigeonGuru (talk) 13:48, 11 May 2017 (UTC)
  • New alert: Unhappy nudity Added. PigeonGuru (talk) 06:33, 8 June 2017 (UTC)
  • Backstories can be translated now Added. It seems that translated backstories only start to appear now in A17.
  • New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
  • Added proper chick peeping sounds.
  • Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI). DONE. ~ Jimyoda (talk) 13:52, 14 June 2017 (UTC)
  • Rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons. Weapon stats are constantly updated. PigeonGuru (talk) 02:11, 10 June 2017 (UTC)
  • Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor). Added. PigeonGuru (talk) 02:11, 10 June 2017 (UTC)
  • Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them. Added. PigeonGuru (talk) 02:11, 10 June 2017 (UTC)
  • Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies. Added, though it is renamed to 'Fire at will' in A17. PigeonGuru (talk) 09:56, 14 June 2017 (UTC)

Updates from Previous Alphas

This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.

Basics and Concepts

Combat

  • [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. Bug fix from too long ago, not quite relevant anymore. PigeonGuru (talk) 04:16, 15 June 2017 (UTC)

Work and Skills

  • [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
  • [10a] Reduced skill degradation rate. No need to document, even if we knew the XP loss per tick - too trivial. ~ Jimyoda (talk) 05:39, 8 June 2017 (UTC)
  • [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more. Added, though did not specify which version, being added very long ago. PigeonGuru (talk) 04:16, 15 June 2017 (UTC)
  • [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. Already done. ~ Jimyoda (talk) 05:39, 8 June 2017 (UTC)
  • [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). No need to document this. PigeonGuru (talk) 04:16, 15 June 2017 (UTC)
  • [11b] Colonists now harvest planted trees on their own. No need to document, this should be assumed. ~ Jimyoda (talk) 05:39, 8 June 2017 (UTC)
  • [12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant. DONE. ~ Jimyoda (talk) 06:03, 18 April 2017 (UTC)

Storyteller changes

  • [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

  • [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. Added. PigeonGuru (talk) 04:01, 14 June 2017 (UTC)

Buildings

  • [11b] Smelt slag recipe can use do until you have X.
  • [12] Furniture can now be art engraved. Added. Note that weapons can be engraved, too. PigeonGuru (talk) 04:28, 14 June 2017 (UTC)
  • [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses. Added. Note that art is added upon burial. PigeonGuru (talk) 05:35, 19 April 2017 (UTC)
  • [12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items. Previously added already.
  • [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). Previously added by someone else. PigeonGuru (talk) 04:28, 14 June 2017 (UTC)


Characters

  • [11a] Guests are smarter and no longer walk out of the colony bleeding.

Other

  • [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world. Added. PigeonGuru (talk) 04:23, 14 June 2017 (UTC)
  • [11a] You can now perform surgery on guests. Violating surgery will anger their faction. Added. PigeonGuru (talk) 04:20, 14 June 2017 (UTC)
  • [11b] Mods config page shows load order of mods.
  • [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. All zones and areas already bundled under the Zone/Area page. PigeonGuru (talk) 13:57, 19 June 2017 (UTC)
  • [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. Too trivial. PigeonGuru (talk) 13:57, 19 June 2017 (UTC)
  • [12] Game will auto-reset mods config on startup crash to try to recover. Added. PigeonGuru (talk) 04:20, 14 June 2017 (UTC)
  • [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers. Added. PigeonGuru (talk) 04:23, 14 June 2017 (UTC)