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 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: Alpha 12 not released yet at this time, work on prior versions until Alpha 12 is released.
- 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)
- 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)
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.
- [11a] Enemies remember trap positions that their faction has encountered before, and avoid them.
- [11a] Raiders opportunistically ignite crops on fire.
- [11b] Sapper now avoid mining high-health ore while finding tunneling paths.
- [11b] Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
- [11b] Siegers will never have only melee weapons (too exploitable).
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.
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.
- [11a] New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.
- [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.
[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)
- [12] New incident: Self Tame (random wild animal on map becomes tame).
- [12] New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
- [12] New Flashstorm: A localized, intense lightning storm in one area of the map. Causes big fires.
- [12] Manhunter pack incident can use animals besides wargs.
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.
[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] Painted art for multi-analyzer, tool cabinet, vitals monitor.
- [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.
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.
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.
- [12] Animal handlers can slaughter tame animals.
- [12] Tame animals respect their allowed areas if they have them.
- [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.
- [12] You can sell your tame animals.
- [12] Appropriate tame female animals (muffalo, cow, camel) are milkable and your colonists will periodically milk them to yield milk, a raw food resource.
- [12] Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
- [12] Female animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female.
- [12] Added amniotic fluid spray to birth.
- [12] Male animals sometimes approach nearby female animals and mate with them. This can make them pregnant.
- [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.
- [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.
- [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.
- [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.
- [12] New squirrel graphics.
- [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.
- [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.
- [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.
- [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.
- [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.
- [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)
- [12] New animal: Thrumbo (giant peaceful powerful creature with amazing fur and horn)
- [12] New animal: Chinchilla (very valuable fur)
- [12] New animal: Capybara
- [12] New animal: Cow
- [12] New animal: Pig
- [12] New animal: Chicken
- [12] New animal: Yorkshire terrier
[12] New animal: Labrador retrieverDONE. ~ Jimyoda (talk) 21:31, 22 August 2015 (UTC)- [12] New animal: Husky
- [12] New animal: Elephant
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.