RimWorld Wiki:To-do

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Revision as of 22:28, 1 September 2017 by Jimyoda (talk | contribs) (Removed entry. Wiki's RimWorld logo looks fine, can't be edited by regular user anyway.)
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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Outdated pages and pages under construction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Outdated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

No pages currently marked 'Under Construction'.

List

Needs to be done list: (Feel free to do these if you know how!) (italic = minor, bold = major)

  • Guides: Most of the guides here need more people working on them. PigeonGuru (talk) 13:53, 19 June 2017 (UTC)
    • We 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)
    • From what I've seem many of the entries are completed. PigeonGuru (talk) 07:30, 10 June 2017 (UTC)
  • Wiki Consistency: Some pages are not consistent with the current wiki's style. Find and update those pages.
  • 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)
  • 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)
  • 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)

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)

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)

Other new stuff

  • 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.

Modding

Since the contents of this section are a bit harder to document and no as relevant to the majority of people visiting the wiki, i will put a collapse here for the time being.


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
  • 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.

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.
  • Drugs are now slower to produce, slower to grow, and heavier.
  • 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. Plant growth times updated by someone else in Plants page. PigeonGuru (talk) 12:58, 26 August 2017 (UTC)
  • Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%. Nitrodev (talk) 18:13, 1 September 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.
  • 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.
  • 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.


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

  • UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
  • New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.

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

Bills

  • [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] You can now set a minimum skill level on bills.
  • [11b] Smelt slag recipe can use do until you have X.

Game Objects

Characters

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

Other

  • [11b] Mods config page shows load order of mods.