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 {{Stub}} to make our job a bit easier.

If you want to suggest something that needs to be done, sign your post with ~~~~ - Zesty (talk)

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General To-do List

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

  • Pages: Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. Mayoculpa (talk) 12:19, 5 February 2020 (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)
  • 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)
    • This is perhaps the main attraction of Cargo. If/when all that stuff is done, we can use data across the wiki from various pages using queries, without the pages being high-maintenance. The list queries above is a small example. Pangaea (talk) 15:15, 1 August 2019 (UTC)
  • Menus#Schedule needs a section and image for showing the addition of meditation by Royalty. Harakoni (talk) 05:02, 29 October 2020 (UTC)

Updates and maintenance needed on the Wiki

  • Freshen up the frontpage, and if nothing else, change from a table to div setup --> In progress by Pangaea
  • Categorise all images so it's easier to find them --> In progress by Pangaea
    • Ideally with AutoWikiBrowser, because it is much faster
  • If relevant: update outdated images, and add missing images
    • Possibly re-enable the MsUpload extension to make it easier, or do it with AWB --> DONE by Zesty
  • Add an Admin noticeboard --> DONE by Pangaea
  • Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)
  • Update some of the default footer pages, as they seem outdated currently --> Partially done by Pangaea
  • Given a fitting license, borrow content from other wikis and improve and expand our Help sections
    • See [1] for a suggestion that might work here as well
  • Add articles for each technology and skill, with fitting templates
  • Purge outdated SMW entities: (see Statistics) --> DONE by Hypolite
  • Edit or make new screenshots without (so many) UI elements, as seen for instance in the Events page
  • An RSS feed for news would be nice, but looks like we'd need this extension for it. Could perhaps put it on the frontpage then. Pangaea (talk) 13:21, 1 August 2019 (UTC)
  • Template: STDT tables don't play nice with Template: infobox main and ToC as described here. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in MediaWiki:Common.css as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. Harakoni (talk) 11:43, 1 January 2021 (UTC)

Wiki consistency and overhaul

  • Time to elaborate (or duplicate) Policies and Formatting guidelines. Basics like: Consensus, Edit Warring so that newcomers can learn their way around. Tutorials. Finish the page Help:Templates#Creating_a_template. Yoshida Keiji (talk) 09:17, 23 September 2017 (UTC)
    • Zesty has already said this is not Wikipedia proper; these policies could help with keeping order but if not enforced correctly they will seem excessively draconic and scare away potential contributors-- and this has already happened, twice. PigeonGuru, Strategist ( talk | contribs | assist ) 12:34, 25 July 2019 (UTC)

As an aside, if I may be so bold as to suggest a few extensions I didn't see here, which could prove useful:

  • LinkSuggest: Useful for new users to easier create links without knowing the ins and outs of the page names.
  • Cargo: I see you already use SMW. Cargo is basically a more light-weight alternative to SMW, and set up more like a traditional SQL database, so it's easier to use queries than with the pretty complex SMW syntax, and its plethora of property and query pages. I don't really suggest to shift from SMW to Cargo as it's a pretty monumental task given you appear to be actively using SMW here, however it may be worth to read up on it. I happened to be admin/guardian on a Gamepedia wiki when they, after huge stability issues related to SMW sitewide, decided to de facto ban it and urge wikis to transition over to Cargo. So I have, or at least had, a good deal of knowledge about it, and created a bunch of templates when Pillars of Eternity transitioned from SMW to Cargo. It's not perfect of course, but I found it really useful, so wanted to leave a tip here about it, just in case admins/mods want to look into it.
    • Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ Jimyoda (talk) 00:43, 13 February 2021 (UTC)
  • RandomSelection: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as Witcher 3.

Suggestions

Pawn stats

The following stats are the ones currently in the game as of Version/1.2.2753, several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant capacity Harakoni (talk) 05:52, 17 November 2020 (UTC)

Updated Stat Source
Ex.png Move Speed Stats_Pawns_General.xml
Ex.png Mental Break Threshold Stats_Pawns_General.xml
Ex.png Psychic Sensitivity Stats_Pawns_General.xml
Ex.png Toxic Sensitivity Stats_Pawns_General.xml
Ex.png Global Learning Factor Stats_Pawns_General.xml
Ex.png Hunger Rate Multiplier Stats_Pawns_General.xml
Check.png Rest Rate Multiplier Stats_Pawns_General.xml
Ex.png Eating Speed Stats_Pawns_General.xml
Check.png Minimum Comfortable Temperature Stats_Pawns_General.xml
Check.png Maximum Comfortable Temperature Stats_Pawns_General.xml
Ex.png Immunity Gain Speed Stats_Pawns_General.xml
Check.png Carrying Capacity Stats_Pawns_General.xml
Ex.png Meat Amount Stats_Pawns_General.xml
Ex.png Leather Amount Stats_Pawns_General.xml
Ex.png Minimum Handling Skill Stats_Pawns_General.xml
Ex.png Pain Shock Threshold Stats_Pawns_General.xml
Ex.png Foraged Food Amount Stats_Pawns_General.xml
Ex.png Smelting Speed Stats_Pawns_WorkRecipes.xml
Ex.png General Labor Speed Stats_Pawns_WorkRecipes.xml
Ex.png Drug Synthesis Speed Stats_Pawns_WorkRecipes.xml
Ex.png Cooking Speed Stats_Pawns_WorkRecipes.xml
Ex.png Food Poison Chance Stats_Pawns_WorkRecipes.xml
Ex.png Drug Cooking Speed Stats_Pawns_WorkRecipes.xml
Check.png Butchery Speed Stats_Pawns_WorkRecipes.xml
Check.png Mechanoid Shredding Speed Stats_Pawns_WorkRecipes.xml
Ex.png Butchery Efficiency Stats_Pawns_WorkRecipes.xml
Check.png Mechanoid Shredding Efficiency Stats_Pawns_WorkRecipes.xml
Ex.png Melee DPS Stats_Pawns_Combat.xml
Ex.png Melee Armor Penetration Stats_Pawns_Combat.xml
Ex.png Melee Hit Chance Stats_Pawns_Combat.xml
Ex.png Melee Dodge Chance Stats_Pawns_Combat.xml
Ex.png Shooting Accuracy Stats_Pawns_Combat.xml
Ex.png Aiming Time Stats_Pawns_Combat.xml
Ex.png Trap Spring Chance Stats_Pawns_Combat.xml
Ex.png Incoming Damage Multiplier Stats_Pawns_Combat.xml
Ex.png Medical Tend Speed Stats_Pawns_WorkMedical.xml
Ex.png Medical Tend Quality Stats_Pawns_WorkMedical.xml
Ex.png Medical Operation Speed Stats_Pawns_WorkMedical.xml
Ex.png Medical Surgery Success Chance Stats_Pawns_WorkMedical.xml
Ex.png Negotiation Ability Stats_Pawns_Social.xml
Ex.png Beauty - Pawn Beauty Stats_Pawns_Social.xml
Ex.png Arrest Success Chance Stats_Pawns_Social.xml
Ex.png Trade Price Improvement Stats_Pawns_Social.xml
Ex.png Social Impact Stats_Pawns_Social.xml
Check.png Tame Animal Chance Stats_Pawns_Social.xml
Ex.png Train Animal Chance Stats_Pawns_Social.xml
Ex.png Global Work Speed Stats_Pawns_WorkGeneral.xml
Ex.png Mining Speed Stats_Pawns_WorkGeneral.xml
Check.png Deep Drilling Speed Stats_Pawns_WorkGeneral.xml
Ex.png Mining Yield Stats_Pawns_WorkGeneral.xml
Check.png Smoothing Speed Stats_Pawns_WorkGeneral.xml
Check.png Research Speed Stats_Pawns_WorkGeneral.xml
Check.png Animal Gather Speed Stats_Pawns_WorkGeneral.xml
Ex.png Animal Gather Yield Stats_Pawns_WorkGeneral.xml
Check.png Plant Work Speed Stats_Pawns_WorkGeneral.xml
Check.png Plant Harvest Yield Stats_Pawns_WorkGeneral.xml
Ex.png Hunting Stealth Stats_Pawns_WorkGeneral.xml
Check.png Construction Speed Stats_Pawns_WorkGeneral.xml
Ex.png Construct Success Chance Stats_Pawns_WorkGeneral.xml
Ex.png Repair Success Chance Stats_Pawns_WorkGeneral.xml
Ex.png Neural Heat Limit Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Recovery Rate Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Neural Heat Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)
Ex.png Meditation Focus Gain Content added by the Royalty DLC Stats_Pawns_General.xml (Royalty)

Update 1.2.2753

Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though Harakoni (talk) 07:13, 12 September 2020 (UTC)

  • When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.
  • You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.
  • We now display a text mote when a player pawn gains a new level in a skill.
  • If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.
  • Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
  • Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.
  • Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.
  • Mods can now be tagged as translations in the workshop.
  • We now automatically add appropriate bedrolls to caravan.
  • Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.
  • Added a warning confirmation for calling for resources that would cause the caravan to be immobile.
  • Add some text content to refugee hospitality quest.
  • Recipes for crafted things now show work to make in their info card.
  • New artwork for orbital targeters.
  • Allow quick loading via permit shuttle from non-home maps with no hostiles.

Adjustments

  • Adjust text and icon for the 'Take drug' command.
  • In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.
  • Move 'take to inventory' column over just to the right of the drug name.
  • Dirt now washes away in rain.
  • Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.
  • Ensure all the mech cluster buildings wake up once it was attacked
  • Make pawns count as guilty while in aggro mental state.
  • Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.
  • AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
  • Food and medicine renamed to travel supplies
  • Apparel with utility now has a score offset to make AI more likely to automatically wear it.
  • Made nature shrines minifiable and reinstallable.
  • Farskip now affects colony animals if not on the home map.
  • Colonists and pack animals unload inventory automatically once farskipped to a player home map.
  • Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).
  • We now show the player a feedback message when calling resources to a caravan.
  • Trade requests will no longer request patchleather.
  • Added quest look target when bestowing ceremony cannot be accepted due to threat.
  • Bestowing ceremony text now says that player is expected to keep bestower safe.
  • Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.
  • Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.
  • Increased warmup time for aerodrone permits by 1 second.
  • Removed full-map light up effect of all strikes except orbital beam.
  • Icons of spacer armor now display as off-white instead of dark gray.
  • Adjust eltex gear colors to be darker.
  • Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". "bullet shield" psycast is now "skipshield". No code or defNames were changed.
  • Rename orbital strike permits to aerodrone strike (for fiction coherence reasons).
  • Don't autoselect beer, ambrosia, flowers or insect jelly in the form caravan dialog.
  • Member stripped goodwill penalty increased from 10 to 40.
  • Royal apparel production costs rebalanced.
  • Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.

Fixes

  • Fix: Colonist with a sick thought won't meditate at all.
  • Fix: Gunlink displays shooting accuracy stat offset as %.
  • Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.
  • Fix: Auto-rebuild doesn't work on bridges.
  • Fix: Auto mortars are always active.
  • Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.
  • Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.
  • Fix: Auto Charge Turret fires when stunned
  • Fix: Apparel scoring algorithm ignores heat armor.
  • Fix: Rescuing downed noble ends shuttle rescue quest.
  • Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.
  • Fix: Gloomlight would prevent a Sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.
  • Fix: Meditation preventing pawn from attending a gathering or giving speech.
  • Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.
  • Fix: Condition causer can be spawned ontop of power conduits (wiping them).
  • Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.
  • Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.
  • Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.
  • Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).
  • Fix: Animals refusing to eat reachable food when restricted to an area.
  • Fix: Healer mech serum heals love
  • Fix: Can't rescue invisible colonists.
  • Fix: Sick pawns falling out of bed because of trying to do meditation for joy

1.2 Update

As always. This time around, no need to strikeout completed items- just delete them right away. PigeonGuru ( talk | contribs | assist ) 04:51, 20 August 2020 (UTC)

The 1.2 release of RimWorld adds a variety of new content and a few new systems.

There are a few major parts to this update.

New stuff: Base game

  • Custom playstyle system: You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer. For example, you can make a game with lots of enemies, but high yields from crops and mining. The settings are:
    • Storyteller ignore wealth, and instead replace it with a factor from time alone. This can make the game fall off the rails easily, but is appropriate for someone who wants a pure challenge.
    • Player friendly fire chances.
    • Colonist instakill chance. This setting allows you to apply a damage filter that prevents colonists being killed by a single shot, because that can feel arbitrary. Colonists can still be downed by one shot and bleed out soon after, or take permanent injuries in one shot.
    • Overall threat scale
    • Major threats toggle
    • Quests threats toggle
    • Intro threats toggle
    • Predators hunt humans toggle
    • Extreme weather toggle
    • Harvest, mining, and butchering yield
    • Quest rewards
    • Raid loot
    • Trade prices
    • Turret rearm cost
    • Scaria rot chance
    • Enemy death on downed chance
    • Colonist mood
    • Food poison chance
    • Animal revenge chance
    • Infection chance
    • Disease frequency
    • Hive insect spawn rate
    • Deep drill infestation chance
    • Ancient structure threats toggle
    • Passive hives at map generation toggle
    • Toggles to allow/disallow player building traps, turrets, and mortars
    • Damage adaptation growth rate: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the rate of that challenge growth.
    • Damage adaptation effect: Adaptation means the storyteller makes the game more challenging over time as long as you are not taking losses. This is separate from the story effects of wealth and population. This adjusts the effect of that adaptation value on actual threats.
  • Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.
  • Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.
  • New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).
  • Direct button to use drugs from inventory: This makes combat drugs more usable.
  • New visual effects:
    • Building destruction. Screen shake, dust, and so on.
    • Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.
    • EMP state on mechs or turrets, with electrical arcs and sparks.

New stuff: Royalty expansion

  • Major quest - Shuttle defense: An Imperial shuttle has been damaged and needs a place to land. They're being hunted by raiders! If you accept the quest, the shuttle crash-lands on your colony map. Some civilians, plus a some Imperial soldiers, will get out and defend themselves at the shuttle as a raid comes after them. You have to help defend them until a rescue shuttle arrives to pick them up. Get to tha shuttle! Go!
  • Major quest - Bandit camp mission: The quest giver wants troops to help assault a bandit camp. He will provide a shuttle to bring you to and from the camp. A specific number of people must be provided. This creates a self-contained combat challenge without the fiddliness and time commitment of full travel.
  • Major quest - Refugee hospitality: A ragged group of travelers arrives. They ask to stay at your colony for a while. They have no rewards to offer, but there are other reasons to take them in. They will work for you during their time at the colony. If you keep their mood high, some of them may offer to join you permanently. After they leave, there is a chance they will pay you back later. One new aspect of this quest is that the travelers aren't part of any major faction, which means you can choose to capture them, harvest them, or sell them * though they may rebel or flee if you try. There is also chance they will betray and attack you, and a chance that some other party will contact you and offer a reward to betray and kill the travelers. Overall, this quest is designed to break out of the predictable challenge/reward structure of traditional quests and create more of a fluid, unpredictable situation with many options and outcomes.
  • Gloomlight mechanoid building: This building has two purposes. First, it emits a sickly light, so adds some visual interest to mech clusters, especially at night. Second, it can be reinstalled as a light or deconstructed for valuable resources. However, it is quite fragile so probably won't survive indiscriminate bombardment of a mech cluster. Similar to the unstable power cell, it's a reward which can be claimed only if the cluster is approached a certain way.
  • Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.
  • Shuttle pad for Empire bases: When you attack an Empire base it will have a shuttle pad, often with a shuttle on the pad about to take off. This just distinguishes these bases from other factions better.
  • Throne rooms in Empire bases:
  • Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.
  • Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.
  • Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.
  • Added visual effect for wallraise rocks expiring.

Improvements and adjustments

  • Underground resources readout now shows what resource is in each underground cell and how many there are.
  • Storyteller now ignores HP for purposes of wealth calculation.
  • Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.
  • Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).
  • Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).
  • Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).
  • Stele and nature shrine now have terrain affordances appropriate for their sizes.
  • Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.
  • On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).
  • Quest helpers no longer spawn with the greedy trait.
  • Sort transporter contents list so humans are unloaded first, followed by animals, then by items.
  • Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.
  • Orbital mech cluster targeter will no longer spawn a cluster with condition causer.
  • Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.

Technical

  • Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.

Bugfixes

  • Fix: Anima tree doesn't heal properly.
  • Fix: Joy meditation can cause pawns to fall out of bed.
  • Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.
  • Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.
  • Fix: Many neural heat gizmos shown if many psycasters are selected.
  • Fix: Pawns interrupting their throne meditation for other jobs.
  • Fix: Insect glowpods affect anima meditation.
  • Fix: LOS calcs for purpose of royal aid don't match LOS for guns.
  • Fix: Humans with 0% hearing get thoughts from listening to instruments.
  • Fix: Pawn can get random inspiration while not capable of being conscious.
  • Fix: Peace talks can generate for factions with goodwill rewards disabled.
  • Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.
  • Fix: Banishing quest lodgers causes "banished" thoughts.
  • Fix: Manhunter animal quest and incedent don't cap out at 100 animals.
  • Fix: Psylink counts as an artificial part for a transhumanist.
  • Fix: Pawns not gaining comfort from throne while meditating.
  • Fix: Colonists can lose their psylink entirely when being resurrected.
  • Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.
  • Fix: Pawn in cryptosleep requires bedroom.
  • Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.
  • Fix: It's possible to use doors as electricity-less coolers.
  • Fix: Just claimed artificial structures don't affect nature focus objects.
  • Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.
  • Fix: Mechanoids not waking up if you skip them.
  • Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.
  • Fix: Empire is hostile to neutral ancients by default.
  • Fix: Incorrect calculation for packaged survival meal bulk recipe.
  • Fix: Wild men who are incapable of violence can hunt animals for food.
  • Fix: Shuttles sometimes land on natural roofs.
  • Fix: Some enemies spawn with smoke launchers who shouldn't.

Improvements

  • You can now configure a desired psyfocus level on your psycasters and they will meditate enough to maintain it, without needing to use the schedule.
  • Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.
  • Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.
  • Player-created names update.

Training and feedback

  • Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.
  • Rename difficulty: "The price of survival is blood" to "Blood and dust".
  • Added warning message when designating an anima tree for cutting.
  • Clarify undignified thronerooms reason text.
  • Anima tree now sends a letter when enough anima grass is available for linking.
  • We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.
  • Add "Meditation desired psyfocus" learning helper lesson.
  • Add "Meditation schedule" learning helper lesson.
  • Show base and max value for MeditationFocusStrength stats with offsets.
  • Improved organization of drug stats listing.

Tuning

  • Increase rewards per points for quests game-wide.
  • Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.
  • Double the rate of nuzzling by animals to buff mood-oriented pets.
  • Extend the thought for when you buried someone in a sarcophagus.
  • Reduce monument sizes about 15%.
  • Reduce psyfocus decay rates 0.5% at each level.
  • Increase psyfocus gain of wall from 11 to 22.
  • Increase psyfocus gain range of grave from 4~20 to 6~26.
  • Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.
  • Increase psyfocus gain of animus stone from 25 to 34.
  • Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
  • Increase psyfocus gain of small nature shrine from 15 to 22.
  • Increase psyfocus gain of large nature shrine from 22 to 30.
  • Remove psylink neuroformer from traders (but most still buy it).
  • Reduce nature shrine build times by 40%.
  • Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
  • Reduce anima tree regrowth check cycle from 40 days to 30 days.
  • Ship chunks now leave a component if killed, even if not deconstructed.
  • Reduce blood rot severity per day gain from 60% to 40%.
  • Reduce chance for diseases in caravans by 4x.
  • Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.
  • Reduced the selection weight of hostile factions as quest askers to 15%.
  • Disabled paralysis in hospitality quests.

Fixes

  • Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.
  • Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.

1.1 Update

Here we go again. PigeonGuru, Strategist ( talk | contribs | assist ) 06:24, 17 February 2020 (UTC)

New features

  • New Quests tab provides information about available, active, and historical quests.
  • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
  • Added smoke grenadier enemy.
  • Added a planet population slider to the planet generation parameters.
  • Added a bunch of new backstories across multiple categories.
  • Added heatstroke alert for colonists and tame animals.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added Wooden hand
  • Added a variety of new tribal backstories.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.

Adjustments

  • Faction icons are now differentiated by shape as well as color, to help out colorblind players.
  • Redesigned how the underground mineral scanner works. Instead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so minerals are never exhausted.
  • Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).
  • Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.
  • Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.
  • Added new body impact visual effects for when a creature gets hit by a projectile.
  • Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
  • Downed pawns can now be loaded into transport pods like prisoners.
  • Added confirmation dialog before attacking friendly factions.
  • Added ‘allow refueling’ toggle to torch, campfire and passive cooler.
  • Pawns now really like the pawn who rescued them.
  • Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove
  • Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.
  • Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.
  • Trade interface now shows the next restock time for settlements.
  • Added mood boost when prisoner released.
  • Open caskets now look different from closed ones.
  • Colonists attending a party gain recreation value.
  • Player can now inspect the contents of cryptosleep caskets on a new tab.
  • Stomach is no longer a vital organ.
  • Changed animal rescue radius from 30 to 75.
  • Info card for surgeries now shows the chance of death upon failure.
  • Info card shows max hit points factor for materials.
  • Interface now reports the chance of a successful arrest before you try to make it.
  • Insect hives slowly heal over the course of days.
  • Changed caravan reform to be allowed with sleeping hostiles on site.
  • Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).
  • Added the ability for world sites to have unknown parts.
  • Rebalanced mechanoid bodypart coverages
  • Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.
  • Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
  • Trade price improvement from negotiator is now reported on the trade screen.
  • Tattered apparel and unhappy nudity alerts now shows how many are affected.
  • Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Apparels from hyperweave or devilstrand can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.
  • Placing turrets now shows min and max range, not just max range.
  • Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.
  • The terrain requirements for building walls now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
  • Pawns now sometimes take the family name of their partner upon marriage.
  • Credits now list the memory of colonists who died.

Fixes

  • Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.
  • Fix: Enemy settlements could generate with floors on water.
  • Fix: Manhunting animals could attack doors without seeing anyone going through them.
  • Fix: Corpses wouldn’t create corpse bile.
  • Fix: Colonists could play horseshoes from a different room.
  • Fix: Can’t give a rescued addict their drug without angering their faction.
  • Fix: Blind guy won’t use recreation.
  • Fix: Jawless animals can still haul.
  • Fix: Prisoner gets mood debuff when colonist euthanized.
  • Fix: Wind turbines register no wind during windy storm.
  • Fix: Shelves have no path cost
  • Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.
  • Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.
  • Fix: Pawn with alcohol-induced brain damage are doomed to die.
  • Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.
  • Fix: Pregnant animal is also viewed as sick one (since pregnancy affects its capacities), so it sells for less than one with no health conditions.
  • Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.
  • Fix: Even if campfire runs out of fuel during cooking, cooking continues.
  • Fix: Crashed ship parts that land on bridges are instantly destroyed
  • Fix: The ‘restore default settings’ tool exits game without saving.
  • Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.
  • Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.
  • Fix: Age displayed differently in trade screen and on colonist.
  • Fix: For the ‘drag a character from left behind to selected’ tutorial instruction, it allows you to drag a character anywhere at all, even just within ‘left behind’. It should only accept dragging from left behind to selected.
  • Fix: Insects can be tamed and hunted after their hives are destroyed.
  • Fix: Power conduit graphic does not display properly on top of grave.
  • Fix: Manhunter pack incident not working on high wealth or difficulty.
  • Fix: Military commissar backstory missing Social bonus.
  • Fix: Allies can sometimes push player pawns out of cover during combat.
  • Fix: Player can start with pets his pawns can’t keep tame.

Beta 19/ 1.0 Update

Like before, a list of changes that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 14:36, 28 August 2018 (UTC)

New features

  • Improved caravaning:
    • Added Caravan tab with caravan loading progress
    • Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better
    • Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet
    • Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving
  • New designators: Mass-forbid and unforbid
  • New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals
  • New type of attack: Kick sand/water in eyes
  • You can now smooth natural rough rock walls into high-quality walls
  • Workbench bills can now be assigned to specific colonists
  • Added "Show what will buy" window which shows all items a trader will buy
  • Trees’ color now depends on the current season
  • Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed
  • Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them
  • Workbench bills can now be copied and pasted
  • Colonists now opportunistically haul things while working if their current target is roughly in the same direction
  • It's now possible to mass-cancel all designations with a designator's right-click menu
  • It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu
  • You can now drag and reorder colonists in the colonist bar
  • Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.

Adjustments

  • Changed deep moving water to chest-deep moving water: walkable but slower than shallow water
  • Doctors can draw medicine from the same stack at the same time
  • Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)
  • Insects will no longer attack the colony when harmed by raiders
  • Hives will no longer spawn close to enemy bases
  • Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water
  • No more random deaths from meteorites falling on colonists
  • Caravan members now slowly gain social recreation when the caravan is not moving
  • It's no longer possible to build roof over trees
  • Plant cut/harvest time now depends on the plant's growth
  • Mechanoids now always die on downed
  • Nutrient paste dispensers are now orange when they can be used by prisoners
  • Doing passionate work now affects mood instead of recreation
  • Exotic goods outlander traders will no longer trade furniture
  • Some traders will now buy only some types of animals, not all
  • Adjusted doctors and patients work priorities a bit so they do urgent work first
  • Most crafting benches are now uninstallable and reinstallable
  • Inspired colonists now get a special icon in the colonist bar
  • Colonists will now take pemmican to inventory (like meals)
  • Ores mined by non-colonists (e.g. insects) now spawn forbidden
  • Combined ribs into rib cage
  • Animals' melee damage now scales with life stage
  • Graves now show the person's date of death
  • Added medical care column to the Assign tab
  • Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one
  • Minor starvation (below 25% severity) no longer causes miscarriages
  • Pets and bonded animals no longer disturb sleep
  • When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave
  • Enemies no longer use single use rocket launchers during caravan ambushes
  • Various floors now require research.
  • Projectile impacts now wake up nearby people and animals
  • Explosive weapons now explode when set on fire
  • Improved following behavior so animals following their master will now try to stay close to him
  • Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)

Balance

  • Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.
  • World quest destinations appear 10% closer to the player bases.
  • Table search radius 25 -> 32
  • The “expectations” thoughts progress more rapidly.
  • Doubled initial blight size, increase spread rate by 30%.
  • For all cases where a world quest has a time limit, increase the time limit by 50%
  • Poison ship part plant-killing circle stops expanding at radius 50.
  • Wounds are 50% less likely to become permanent scars.
  • Increased delay before auto-undraft by 20%.
  • Shallow water movement cost 12 -> 22
  • Equalized mood penalties for being too hot and too cold.
  • Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
  • Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.
  • Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
  • Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.
  • World quests now appear about 2.5x more often and start from 6 days instead of 15 days.
  • Small adjustments to some biome disease frequencies and animal densities
  • Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.
  • Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.
  • Increased base infection chances.

Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.

  • Trade requests will give more time and much richer rewards, especially for poor colonies.
  • Deep drills cost more and mine slower.

Plants

    • All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
    • Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.
    • Sowing trees takes 8x longer.
    • You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.
    • Reduced all tree-type plant’s max hit points by to 66% of old values.
    • Bomb damage now does 2x damage vs plants.
    • Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.
    • Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.
    • Reduced daylily and rose lifespans.
    • Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.

Buildings

    • Reduced all costs to build the ship components by 30%
    • Slowed constructing buildings with all stone types by 20%

Animal

    • Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.
    • Adjusted many animal market values and movement speeds.
    • Animals leather amount increased 50% across the board
    • Animal train chance reduced 25%.
    • Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.
    • Obedience training steps 1 -> 3.
    • All insects main attack cooldowns 2.5 -> 2.9
    • Wolf trainable intelligence Advanced -> Intermediate
    • Wolf bite damage 11 -> 12
    • Wolf scratch usage commonality 100% -> 50% per side
    • Wolf nuzzle interval 120 -> 240 hours
    • Husky body sizes reduced slightly
    • Nuzzle target search distance 15 -> 40
    • Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3
    • Yorkshire terrier nuzzle interval 15 -> 24 hours
    • Monkey, chinchilla nuzzle interval 72 -> 48 hours
    • Hare, snowhare nuzzle interval 120 -> 72

Drugs

    • Hop plant min grow skill 7 -> 3
    • Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity
    • Alcohol severity per day -1.0 -> 0.75, so it lasts longer
    • Alcohol mood gains all increase +2

Ranged weapons

    • Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.
    • Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).

Melee

    • Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS
    • Buffed beer bottles slightly (~10%) above fists in terms of DPS
    • Serious melee weapons (knife on upward) across the board 5%-10% DPS buff

Updates needed before 1.0

World generation

  • Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.

Misc additions

  • Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
  • New world site components (used in various situations):
    • Animal ambush

Modding

Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, I will put a collapse here for the time being.

  • 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.
  • Work tab boxes are easier to identify skill level for visually.