RimWorld Wiki:To-do
Revision as of 15:17, 7 March 2015 by Crystalline Cat (talk | contribs) (→Alpha 8 Updates: Added alpha 9; removed things that are done)
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 8 Updates: Pretty much everything that was added in Alpha 8 needs to be added to the Wiki. (See Below).
- Alpha 9 Updates: As above but for Alpha 9
- 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
- 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 elStrages
- feedback here
Alpha 8 and 9 Updates
This is the list of changes from the Alpha 8 and 9 blog posts, for purposes of checking off items.
Alcohol
- [9a] Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
- [9a] Added special ‘binge’ mental breaks
- [9a] Added teetotaler and chemical fascination traits
- [9a] Added hangovers
Tales and art
- [9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
- [9a] Sculptures now have generated descriptions of what they depict.
- [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 up
- [9a] High-quality weapons have art engraved into them.
- [9a] All weapons now have quality levels, including guns and bows.
Age
- [9a] Old characters have gray hair and more fleshed-out old age illnesses.
- [9a] Old characters tend to spawn with higher skills.
- [9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
- [9a] Dates are now relative to specific years. The game starts in 5500.
New stuff
- [9a] Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
- [9a] Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
- [9a] Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
- [9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
- [9a] You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
- [9a] Guns now have quality levels which affect accuracy.
- [9a] Added Heavy SMG
- [9a] Added psychic foil helmet
- [9a] Added corn and rice crops.
- [9a] Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
- [9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
- [9a] Game now records total real playtime per colony.
- [9a] Added ‘pause on load game’ option.
- [9a] Many new sound effects from Alistair Lindsay for UI, work, and combat.
Misc improvements
- [9a] Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
- [9a] Added bad thought for wearing tattered clothes.
- [9a] Apparel becomes damaged when owner dies from violence.
- [9a] Apparel actually takes the damage it absorbs as armor.
- [9a] Apparel wears out over very long periods of use.
- [9a] Uranium ore now appears as a minable natural rock.
- [9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
- [9a] Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
- [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.
- [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.
- [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.
- [9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
- [9a] Temperature now equalizes through both walls and roof/floor.
- [9a] Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
- [9a] Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
- [9a] Colonists are now bothered by people walking around inside the room while they sleep.
- [9a] People newly woken from cryptosleep have cryptosleep sickness for a while.
- [9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
- [9a] Fonts are now nicely antialiased.
- [9a] Tons of other refinements, rebalancings, and bugfixes.
Hotfixes
- [9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.
- [9c] Balance: Wind turbines are now much more powerful.
- [9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.
- [9d] Raiders will no longer eat from players’ nutrient paste dispensers.
- [9e] Reduced room temperature equalization rates.
- [9e] Room walls that are two or more cells thick now equalize temperature slower.
- [9e] Balanced sieges to be slightly weaker.
- [9e] Various tuning adjustments to several thought mood effects.
- [9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.
- [9e] Fixed a bug that corrupts savegames if you sell a statue that is marked to be installed.
- [9e] While firefighting, colonists will now fight any fire they walk into.
- [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.
Temperature and seasons
- [8a] A new temperature system tracks temperatures indoors and outdoors. World generation needs updating. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- [8a] Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- Added to Helath Page as a new headed section. Needs addition game information as is a stub right now. elStrages
- [8a] Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- Started adding sections to Biomes Page and building table to show the data required. elStrages
- [8a] There are special heat wave/cold snap events. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- [8a] Food spoils. This can be slowed or prevented with refrigeration. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- [8a] Snow falls and accumulates over winter. It slows down movement. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
- [8a] Snow can be cleared manually, and will melt if heated. Not referenced in the wiki yet. — Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
Art and crafting
- [8a] Sculptor’s table added. Colonists can create abstract sculptures.
- [8a] Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
- [8a] Apparel crafting now allows crafting any kind of apparel.
- [8a] Can now craft any kind of melee weapon from appropriate materials.
- [8a] Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
- [8a] Added art trading.
New content
- [8a] New animals: elk, hare
- [8a] New plants: moss
- [8a] New weapons: triple rocket launcher, doomsday rocket launcher.
- [8a] Alphabeaver event creates alphabeavers who will consume trees until stopped.
- [8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
- [8a] Economy and trader stock generation reworked and rebalanced from the ground up.
- [8a] Stats inspector allows inspecting more things in more places, and provides more, clearer info.
- [8a] Several new songs from Alistair Lindsay.
- [8a] You can now release prisoners. This gains you goodwill from their faction.
- [8a] You can now configure your keyboard hotkeys.
Hotfixes
- [8b] If a colonist smoothed a terrain that wasn’t rough stone, the game would crash.
- [8c] Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when laying large amounts of carpet without enough cloth).
- [8c] Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.
- [8c] The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill several times and ending up with multiple unfinished versions of the same item.
- [8c] The ‘was imprisoned’ thought now has a greater effect on mood.
- [8c] Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).
- [8c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.
- [8d] Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded.
- [8f] The ‘saw corpse’ thought is stacking far too high because of a bug.