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)
- Quickstart_Guide: Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. Darkphoenyx27
- Events page: Needs updating/more descriptions.
- AI storyteller: Needs updating. I updated all the code specifics for Alpha 13, don't know if anything else needs updating 16 May 2016 Peppsen (talk)
- Wiki Consistency: Some pages are not consistent with the current wiki's style. Find and update those pages.
- Alpha 9 Updates: Nearly all Alpha 9 updates have been added but a few still remain.
- 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: "Animal Taming" All changes from blog post are listed below.
- 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)
- "Drafting": Soldier page needs to be removed and drafting should be expanded. CheesusGamer
- 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)There is the page Colonist Maoman (talk) 20:53, 29 August 2016 (UTC)- Need a page describing cleanness and how it affects health/infections. Freakycrafter
- Provide the minimal specifications to play the game
Updates Needed for Alpha 15
Same as was done for alpha 14: a list of all changes from alpha 15 that need to be added to their respective pages. Don't forget to <strike>strikethough</strike> any items you complete and sign them with ~~~~. Maoman (talk) 20:42, 29 August 2016 (UTC)
New Content
Tutorial
- Added new rich tutorial with step-by-step instructions.
- Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider.
- Tutorial locks out irrelevant controls and highlights relevant controls.
- At the end of the tutorial, the player can continue the game with a normal storyteller.
Learning helper
- Added new learning helper system to replace yellow pop-up messages and yellow learning alerts.
- Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now.
- Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.
Drugs system
- Added new drugs system. It’s not just beer any more!
- Drugs typically create up to four effects. Not all drugs have all effects.
- Primary – The valuable short-term effect, whether it improves mood or work focus or combat effectiveness or makes one immune to a disease.
- Overdose – Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.
- Tolerance – Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.
- Addiction – Drug use can form an addiction. This generates a new need for the drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventually withdrawal will pass and the addiction will go away.
- Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.
- The drugs are:
- Beer – Improved mood but worsened capacities. Addictive.
- Malari-block – Prevents malaria infection for 5 days.
- Yayo – Stimulant pleasure drug, addictive.
- Flake – Cheap, short high, very addictive.
- Wake-up – Improves work performance, addictive.
- Smokeleaf – Improved mood but worsened capacities. More hunger, slower movement. Can form dependence.
- Go-Juice – Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.
- Luciferium – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.
- Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.
Deep drilling
- The map now spawns with clusters of underground resources. These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. This slowly produces the resource.
- Deep drilling tech is at the end of the tech tree. This should mitigate late-game resource exhaustion problems.
Misc Changes
Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.Nitrodev (talk) 06:14, 31 August 2016 (UTC)- You can now produce medicine from herbal medicine, neutroamine (a precursor chemical you buy), and cloth. Requires research.
- Added passive cooler building. Made of wood and low tech, it cools a room for a short time. Good for passing heat waves as a tribe.
- Added a ‘copy building’ tool which lets you quickly select the designator for a building through an existing copy of that building.
- Beer production now takes several stages: Colonists make wort (unfermented beer) at the brewer table, then leave it in fermenting barrels for a while, after which they can harvest it as beer.
- Infestation can now only spawn under a thick roof.
- Gear tab now shows aggregate stats about armor and comfy temperatures.
- Raider steal a bit more often now.
- Factored MapGeneratorDef apart into separate GenStepDefs which can be modded or inserted individually. This will allow modders to change the MapGenerator without blowing away each others’ changes.
- Added alert: Need warm clothes.
- Mods can now be dragged to reorder them in the mods page.
- Re-tuned food finding algorithm.
Hunters will no longer hunt without a ranged weapon.Nitrodev (talk) 19:40, 30 August 2016 (UTC)- Debuffed corn a bit. Tested this by growing plants to maturity with dev tools: every single plant yielded 19 corn, even more than was previously reported (domesticated plants says 8-18). Is this because I used dev tools, a bug, or intended function? The colonist who harvested was only level 11... Maoman (talk) 09:17, 31 August 2016 (UTC)
- Reworked trade interface to clearly state what kind of trader they are, and to list items they’re not willing to trade.
- Reworked trader stock generators so traders carry and accept more sensible items for their type.
- You can now request traders by calling allied factions. It costs silver.
Chance to spring known traps is reduced from 2.5% to 0.4%.Nitrodev (talk) 07:49, 30 August 2016 (UTC)- Friendly fire chances reduced by 60% for fly-by shots (shots that miss and land in the cell with a pawn have the same chance to hit as before).
- Added a message when food spoils in storage.
- Fix: Pawns don’t get ‘catharsis’ mood gainer thought after a mental break.
Rename PDW to Machine pistol.Maoman (talk) 20:50, 29 August 2016 (UTC)- Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.
- Torches consume fuel a bit faster overall.
- Fueled generator consumes fuel faster and holds less fuel.
- Plant sow and harvest are now slower.
- Debuffed fists.
- Reduced volume of idle animal calls at high time speeds.
Smithing is now a prerequisite for Machining research.Nitrodev (talk) 12:07, 30 August 2016 (UTC)Added a toggleable view that shows roofs in glowing green.Nitrodev (talk) 12:05, 30 August 2016 (UTC)- Hundreds of other balance changes, text fixes, redesigns, and bug fixes.
Updates from Previous Alphas
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.
Basics and Concepts
Combat
- [11a] Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.
- [11a] Enemies no longer take unpowered player turrets as primary targets.
Thoughts and Mood
- [12] Dazed broken pawns will now randomly strip off clothes and drop things.
Health
- [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
- [10a] Visitors will now carry away wounded guests from their faction.
- [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] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from the health tab.
Work and Skills
- [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
[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.DONE. ~ Jimyoda (talk) 15:19, 27 August 2016 (UTC)- [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.DONE. ~ Jimyoda (talk) 15:20, 27 August 2016 (UTC)- [10a] Reduced skill degradation rate.
[10a] Hunters will now approach and execute downed animals at close range.DONE. ~ Jimyoda (talk) 22:56, 27 August 2016 (UTC)[10a] Hunted animals will occasionally fight back. Some animals always fight back.DONE. ~ Jimyoda (talk) 22:56, 27 August 2016 (UTC)- [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.DONE. ~ Jimyoda (talk) 15:22, 27 August 2016 (UTC)[12] Animal handling success rates are governed by the new Animals skill.DONE. ~ Jimyoda (talk) 15:22, 27 August 2016 (UTC)[12] Colonists with the Animal Handler work type will now interact with animals.DONE. ~ Jimyoda (talk) 15:22, 27 August 2016 (UTC)[12] Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.DONE. ~ Jimyoda (talk) 15:22, 27 August 2016 (UTC)[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.DONE. ~ Jimyoda (talk) 15:22, 27 August 2016 (UTC)
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
- [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. Uploaded thrumbo horn. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC) [12] New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.DONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)[12] New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.DONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)- [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 insaneDONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)[12] Artifact: Psychic shock lance – drops a single target asleepDONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)[12] Artifact: Psychic animal pulser – drives animals berserk map-wideDONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)[12] Artifact: Psychic soothe pulser – gives a temporary mood boost to everyone on the mapDONE. ~ Jimyoda (talk) 14:15, 28 August 2016 (UTC)
Buildings
- [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.DONE. ~ Jimyoda (talk) 14:17, 28 August 2016 (UTC)- [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.
- [12] Room roles and stats: Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. Room roles and stats can be inspected with a new inspection tool (bottom right of screen).
[12] Room roles are:- Bedroom
- Barracks
- Prison bedroom
- Prison barracks
- Dining room
- Hospital
- Laboratory
- Kitchen
- Rec room
- Tomb
DONE. Skraps (talk) 21:15, 24 September 2015 (UTC)
[12] Room stats are:- Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)
- Wealth
- Space
- Beauty
- Cleanliness (has a direct effect on medical outcomes)
DONE. Skraps (talk) 11:24, 9 October 2015 (UTC)
[12] Room stats affect things like:- Immunity gain speed
- Medical treatment quality
- Room stats create many variants on thoughts like:
- Ate in impressive dining room
- Own impressive bedroom
- Own bed in impressive barracks
- Did joy activity in impressive rec room
DONE. Skraps (talk) 11:24, 9 October 2015 (UTC)
Apparel
- [9a] Change: Apparel becomes damaged when owner dies from violence.
- [9a] Change: Apparel actually takes the damage it absorbs as armor.
Characters
- [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.
Plants
- [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 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] Added amniotic fluid spray to birth.
- [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] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
- [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] 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 male deer graphic with antlers.
- [12] Animal training can take several steps.
- [12] Animal training trainables are indented on the list under their prerequisites.
- [12] Animals trained for rescue will now rescue nearby downed colonists.
- [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] 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.
Other
- [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.
- [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] 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] You can now perform surgery on guests. Violating surgery will anger their faction.
- [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.