https://rimworldwiki.com/api.php?action=feedcontributions&user=Nitrodev&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-29T09:32:00ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&diff=96246Modding Tutorials/Setting up a solution2021-11-09T14:34:10Z<p>Nitrodev: </p>
<hr />
<div>{{BackToTutorials}}<br />
{{Credit|[[User:Alistaire|Alistaire]]}}<br/><br />
<br />
In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory and files for more convenient building right into the Assemblies folder.<br />
<br />
=Requirements=<br />
<br />
* The manual option in this tutorial requires you to have [[Modding_Tutorials/Mod_folder_structure#The Source and Assemblies folders|set up a Source and Assemblies folder]] (the Visual Studio automatic option sets this up for you).<br />
* You will want to have an IDE installed: [[Modding Tutorials/Recommended software#IDE's|Recommended IDE's]].<br/><br/><br />
<br />
=Setting up a solution=<br />
Setting up can be different for different IDE's. Feel free to add '''''complete''''' instructions for your IDE of choice.<br />
<br />
===Visual Studio Community 2019===<br />
''NOTE: Visual Studio 2019 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality. Only Install if your computer can handle it! This tutorial is similar for other versions of Visual Studio.''<br />
<br />
<br />
==== Option 1 (Manual Method):====<br />
# Create a new class library project<br />
## Once loaded, go to File -> New -> Project...<br />
## Type "Class Library (.NET Framework)" in the search bar, and select the C# option. [[File:ClassLibrary.png|200px|thumb|right|Installing the .NET framework]]<br />
## Enter your project name.<br />
## Choose a location, preferably:<br/><pre>(RimWorldInstallFolder)/Mods/(YourModName)/Source</pre><br />
## Enter a solution name (optionally, tick "Place solution and project in the same directory")<br />
## Make sure Framework is ".NET Framework 4.7.2"<br />
# In your project, set target framework and various other properties<br />
## In your Solution Explorer (the panel usually located on the right), right click your project -> Properties (or expand your project and double click "Properties" with the wrench icon)<br />
## ''Optional'': Under Application, change your Assembly and Namespace names to anything of your choice<br />
## Go to Build -> Advanced... and set "Debugging information" to none<br />
## Leave Advanced..., and set the Output Path to "..\..\Assemblies\" (Or wherever the Assemblies folder is)<br />
# Add references to RimWorld code<br />
## Expand your project in Solution Explorer. Then right click "References" -> Add Reference...<br />
## Click Browse...<br />
## Navigate towards <pre>RimWorldInstallPath/RimWorld******_Data/Managed</pre> and select files: <br/><pre>Assembly-CSharp.dll&#10;UnityEngine.CoreModule.dll</pre><br />
## Click "Add"<br />
## Click "OK" to close the Reference Manager.<br />
## Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).<br />
<br />
====Option 2 (Automatic Method):====<br />
This option uses the [https://ludeon.com/forums/index.php?topic=39038.0 Rimworld Mod Development Cookiecutter] tool.</br><br />
'''Note: despite being automatic and potentially taking away some of the tedium away, the environment it sets up is very particular and this tool is currently not recommended for newcomers.'''</br><br />
''As of Jan 2019, the cookiecutter is set up for Windows development. Linux/Mac people can still use it, but they will have a few errors to clean up.''</br><br />
# Open Visual Studio<br />
# Once loaded, go to File -> New -> From Cookiecutter...<br />
# Search for ''rimworld''<br />
# Double-click ''cookiecutter-rimworld-mod-development''<br />
# Change the Template Options:<br />
## ''Create To'' => ''Your/Rimworld/Mod/Directory''<br />
## ''mod_name''<br />
## ''namespace_name'' (don't change if unsure)<br />
## ''author'' => ''your steam username''<br />
## ''target_version'' => current RW version (can leave blank for most up-to-date)<br />
## ''in_game_description'' (not required, can change later in About-Release.xml)<br />
## ''url'' (can leave blank for link to your Steam Workshop profile)<br />
# Click "Create and Open Folder"<br />
<br />
===Sharpdevelop===<br />
'''Caution:''' Sharpdevelop (or #develop) does NOT CURRENTLY allow for C# 6.0+ syntax without plugins and does NOT ALLOW for C# 7.0+ syntax at all. For your average project this does not matter, however some existing projects are already built entirely upon C# 6.0+ syntax which can not be compiled anymore in Sharpdevelop. Visual Studio does not have these issues and should be your go-to for compiling large projects such as Combat Extended.<br />
<br />
# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];<br />
## Go to File -> New -> Solution;<br />
## Go to C# or .NET -> Library or Class Library (NOT portable);<br />
## Enter a project name (solution name automatically updated);<br />
## Choose a location, preferably:<br/><pre>(RimWorldInstallFolder)/Mods/(YourModName)/Source</pre><br />
## ''Optional'': Untick "Create a directory for solution"/"Create a project within the solution directory",<br />
# In your project, add references to Assembly-CSharp.dll and UnityEngine.dll:<br />
## In your IDE project file browser, right-click the "References" folder and "Add reference";<br />
## Choose the ".NET Assembly Browser" tab and "Browse...";<br />
## Navigate towards <pre>RimWorld******/RimWorld******_Data/Managed</pre> and select files: <br/><pre>Assembly-CSharp.dll&#10;UnityEngine.CoreModule.dll</pre><br />
## Click "Open" then "OK";<br />
## In the References folder, right-click Assembly-CSharp -> Properties and change "Local copy" to False. Do the same for UnityEngine,<br />
# In your project properties, change the target framework to .NET 4.7.2:<br />
## In your IDE project file browser, right-click "(YourSolutionName)";<br />
## Choose Properties;<br />
## Go to the "Compiling" tab, "Output", "Target framework", "Change" and choose ".NET Framework 4.7.2",<br />
# In your project properties, change the build events so only a single file is built:<br />
## Go to the "Compiling" tab, "Output", "Debug info" and choose "No debug information";<br />
## Right-click your .cs files -> Properties and change "Copy to output" (If you haven't resized the properties bar, this will be truncated to "Copy to out") to Never,<br />
# In your project properties, fix the output location to put the DLL in the Assemblies folder:<br />
## Go to the "Compiling" tab, "Output", "Output path" and change the output path to "..\..\Assemblies\".<br/><br/><br />
<br />
===Xamarin/MonoDevelop===<br />
The setup is similar as the one above. A few special points to address:<br />
# Mono 4.X isn't backward compatible so you may need to install an older 3.X version of Mono in order to compile against .NET4.7.2 dlls.<br />
# Make sure you uncheck "Use MSBuild build engine (recommended for this project type)" under project > options > build > general (You might find this by right-clicking on your project - not solution - name and selecting options)<br />
# Changing the framework to 4.7.2 can be found (for Linux anyway) in the same place.<br />
<br />
More detailed installation instructions for Linux can be found [https://blog.rubenwardy.com/2016/07/21/rimworld-setup-monodevelop/ here] and [https://spdskatr.github.io/RWModdingResources/mono-arch here]. Note that as of now (2021) these may be outdated, so if it doesn't work, you can try the steps described in the Mono section.<br />
<br />
===Mono===<br />
On Linux and Mac(?) it is possible to use Mono regardless of IDE (from command line, or if your IDE/editor has build support).<br />
# Install Mono (refer to your distribution's instructions);<br />
# To build using .csproj files that other setups use, you need the ''dotnet'' tool, you can get it by installing the [https://dotnet.microsoft.com/download .NET SDK];<br />
# If you're starting a new mod and want to use a .csproj file for compatibility with other modders, find e.g. a mod that has description pointing to its GitHub sources and copy from there;<br />
# For building use a command like the following (substitute the proper .csproj file and 4.7.2 is the .NET version from the .csproj file):<br/><pre>FrameworkPathOverride=$(dirname $(which mono))/../lib/mono/4.7.2-api/ dotnet build <project file>.csproj /property:Configuration=Release</pre><br />
# If you get errors, it is necessary to edit the .csproj file:<br />
## You may need to fix paths (point them to .dll files in RimWorld/RimWorld*_Data/Managed);<br />
## See other setups above for other settings (those IDEs write those settings to the .csproj files);<br />
<br />
===Rider (good for Mac)===<br />
JetBrains Rider is a great cross-platform C# IDE, but it isn't cheap. It's $140 for the first year, including perpetual access to that version (access to future updates gets cheaper, but it's still over $100/year). However, the Early Access versions are a bit unstable but free. They also offer free student licenses.<br />
<br />
# Open Rider and click New Solution in the welcome dialog.<br />
## Click Class Library under .NET on the left. The option may a second to show up.<br />
## Under Solution Name (and Project Name), enter the name of your mod.<br />
## Set the Solution Directory to [your mod folder]/Source.<br />
## Optionally check "put solution and project in the same directory." This is probably a good idea.<br />
## Change Framework to .Net Framework 4.7.2.<br />
## Click Create.<br />
# In the left side bar, expand your solution, right click your project (mod name with "C#" icon) and click Properties.<br />
## In the Properties window, select Configurations > Debug on the left and uncheck Debug Symbols.<br />
## For both configurations, change the Output Path to ../../Assemblies.<br />
## Click OK.<br />
# Expand your project, right click References and click Add Reference.<br />
## Click Add From.<br />
## Browse to the folder with the RimWorld DLLs (Mac: /Users/[username]/Library/Application Support/Steam/steamapps/common/RimWorld/RimWorldMac.app/Contents/Resources/Data/Managed).<br />
## Select both Assembly-CSharp.dll and UnityEngine.dll and click OK.<br />
## Expand Assemblies under References. For both of the assemblies that you just added:<br />
### Right click the assembly and click Properties.<br />
### Uncheck "Copy Local" (you may need to scroll down) and click OK.<br />
<br />
You're done! Note that Rider has a built-in decompiler—to view the source of a RimWorld class or method, just right-click its name and click Go To > Definition.<br />
<br />
=Common issues=<br />
* Can't find the option to target .NET Framework 4.7.2? It may require additional installation steps. In Visual Studio, Tools => Get Tools and features => Individual Components => Select ''.NET Framework 4.7.2 development tools'' (or google installation instructions). Also make sure your project is a ''Class Library (.NET '''Framework''')''. Not .NET Core or .NET Standard.<br />
<br />
=See also=<br />
* [[Modding Tutorials/Writing custom code|Writing custom code]] continues on setting up your solution.<br/><br />
<br />
[[Category:Modding tutorials]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Kidney&diff=84539Kidney2021-04-16T10:42:04Z<p>Nitrodev: Undo revision 84535 by Nitrodev (talk)</p>
<hr />
<div>{{infobox main|<br />
| name = Kidney<br />
| image = Health item natural.png|Kidney<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = Filters and removes waste products from the blood.<br />
| mass base = 1<br />
| hp = 50<br />
| flammability = 1.0<br />
| marketvalue = 250<br />
}}<br />
The kidneys are two bean-shaped organs found on the left and right sides of the body. They filter the blood in order to make urine, to release and retain water, and to remove waste and nitrogen (the excretory system). Each kidney accounts for 50% of a person's [[blood filtration]]. It is possible to survive with only one. Carcinoma, one form of tumor cancer, weakens blood filtration.<br />
<br />
==Acquisition==<br />
{{see also|Human Resources}}<br />
While most [[animals]] have kidneys, the kidney item can only be acquired by harvesting them from [[human]] [[pawns]] through the [[surgery]] bill. This bill requires ? of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. <br />
<br />
Up to two kidneys can be taken from a healthy patient but any damage, infection, carcinoma or other issue affecting a kidney will prevent harvesting. If both kidneys are taken, the patient will die. <br />
<br />
Removing a kidney from a guest or prisoner decreases [[faction]] goodwill by 20 points down to a max of -100, and creates a -5 [[mood]] to your pawns for 8 days due to "someone's organ harvested", stacking up to 5 times, with a 0.75x multipler. Surgery on your own people gives "colonist's organ harvested" which is statisically identical to the previous mood penalty, however both types of mood penalties stack. The original owner of the organ receives a -30 mood penalty for 8 days. Lastly if the pawn is killed by taking the organ, the members of the colony gets an additional a -6 for 5 days. <br />
<br />
Pawns with the Bloodlust and Psychopath [[trait]] are not affected by the harvesting of other people. <br />
<br />
==Analysis==<br />
While kidneys can be harvested from prisoners, guests and your own colonists, generally it is preferable to harvest from prisoners that you don't intend to recruit or sell into slavery. Their faction is generally already hostile, their mood is not as important as a colonists and the significant loss in [[Blood Filtration]] is less important. It is also recommended to pick either colonist harvesting or prisoner/guest harvesting as they two debuffs stack and only the like debuffs have the stack multiplier i.e. harvesting one colonist and one prisoner will have a larger net debuff than harvesting from two colonists or two prisoners. <br />
<br />
There are two primary reasons to harvest an organ - trade and transplantation.<br />
<br />
===Transplantation===<br />
Kidneys can be damaged by disease, drugs, or combat. The damage to a single kidney reduces Blood Filtration by up to 50%. This has two primary effects - the first is a 5% reduction in [[Consciousness]] which in turn affects almost every task a pawn can perform - making them slightly worse in basically every way.<br />
<br />
The second, perhaps more urgent, effect is a 25% reduction in [[Immunity Gain Speed]]. This significantly reduces the survivability of infections and common diseases such as the [[Flu]]. If a pawn has an immunity gain speed of 58% or lower, such as from two damaged kidneys, or a damaged kidney and [[Liver]], then the flu will be invariably fatal. <br />
<br />
Lastly, while unlikely, if the remaining kidney is destroyed the pawn will instantly die. <br />
<br />
Thus, it is recommended to replace damaged, destroyed or missing kidneys on valuable colonists as soon as possible. For most pawns. the mood penalty is worth replacing the organ but this may not apply to more disposable pawns.<br />
<br />
===Trade===<br />
Each kidney is worth 250 silver, and only has a mass of 1. The abundant supply of [[raiders]] means that, if the mood penalty can be withstood, a significant amount of value can be extracted from them without having to keep prisoners and wait for a Slave Trader or Royal Tribute Collector {{RoyaltyIcon}}.<br />
<br />
The [[Heart]], [[Lung]]s, and [[Liver]] are also options for harvesting. If willing to organ-murder the donor, the optimum is removing:<br />
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}<br />
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}<br />
* 1x Heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}}<br />
For a total of {{icon|silver|{{#expr:{{Q|Heart|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.<br />
<br />
If the Heart is damaged, the liver can also be supplemented for the same value. If that is also unavailable, the second lung and then the second kidney are the optimal options.<br />
Removing the heart, liver, second lung or second kidney are all fatal and prevent further harvesting. <br />
<br />
If unwilling to organ murder the donor, the best option is harvesting the<br />
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}<br />
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}<br />
For a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.<br />
<br />
{{nav|body parts|wide}}<br />
[[Category: Medical Item]]<br />
[[Category: Body Part]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Kidney&diff=84535Kidney2021-04-16T10:36:38Z<p>Nitrodev: </p>
<hr />
<div>{{infobox main|<br />
| name = Kidney<br />
| image = Health item natural.png|Kidney<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = Filters and removes waste products from the blood.<br />
| mass base = 1<br />
| hp = 50<br />
| flammability = 1.0<br />
| marketvalue = 1000<br />
}}<br />
The kidneys are two bean-shaped organs found on the left and right sides of the body. They filter the blood in order to make urine, to release and retain water, and to remove waste and nitrogen (the excretory system). Each kidney accounts for 50% of a person's [[blood filtration]]. It is possible to survive with only one. Carcinoma, one form of tumor cancer, weakens blood filtration.<br />
<br />
==Acquisition==<br />
{{see also|Human Resources}}<br />
While most [[animals]] have kidneys, the kidney item can only be acquired by harvesting them from [[human]] [[pawns]] through the [[surgery]] bill. This bill requires ? of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. <br />
<br />
Up to two kidneys can be taken from a healthy patient but any damage, infection, carcinoma or other issue affecting a kidney will prevent harvesting. If both kidneys are taken, the patient will die. <br />
<br />
Removing a kidney from a guest or prisoner decreases [[faction]] goodwill by 20 points down to a max of -100, and creates a -5 [[mood]] to your pawns for 8 days due to "someone's organ harvested", stacking up to 5 times, with a 0.75x multipler. Surgery on your own people gives "colonist's organ harvested" which is statisically identical to the previous mood penalty, however both types of mood penalties stack. The original owner of the organ receives a -30 mood penalty for 8 days. Lastly if the pawn is killed by taking the organ, the members of the colony gets an additional a -6 for 5 days. <br />
<br />
Pawns with the Bloodlust and Psychopath [[trait]] are not affected by the harvesting of other people. <br />
<br />
==Analysis==<br />
While kidneys can be harvested from prisoners, guests and your own colonists, generally it is preferable to harvest from prisoners that you don't intend to recruit or sell into slavery. Their faction is generally already hostile, their mood is not as important as a colonists and the significant loss in [[Blood Filtration]] is less important. It is also recommended to pick either colonist harvesting or prisoner/guest harvesting as they two debuffs stack and only the like debuffs have the stack multiplier i.e. harvesting one colonist and one prisoner will have a larger net debuff than harvesting from two colonists or two prisoners. <br />
<br />
There are two primary reasons to harvest an organ - trade and transplantation.<br />
<br />
===Transplantation===<br />
Kidneys can be damaged by disease, drugs, or combat. The damage to a single kidney reduces Blood Filtration by up to 50%. This has two primary effects - the first is a 5% reduction in [[Consciousness]] which in turn affects almost every task a pawn can perform - making them slightly worse in basically every way.<br />
<br />
The second, perhaps more urgent, effect is a 25% reduction in [[Immunity Gain Speed]]. This significantly reduces the survivability of infections and common diseases such as the [[Flu]]. If a pawn has an immunity gain speed of 58% or lower, such as from two damaged kidneys, or a damaged kidney and [[Liver]], then the flu will be invariably fatal. <br />
<br />
Lastly, while unlikely, if the remaining kidney is destroyed the pawn will instantly die. <br />
<br />
Thus, it is recommended to replace damaged, destroyed or missing kidneys on valuable colonists as soon as possible. For most pawns. the mood penalty is worth replacing the organ but this may not apply to more disposable pawns.<br />
<br />
===Trade===<br />
Each kidney is worth 250 silver, and only has a mass of 1. The abundant supply of [[raiders]] means that, if the mood penalty can be withstood, a significant amount of value can be extracted from them without having to keep prisoners and wait for a Slave Trader or Royal Tribute Collector {{RoyaltyIcon}}.<br />
<br />
The [[Heart]], [[Lung]]s, and [[Liver]] are also options for harvesting. If willing to organ-murder the donor, the optimum is removing:<br />
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}<br />
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}<br />
* 1x Heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}}<br />
For a total of {{icon|silver|{{#expr:{{Q|Heart|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.<br />
<br />
If the Heart is damaged, the liver can also be supplemented for the same value. If that is also unavailable, the second lung and then the second kidney are the optimal options.<br />
Removing the heart, liver, second lung or second kidney are all fatal and prevent further harvesting. <br />
<br />
If unwilling to organ murder the donor, the best option is harvesting the<br />
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}<br />
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}<br />
For a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.<br />
<br />
{{nav|body parts|wide}}<br />
[[Category: Medical Item]]<br />
[[Category: Body Part]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Heart&diff=84534Heart2021-04-16T10:36:24Z<p>Nitrodev: </p>
<hr />
<div>{{stub|reason=Compare to [[Kidney]]}}{{infobox main|<br />
| name = Heart<br />
| image = Health item natural.png|Heart<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = Supplies blood and oxygen to all parts of the body. Ready to find a new owner.<br />
| mass base = 1<br />
| hp = 50<br />
| flammability = 1.0<br />
| marketvalue = 1000<br />
}}<br />
The '''heart''' is an organ that pumps blood through the circulatory system. Blood provides the body with oxygen and nutrients and assists in the removal of metabolic wastes. [[Metabolism]] is the process in which food is turned into energy. This system determines which substances are nutritious and which are poisonous. The metabolic speed rate influences a creature's [[hunger]] rate.<br />
<br />
Pawns can suffer from an [[artery blockage]], which reduces [[Blood Pumping|pumping efficiency of blood]], or from [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated.<br />
<br />
==Acquisition==<br />
Hearts can occasionally be purchased from exotic goods [[trader]]s. A free heart is produced after installing a [[prosthetic heart]] or [[bionic heart]] in a colonist or prisoner. A heart can also be [[Human Resources|harvested]] from a prisoner, killing them in the process and incurring serious mood penalties for the entire colony.<br />
<br />
<br />
{{nav|body parts|wide}}<br />
[[Category: Medical Item]]<br />
[[Category: Body Part]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Mood&diff=75282Mood2020-09-25T17:29:16Z<p>Nitrodev: /* Disturbed sleep */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
A [[colonist]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by [[thoughts]] and [[traits]], which add or subtract from a base mood determined by the difficulty level. A colonist's "Needs" tab shows the Mood bar graph and all active mood modifiers. <br><br />
{| {{STDT| c_25}}<br />
! style="text-align:left;" | Difficulty !! Base Mood<br />
|-<br />
| Peaceful || align="center" | 42<br />
|-<br />
| Community builder || align="center" | 42<br />
|-<br />
| Adventure story || align="center" | 37<br />
|-<br />
| Strive to survive || align="center" | 32<br />
|-<br />
| Blood and dust || align="center" | 27<br />
|}<br />
<br />
The difficulty can be changed at any time during gameplay.<br />
<br />
With a sufficiently high mood (>90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.<br />
<br />
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.<br />
<br />
==Mechanics==<br />
<br />
Mood updates gradually, rather than instantly, in response to new mood modifiers. There is a "mood target", indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.<br />
<br />
Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place. This can lead to large discrepancies that may confuse the naive player. Imagine a Tired (-12 mood) colonist, who is "Soaking wet" (-3) in "Darkness" (-5) and had "Observed rotting corpse x2" (-9) ten hours ago, and is also "Ravenously hungry" (-12); let's say his net mood is 10, which is in the "Major break risk" range. Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time. A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the "Major break risk" warning (though mental breaks do not trigger while asleep).<br />
<br />
==Mood management==<br />
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:<br />
<br />
'''Avoid bad things''' <br />
<br />
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.<br />
<br />
'''Environment'''<br />
<br />
A colonist in a clean, beautiful and spacious interior is a happy colonist. Conversely, a colonist in a hideous environment can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.<br />
<br />
'''Recreation'''<br />
<br />
A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.<br />
<br />
'''Possessions'''<br />
<br />
Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.<br />
<br />
The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.<br />
<br />
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.<br />
<br />
Lavish [[meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.<br />
<br />
'''Extreme measures'''<br />
<br />
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.<br />
<br />
To have a mental break, a pawn must be awake and able to move. This yields these strategies: assigning the pawn to go to sleep (works for some hours until the rest bar fills up), anesthetizing the pawn (decent for short periods, but costs medicine every time), putting them in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will), and the famous/infamous "cut their legs off" approach (install peg legs, then remove them).<br />
<br />
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.<br />
<br />
<br />
<br />
<br />
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''<br />
----{{clear}}<br />
== Death ==<br />
{{:Thoughts/Memory_Death}}<br />
<br />
== Debug ==<br />
{{:Thoughts/Memory_Debug}}<br />
<br />
== Drugs ==<br />
{{:Thoughts/Drugs}}<br />
<br />
==Exotic==<br />
{{:Thoughts/Exotic}}<br />
<br />
==Eating==<br />
{{:Thoughts/Memory_Eating}}<br />
<br />
==Gatherings==<br />
{{:Thoughts/Memory_Gatherings}}<br />
<br />
==Misc==<br />
{{:Thoughts/Memory_Misc}}<br />
<br />
==Room Stats==<br />
{{:Thoughts/Memory_RoomStats}}<br />
<br />
==Situation General==<br />
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here<br />
{{:Thoughts/Situation_General}}<br />
<br />
==Situation Needs==<br />
{{:Thoughts/Situation_Needs}}<br />
<br />
==Situation RoomStats==<br />
{{:Thoughts/Situation_RoomStats}}<br />
<br />
==Situation Social==<br />
{{:Thoughts/Situation_Social}}<br />
<br />
==Situation Special==<br />
{{:Thoughts/Situation_Special}}<br />
<br />
The following are exclusive to the [[Royalty DLC]]<br />
{{:Thoughts/Situation_Special (Royalty)}}<br />
<br />
==Situation Traits==<br />
{{:Thoughts/Situation_Traits}}<br />
<br />
==Situation TraitsPerm==<br />
{{:Thoughts/Situation_TraitsPerm}}<br />
<br />
==Social==<br />
{{:Thoughts/Memory_Social}}<br />
<br />
==Thought Details==<br />
====A prisoner was sold====<br />
This thought occurs in every colonist when a prisoner is sold into slavery.<br />
<br />
====Ate fine meal====<br />
This thought occurs when a humanoid eats a [[Meals|fine meal]].<br />
<br />
====Ate lavish meal====<br />
This thought occurs when a humanoid eats a [[Meals|lavish meal]].<br />
<br />
====Ate nutrient paste====<br />
This thought occurs when a humanoid eats [[Meals|nutrient paste]].<br />
<br />
====Ate without table====<br />
This thought occurs when a humanoid eats without a table.<br />
<br />
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.<br />
<br />
====Ate raw food====<br />
This thought occurs when a humanoid eats [[raw food]].<br />
<br />
====[[Beauty]]====<br />
These thoughts occur when a human's environment opinion rises above or falls below certain values.<br />
<br />
*Hideous environment: When their opinion dips below 15.<br />
*Very ugly environment: When their opinion dips below 30.<br />
*Ugly environment: When their opinion dips below 42.<br />
*Pleasant environment: When their opinion rises above 58.<br />
*Very pleasant environment: when their opinion rises above 70.<br />
*Gorgeous environment: When their opinion rises above 85.<br />
<br />
====Bionics====<br />
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.<br />
<br />
For Transhumanist pawns:<br />
*Transhumanist frustrated: no parts.<br />
*Transhumanist pleased: 1 part.<br />
*Transhumanist quite pleased: 2 parts.<br />
*Transhumanist delighted: 3 parts.<br />
*Transhumanist enchanted: 4 parts.<br />
*Transhumanist overjoyed: 5 parts.<br />
*Machine body is complete: 6 or more parts.<br />
<br />
For Body purist pawns:<br />
*Body purist squeamish: 1 part.<br />
*Body purist disgusted: 2 parts.<br />
*Body purist violated: 3 parts.<br />
*Body purist horrified: 4 parts.<br />
*Body purist nightmare: 5 parts.<br />
*I have become what I hate: 6 or more parts.<br />
<br />
====Cabin Fever (outdated information)====<br />
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:<br />
*Mild: more than 140000 ticks (7 game days) inside.<br />
*Serious: more than 280000 ticks (14 game days) inside.<br />
<br />
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.<br />
<br />
====Cannibalism====<br />
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.<br />
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.<br />
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.<br />
<br />
====Catharsis====<br />
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].<br />
<br />
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.<br />
<br />
====Cold====<br />
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:<br />
*Cold: 1 - 10 °C below comfort.<br />
*Very cold: 11 - 20 °C below comfort.<br />
*Shivering: 21 °C or lower below comfort.<br />
<br />
====Colonist banished====<br />
This thought occurs when a colonist is banished from the colony or a caravan.<br />
<br />
====Colonist left to die====<br />
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.<br />
<br />
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.<br />
<br />
====Colonist left unburied====<br />
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).<br />
<br />
====Comfort====<br />
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:<br />
*Uncomfortable: When comfort falls below 15%.<br />
*Comfortable: When comfort rises above 60%.<br />
*Very comfortable: When comfort rises above 70%.<br />
*Extremely comfortable: When comfort rises above 80%.<br />
*Luxuriantly comfortable: When comfort rises above 90%.<br />
<br />
====Dead man's apparel====<br />
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust pawns don't gain the debuff.<br />
<br />
====Defeated hostile leader====<br />
This occurs when the colony kills an enemy faction leader.<br />
<br />
====Disturbed sleep====<br />
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.<br />
<br />
====Exhaustion====<br />
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].<br />
<br />
*Drowsy: When rest level dips below 30.<br />
*Tired: When rest level dips below 20.<br />
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.<br />
<br />
====Forced to take drugs====<br />
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.<br />
<br />
Medical drugs such as [[penoxycyline]] do not trigger this thought.<br />
<br />
====Hot====<br />
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:<br />
*Hot: 1 - 10 °C above comfortable temperature.<br />
*Very hot: 11 - 20 °C above comfortable temperature.<br />
*Extremely hot: 21 - 30 °C above comfortable temperature.<br />
*Burning up: 31 °C or higher above comfortable temperature.<br />
<br />
====Human leather apparel====<br />
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.<br />
<br />
====Hungover (pounding)====<br />
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.<br />
<br />
====Hungover (strong)====<br />
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.<br />
<br />
====Hungover (slight)====<br />
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.<br />
<br />
====Hunger====<br />
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food. See [[Saturation]].<br />
*Hungry: When saturation level dips below 0.3.<br />
*Urgently hungry: When saturation level dips below 0.2.<br />
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.<br />
**Trivial: 0 - 19% severity of malnutrition.<br />
**Minor: 20 - 39% severity of malnutrition.<br />
**Moderate: 40 - 59% severity of malnutrition.<br />
**Severe: 60 - 79% severity of malnutrition.<br />
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.<br />
<br />
====I Butchered humanlike====<br />
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.<br />
<br />
====Imprisoned====<br />
This thought occurs when a humanoid is kept as a [[Prisoner]].<br />
<br />
====Insulted====<br />
This thought occurs when a humanoid is insulted by another humanoid.<br />
<br />
====In darkness====<br />
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.<br />
<br />
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.<br />
<br />
====Inebriated (warm)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. <br />
<br />
====Inebriated (tipsy)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.<br />
<br />
====Inebriated (drunk)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. <br />
<br />
====Inebriated (hammered)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.<br />
<br />
==== Joywire ====<br />
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.<br />
<br />
====Low expectations====<br />
This thought occurs when total colony wealth is below a certain value. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety):<br />
*Extremely low expectations: When wealth is below 15000. Joy tolerance loss per day 18%. 2 recreation types recommended.<br />
*Very low expectations: When wealth is below 31000. Joy tolerance loss per day 13%. 3 recreation types recommended.<br />
*Low expectations: When wealth is below 81000. Joy tolerance loss per day 11%. 3 recreation types recommended.<br />
*Moderate expectations: When wealth is below 182000. Joy tolerance loss per day 10%. 4 recreation types recommended.<br />
*High expectations: When wealth is below 308000. Joy tolerance loss per day 8%. 5 recreation types recommended.<br />
*Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.<br />
<br />
====My organ harvested====<br />
This thought occurs when a pawn has an organ harvested.<br />
<br />
====Naked====<br />
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].<br />
<br />
====New colony hope====<br />
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. <br />
<br />
====New colony optimism====<br />
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.<br />
<br />
====Observed corpse====<br />
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br />
<br />
==== Pain ====<br />
These thoughts occur when a humanoid is under [[pain]]. It has 4 stages depending on pain severity.<br />
*Pain (little): When pain is between 1 - 14%.<br />
*Pain (moderate): When pain reaches 15%.<br />
*Pain (acute): When pain reaches 40%.<br />
*Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.<br />
<br />
==== Passion (work)====<br />
These thoughts occur when a pawn is doing work they have a passion for (see the bio).<br />
*Minor passion: When a pawn does work they have a passion level of interested for.<br />
*Burning passion: When a pawn does work they have a passion level of burning for.<br />
<br />
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.<br />
<br />
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.<br />
<br />
====Psychic effects====<br />
<br />
Psychic drones occur during the [[Events#Ancient_Ship_Crash|psychic ship]] or [[Events#Psychic_Drone|psychic drone]] events.<br />
*Low: Psychic drone event, or 0 - 2.5 days after the crash.<br />
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.<br />
*High: Psychic drone event, or 5 - 7.5 days after the crash.<br />
*Extreme: 7.5 days or later after the crash.<br />
<br />
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].<br />
<br />
==== Recreation ====<br />
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values. See [[Joy]].<br />
<br />
*Recreation-starved: When the recreation meter is at 0%.<br />
*Recreation-deprived: When the recreation meter is between 1% and 14%.<br />
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.<br />
*Recreation satisfied: When the recreation meter is between 70% and 84%.<br />
*Recreation fully satisfied: When the recreation meter is at least 85%.<br />
<br />
==== Room stats ====<br />
These thoughts occur if a colonist has used a room.<br />
<br />
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.<br />
#Awful<br />
#Dull<br />
#Mediocre<br />
#Decent<br />
#Slightly impressive<br />
#Impressive<br />
#Very impressive<br />
#Extremely impressive<br />
#Unbelievably impressive<br />
#Wondrously impressive<br />
<br />
These thoughts are given by these rooms:<br />
*Bedrooms: When a colonist sleeps in a bedroom.<br />
**Full range except Dull and Mediocre.<br />
*Barracks: When a colonist sleeps in a barracks, along with others.<br />
**Full range.<br />
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.<br />
**Starts from Decent.<br />
*Rec room: When a colonist uses joy facilities in a room. <br />
**Starts from Decent.<br />
*Prison cell: When a colonist is imprisoned in a prison cell.<br />
**Full range except Dull and Mediocre.<br />
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.<br />
**Full range except Mediocre and Decent.<br />
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.<br />
**Full range except Mediocre and Decent.<br />
<br />
====Sick====<br />
This thought occurs when a colonist has an [[illness]].<br />
<br />
====Sleeping conditions====<br />
These thoughts occur when a humanoid sleeps in various unfavorable conditions.<br />
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.<br />
**This thought does not occur in unroofed rooms.<br />
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.<br />
*Slept in cold: When a humanoid sleeps when the temperature falls below 16°C. (clothing doesn't change value)<br />
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)<br />
<br />
====Someone was executed====<br />
This thought occurs in every colonist when a prisoner, guest, or colonist is euthanized.<br />
<br />
====Someone's organ harvested====<br />
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.<br />
<br />
====Strange feeling====<br />
This thought occurs when a [[psychic soothe pulser]] is used.<br />
<br />
====Spacious interior====<br />
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Cramped interior====<br />
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Confined interior====<br />
This thought occurs when a humanoid has 3 or less tiles accecssible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Was imprisoned====<br />
This thought occurs after a [[prisoner]] is released.<br />
It does not occur to newly recruited prisoners.<br />
<br />
====Ratty apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.<br />
<br />
====Tattered apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health 20% or less.<br />
<br />
====We butchered humanlike====<br />
This thought occurs when a human corpse is processed at a butcher table.<br />
<br />
====Witnessed ally's death====<br />
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a colonist or ally that dies.<br />
<br />
====Witnessed stranger's death====<br />
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a humanoid that dies.<br />
<br />
== Notes ==<br />
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth is removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref></div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=74784RimWorld Wiki:To-do2020-09-09T11:24:10Z<p>Nitrodev: /* New stuff: Base game */</p>
<hr />
<div>There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
==Outdated pages and pages that need updated/more images==<br />
===Outdated===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be rewritten]]''<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Page_Rewrite'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Image(s) wanted===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages that need images]]''<br />
{{#ask: [[Category:Pages that need images]] |format=ul}}<br />
<br />
===Stubs===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Stubs]]''<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Stubs'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
==General To-do List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Pages''': Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. [[User:Mayoculpa|Mayoculpa]] ([[User talk:Mayoculpa|talk]]) 12:19, 5 February 2020 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
** 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. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 15:15, 1 August 2019 (UTC)<br />
<br />
<!-- Can always just consider these ideas for now, which can be thrown out --><br />
<br />
== Updates and maintenance needed on the Wiki ==<br />
<br />
* Freshen up the frontpage, and if nothing else, change from a table to div setup --> <code>In progress</code> by Pangaea<br />
* Categorise all images so it's easier to find them --> <code>In progress</code> by Pangaea<br />
** Ideally with AutoWikiBrowser, because it is ''much'' faster<br />
* If relevant: update outdated images, and add missing images<br />
** <s>Possibly re-enable the MsUpload extension to make it easier, or do it with AWB</s> --> <code>DONE</code> by Zesty<br />
* <s>Add an [[RimWorld Wiki:Admin noticeboard|Admin noticeboard]]</s> --> <code>DONE</code> by Pangaea<br />
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)<br />
* Update some of the default footer pages, as they seem outdated currently --> <code>Partially done</code> by Pangaea<br />
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections<br />
** See [https://help.gamepedia.com/Extension:Cargo] for a suggestion that might work here as well<br />
* Add articles for each technology and skill, with fitting templates<br />
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite<br />
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page<br />
* An RSS feed for [[news]] would be nice, but looks like we'd need this [https://www.mediawiki.org/wiki/Extension:RSS extension] for it. Could perhaps put it on the frontpage then. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 13:21, 1 August 2019 (UTC)<br />
<br />
== Wiki consistency and overhaul ==<br />
<br />
* <s>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]]. [[User:Yoshida Keiji|Yoshida Keiji]] ([[User talk:Yoshida Keiji|talk]]) 09:17, 23 September 2017 (UTC)</s><br />
** 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 12:34, 25 July 2019 (UTC)<br />
<br />
As an aside, if I may be so bold as to suggest a few extensions I didn't see here, which could prove useful:<br />
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.<br />
* [https://www.mediawiki.org/wiki/Extension:Cargo 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 [https://pillarsofeternity.gamepedia.com 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.<br />
* [https://www.mediawiki.org/wiki/Extension:RandomSelection 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 [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].<br />
<br />
== Suggestions ==<br />
<br />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
* The [[Template:Infobox main]] should be somewhat wider. On nearly any page the infobox is used at least one line doesn't fit in and it is sometimes hard to read which numbers match which category. Especially for pages like animals the infobox is often longer than the rest of the article (I do realise that this depends on the size of your screen though). [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 12:55, 26 February 2020 (UTC)<br />
<br />
== 1.2 Update ==<br />
<br />
As always. This time around, no need to strikeout completed items- just delete them right away. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:51, 20 August 2020 (UTC)<br />
<br />
The 1.2 release of RimWorld adds a variety of new content and a few new systems.<br />
<br />
There are a few major parts to this update.<br />
<br />
===New stuff: Base game===<br />
* 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:<br />
** 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.<br />
** Player friendly fire chances.<br />
** 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.<br />
** Overall threat scale<br />
** Major threats toggle<br />
** Quests threats toggle<br />
** Intro threats toggle<br />
** Predators hunt humans toggle<br />
** Extreme weather toggle<br />
** Harvest, mining, and butchering yield<br />
** Quest rewards<br />
** Raid loot<br />
** Trade prices<br />
** Turret rearm cost<br />
** Scaria rot chance<br />
** Enemy death on downed chance<br />
** Colonist mood<br />
** Food poison chance<br />
** Animal revenge chance<br />
** Infection chance<br />
** Disease frequency<br />
** Hive insect spawn rate<br />
** Deep drill infestation chance<br />
** Ancient structure threats toggle<br />
** Passive hives at map generation toggle<br />
** Toggles to allow/disallow player building traps, turrets, and mortars<br />
** 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.<br />
** 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.<br />
<br />
* 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.<br />
<br />
* Utility gear system: Wearable belts have been expanded into a system of wearable utility items. One person can wear one utility item. Utility items can be passive like a shield belt, but most give an ability the player can trigger. Most have a certain number of charges before they run out. Some can be reloaded, while others are consumed by use.<br />
<br />
* 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.<br />
<br />
* 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).<br />
<br />
* Direct button to use drugs from inventory: This makes combat drugs more usable.<br />
<br />
* New visual effects:<br />
** Building destruction. Screen shake, dust, and so on.<br />
** Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.<br />
** EMP state on mechs or turrets, with electrical arcs and sparks.<br />
<br />
===New stuff: Royalty expansion===<br />
<br />
* 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!<br />
<br />
* 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.<br />
<br />
* 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.<br />
<br />
* Bestower: Titles are no longer given instantly when enough honor has been acquired, and psylink neuroformers are no longer sent to you by drop pods. Instead, a colonist with enough honor for a new title can invoke the bestower, a ceremonial priest-like figure who arrives by shuttle with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.<br />
<br />
<br />
* Meditation enhancers: Meditation focus objects can now be enhanced by other objects placed nearby. This gives a reason to construct more integrated and expansive meditation temples instead of just a single object.<br />
** Sculptures are enhanced by nearby sculptures.<br />
** Grave is enhanced by nearby graves.<br />
<br />
* Flame meditation focus: This is usable by pyromaniacs. They can focus on torches, campfires, or braziers. These are enhanced by nearby torches, campfires, or braziers.<br />
<br />
* 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.<br />
<br />
* 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.<br />
<br />
* 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.<br />
* Throne rooms in Empire bases:<br />
<br />
* Speech inspirations: When your noble gives an inspiring speech, each listener has a 5% chance of getting an inspiration in addition to the mood bonus.<br />
<br />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<br />
<br />
* Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.<br />
<br />
* 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.<br />
<br />
* Added visual effect for wallraise rocks expiring.<br />
<br />
===Improvements and adjustments===<br />
<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<br />
* Desired psyfocus UI controls are more robust.<br />
* Refined room stats readout.<br />
* Storyteller now ignores HP for purposes of wealth calculation.<br />
* 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.<br />
* Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).<br />
* [[Anima tree]] will no longer be destroyed by meteors, crashed ship parts, or shuttles.<br />
* Empire soldiers now have more distinctive haircuts.<br />
* Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).<br />
* Anima trees now reduce their anima grass progress rate after they're heavily used within a single day. This still permits power-leveling the anima grass with many meditators, but at reduced effectiveness.<br />
* Empire is no longer enemy with civil NPC factions. We added a warning to inform players if they call Empire military aid when there are enemies on the map that the aid won't fight (this is a rare scenario).<br />
* Display meat icon in butchery recipe float menu option.<br />
* 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).<br />
* Speech duration reduced from 5 hours to 4 hours.<br />
* [[Stele]] and [[nature shrine]] now have terrain affordances appropriate for their sizes.<br />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<br />
* All anima tree psylink levels now take 20 anima grass (instead of 18 or 22).<br />
* On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).<br />
* Quest helpers no longer spawn with the greedy trait.<br />
* Relabel skill neurotrainers to "skilltrainer" and give them their own category similar to psytrainers.<br />
* Removed special letter icon for choice letters.<br />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Optimized UI gizmo drawing by skipping the layout phase.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Orbital mech cluster targeter will no longer spawn a cluster with condition causer.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<br />
* Gear tab now expands if it needs space and there is space, before using scroll bar.<br />
* Added labelMale and labelFemale to traits.<br />
* You can now navigate debug menus with keyboard alone.<br />
<br />
===Technical===<br />
* Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.<br />
* Refactored quest generation to run the generation script in C# instead of in XML data. This was done for all the new quests and will make quest coding easier in future.<br />
* PatchOperationInsert: Only apply node normalization for text nodes, just in case.<br />
<br />
===Bugfixes===<br />
* Fix: Log files can get extremely big. We now handle direct log messages as well (e.g. internal Unity messages or mods using Debug.Log directly) when handling max message count.<br />
* Fix: Anima tree doesn't heal properly.<br />
* Fix: Joy meditation can cause pawns to fall out of bed.<br />
* Fix: Condition causer destroyed message sent whenever it was despawned instead of just when it was actually destroyed.<br />
* Fix: Text rounding issue with re-enter cooldown text.<br />
* Fix: Pawn bio tab -> double empty lines in tooltips just before the line that says when a backstory unlocks a psyfocus type.<br />
* Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.<br />
* Fix: Many neural heat gizmos shown if many psycasters are selected.<br />
* Fix: Situational thoughts with reason don't give access to PAWN symbol.<br />
* Fix: Pawns interrupting their throne meditation for other jobs.<br />
* Fix: Curing scaria doesn't remove manhunting.<br />
* Fix: Not saving drawAimPie field in Stance_Warmup.<br />
* Fix: Insect glowpods affect anima meditation.<br />
* Fix: LOS calcs for purpose of royal aid don't match LOS for guns.<br />
* Fix: Humans with 0% hearing get thoughts from listening to instruments.<br />
* Fix: Sounds with tempoAffectedByGameSpeed stop playing forever when the game is paused.<br />
* Fix: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Bug where items from <costList> would never be returned from deconstructing a building if the stackCount of that item was exactly 1.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<br />
* Fix: Inconsistent stat report for stuff, not reporting all stat factors/offsets if you open it via hyperlink.<br />
* 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.<br />
* Fix: Banishing quest lodgers causes "banished" thoughts.<br />
* Fix: Downed refugee icon on the quest info has permanent red tint from DamageFlasher.<br />
* Fix: The call to InnerThing.GetStatValue ignores the null check.<br />
* Fix: Siege buildings retain their faction after siege ended.<br />
* Fix: Manhunter animal quest and incedent don't cap out at 100 animals.<br />
* Fix: "Considered: Fine" stat appears on floors with royalty not active.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Royalty-only stats appear in scenario editor with Royalty.<br />
* Fix: Colonists can lose their psylink entirely when being resurrected.<br />
* Fix: References to Braziers in core.<br />
* Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.<br />
* Fix: Pawn in cryptosleep requires bedroom.<br />
* Fix: Some raid pawn kind defs allow Brawler trait while having ranged weapons.<br />
* Fix: It's possible to use doors as electricity-less coolers.<br />
* Fix: Exception when selecting brazier construction ghost.<br />
* Fix: Undignified throne room alert causes FPS drop for a throne that is outdoors.<br />
* Fix: Just claimed artificial structures don't affect nature focus objects.<br />
* Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.<br />
* Fix: Mechanoids not waking up if you skip them.<br />
* Fix: Mechanoid capacity tooltip displays hidden capacity impactors.<br />
* Fix: "Created at" stat has duplicates for things with bulk and normal recipes.<br />
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.<br />
* Fix: Empire is hostile to neutral ancients by default.<br />
* Fix: Several world feature names not being used.<br />
* Fix: Can't right click directly on pawn to prioritize hunting.<br />
* Fix: Psychic drone level increased letter doesn't mention affected gender.<br />
* Fix: RadialDistinctThingsAround doesn't work correctly for 1:X size things.<br />
* Fix: Text that says research speed will be multiplied by eg. 200% because of tech level is incorrect.<br />
* Fix: Quest lodgers show up on history graph.<br />
* Fix: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: Shuttles sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<br />
* 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.<br />
* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.<br />
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.<br />
* All [[Empire]] pawns have at least the title of Freeholder.<br />
* Player-created names update.<br />
<br />
===Training and feedback===<br />
* Implemented warning message for pawns with psychically dull or deaf traits when becoming a royal or trying to gain a psylink by anima tree.<br />
* Rename difficulty: "The price of survival is blood" to "Blood and dust".<br />
* Added warning message when designating an anima tree for cutting.<br />
* Clarify undignified thronerooms reason text.<br />
* Anima tree now sends a letter when enough anima grass is available for linking.<br />
* We now prompt the user to confirm using a psytrainer if the pawn's psylink level is too low to use the psycast.<br />
* Add "Meditation desired psyfocus" learning helper lesson.<br />
* Add "Meditation schedule" learning helper lesson.<br />
* Show base and max value for MeditationFocusStrength stats with offsets.<br />
* Improved organization of drug stats listing.<br />
<br />
===Tuning===<br />
* Increase rewards per points for quests game-wide.<br />
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.<br />
* Double the rate of nuzzling by animals to buff mood-oriented pets.<br />
* Extend the thought for when you buried someone in a sarcophagus.<br />
* Reduce monument sizes about 15%.<br />
* Reduce psyfocus decay rates 0.5% at each level.<br />
* Increase psyfocus gain of wall from 11 to 22.<br />
* Increase psyfocus gain range of grave from 4~20 to 6~26.<br />
* Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.<br />
* Increase psyfocus gain of animus stone from 25 to 34.<br />
* Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.<br />
* Increase psyfocus gain of small nature shrine from 15 to 22.<br />
* Increase psyfocus gain of large nature shrine from 22 to 30.<br />
* Remove psylink neuroformer from traders (but most still buy it).<br />
* Reduce nature shrine build times by 40%.<br />
* Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.<br />
* Reduce flake new addition chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% (matches yayo).<br />
* 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.<br />
* Reduce anima tree regrowth check cycle from 40 days to 30 days.<br />
* Ship chunks now leave a component if killed, even if not deconstructed.<br />
* Reduce blood rot severity per day gain from 60% to 40%.<br />
* Reduce chance for diseases in caravans by 4x.<br />
* Min market value for neuroformer quest rewards reduced from 720 to 600. Neuroformer market value increased from 1200 to 2600.<br />
* Reduced the selection weight of hostile factions as quest askers to 15%.<br />
* Disabled paralysis in hospitality quests.<br />
<br />
===Technical===<br />
* Moved Abasia and BloodRot to Royalty XML files.<br />
* Rename CompWarnInBuildingRadius -> ToggleDrawAffectedMeditationFoci.<br />
<br />
===Fixes===<br />
* 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.<br />
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.<br />
* Fix: Unstable power cell can be rotated.<br />
<br />
== 1.1 Update ==<br />
<br />
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)<br />
<br />
=== New features ===<br />
*UI now looks sharp at UI scales over 1.0. Great for 4K monitors.<br />
*New Quests tab provides information about available, active, and historical quests.<br />
*Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.<br />
*UI now uses colored text to highlight important words like character names, places, and rewards.<br />
*Improved the mod management interface and code.<br />
*Mods now have a global package ID which lets them refer to each other.<br />
*Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.<br />
*Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.<br />
*Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.<br />
*Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.<br />
*Loading screen now displays present and active expansions and mods.<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*Added smoke grenadier enemy.<br />
*Added a planet population slider to the planet generation parameters.<br />
*Added a bunch of new backstories across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<br />
*Added taming [[mental inspiration|inspiration]], which makes the next tame attempt very likely to succeed.<br />
*Added fertility overlay, which shows terrain fertility in an easy-to-see way.<br />
*Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.<br />
*Added an option to choose which kinds of letters pause the game.<br />
*Added recipes to burn entire stacks of drugs at once.<br />
*Added [[Wooden hand]]<br />
*Added a variety of new tribal [[backstories]].<br />
*Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.<br />
*Added asexual trait.<br />
*Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.<br />
*Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.<br />
*Info card now visually displays the object being inspected.<br />
*For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.<br />
*Added Greek language localzation created by some wonderful volunteers.<br />
<br />
===Adjustments===<br />
<br />
*The game now uses an incremental garbage collector, which should remove the periodic frame hitches that would appear when a lot of memory was allocated and released. However, note that there is still a cost to memory allocations, so modders should still try to reduce allocation wherever possible.<br />
*Optimizations to many systems. Performance should be significantly better, especially in complex game situations with many pawns.<br />
*Faction icons are now differentiated by shape as well as color, to help out colorblind players.<br />
*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.<br />
*Split tribe into two factions, the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).<br />
*Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.<br />
*Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.<br />
*Added new body impact visual effects for when a creature gets hit by a projectile.<br />
*Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.<br />
*Downed pawns can now be loaded into transport pods like prisoners.<br />
*Added confirmation dialog before attacking friendly factions.<br />
*Added ‘allow refueling’ toggle to torch, campfire and passive cooler.<br />
*Pawns now really like the pawn who rescued them.<br />
*Added toggle refuel allow command to pod launcher, wood generator, chemfuel generator, fueled smithy and fueled stove.<br />
*Added an explanatory letter telling players how to get advanced components for the fabrication bench.<br />
*Added skill descriptions to combat log text.<br />
*Added an arrow that points at the UI during the tutorial.<br />
*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.<br />
*Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader.<br />
*Trade interface now shows the next restock time for settlements.<br />
*Added mood boost when prisoner released.<br />
*Open caskets now look different from closed ones.<br />
*Colonists attending a party gain recreation value.<br />
*Player can now inspect the contents of cryptosleep caskets on a new tab.<br />
*Stomach is no longer a vital organ.<br />
*Changed animal rescue radius from 30 to 75.<br />
*Info card for surgeries now shows the chance of death upon failure.<br />
*Info card shows max hit points factor for materials.<br />
*Interface now reports the chance of a successful arrest before you try to make it.<br />
*Insect hives slowly heal over the course of days.<br />
*Reworked how traits and work disables are laid out in the Bio tab for greater space efficiency.<br />
*Changed caravan reform to be allowed with sleeping hostiles on site.<br />
*Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).<br />
*Reworked the world site system to allow easier combination of different site parts, and to feed things back to the player more flexibly.<br />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<br />
*Changed rare thrumbo incident to send from 2 to 6 thrumbos.<br />
*Adjusted a lot of text to use a colon instead of brackets, and to consistent use a capital after colon.<br />
*Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.<br />
*Trade price improvement from negotiator is now reported on the trade screen.<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Changed and fixed some hotkeys.<br />
*Smelting, burning and destruction review. Plate armor is now smeltable, except for wooden plate armor which is burnable. Wooden club also is burnable now and the metallic variants are smeltable. 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.<br />
*Placing turrets now shows min and max range, not just max range.<br />
*Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.<br />
*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.<br />
*Pawns now sometimes take the family name of their partner upon marriage.<br />
*Rework stock generation for all trader and settlement types.<br />
*Factions tab display changed for clarity; enemy relations are shown with icons.<br />
*Bio tab now displays faction icons.<br />
*History messages tab layout reworked – tooltip replaced with a pane on the right side that displays the letter.<br />
*Credits now list the memory of colonists who died.<br />
*Increased the selection limit up to 200.<br />
*Combined the stats ArtSpeed, TailoringSpeed and SmeltingSpeed into UnskilledLaborSpeed and renamed UnskilledLaborSpeed to GeneralLaborSpeed.<br />
*Renamed sculptor’s table to art bench since it’s not just for sculptures any more.<br />
*Localization data is now packed into a single file per language, which massively reduces the number of files in an install of the game and speeds up various file operations.<br />
*Many other balance changes, code improvements, optimizations, and adjustments.<br />
<br />
=== Fixes ===<br />
<br />
*Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.<br />
*Fix: Enemy settlements could generate with floors on water.<br />
*Fix: Nutrition eaten per day readout when forming a caravan would be affected by the current hunger level.<br />
*Fix: Manhunting animals could attack doors without seeing anyone going through them.<br />
*Fix: Corpses wouldn’t create corpse bile.<br />
*Fix: Colonists could play horseshoes from a different room.<br />
*Fix: Prisoner’s food restrictions were ignored when the food came from the warden’s inventory.<br />
*Fix: Duplicate context menu options on campfire when producing psychite tea.<br />
*Fix: Can’t give a rescued addict their drug without angering their faction.<br />
*Fix: Goodwill change during siege does not end attack.<br />
*Fix: Blind guy won’t use recreation.<br />
*Fix: Jawless animals can still haul.<br />
*Fix: Prisoner gets mood debuff when colonist euthanized.<br />
*Fix: Wind turbines register no wind during windy storm.<br />
*Fix: Shelves have no path cost and description doesn’t state they hide beauty of things inside of them.<br />
*Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.<br />
*Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.<br />
*Fix: Pawn with alcohol-induced brain damage are doomed to die.<br />
*Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.<br />
*Fix: Wild animals spawn in sealed underground spaces.<br />
*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.<br />
*Fix: No forced departure countdown for caravan if there are sleeping mechanoids.<br />
*Fix: Luciferium wont remove Frail. Now, lucifierum can remove all chronic health conditions.<br />
*Fix: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Raiders keep attacking walls forever after their group flees.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed.<br />
*Fix: Duplicate context menu options when opening cryptosleep casket.<br />
*Fix: Butchering rotted animal yields fresh meat even if it rots during the job.<br />
*Fix: Lag spikes on animal birth in endgame.<br />
*Fix: Storyteller choice resets when you reopen the storyteller config page.<br />
*Fix: When placing a cooler, the system ignores blueprints and building frames.<br />
*Fix: The ‘restore default settings’ tool exits game without saving.<br />
*Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.<br />
*Fix: Rain and Snow weather overlay textures replaced with blank rectangles in old colonies due to loss of floating-point precision.<br />
*Fix: Age displayed differently in trade screen and on colonist.<br />
*Fix: Animals that are wandering won’t follow area restrictions.<br />
*Fix: Hopper and vitals monitor rotate in the opposite direction from other buildings.<br />
*Fix: Can’t restrict ambrosia in food restrictions.<br />
*Fix: Administered beer does not provide nutrition.<br />
*Fix: Steadfast and iron-willed traits effects’ are clamped to a small effect.<br />
*Fix: When a colonist dies while being rescued, others get no negative thoughts.<br />
*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.<br />
*Fix: It’s possible to land in any biome in the tutorial by selecting a landing site, going to the character creation screen, then going back to select a different landing site.<br />
*Fix: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Preferred character list not working correctly.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Change colonist schedule to ‘sleep’ instantly ends the food binge mental state.<br />
*Fix: Selecting several beds causes a major performance drop.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Can see things in undiscovered cells if they peek around the edge of the fog.<br />
*Fix: Arrested wild man don’t use nutrient despenser and can’t receive food.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: ‘Run in background’ being disabled can make the game stop loading when in the background.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<br />
*Fix: Escape ship letter mentions raiders even in peaceful difficulty, where they are not present.<br />
<br />
== Beta 19/ 1.0 Update ==<br />
<br />
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
<br />
=== New features ===<br />
*Improved caravaning:<br />
**Added Caravan tab with caravan loading progress<br />
**Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better<br />
**Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet<br />
**Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving<br />
*New designators: Mass-forbid and unforbid<br />
*New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals<br />
*New type of attack: Kick sand/water in eyes<br />
*You can now smooth natural rough rock walls into high-quality walls<br />
*Workbench bills can now be assigned to specific colonists<br />
*Added "Show what will buy" window which shows all items a trader will buy<br />
*Trees’ color now depends on the current season<br />
*Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed<br />
*Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them<br />
*Workbench bills can now be copied and pasted<br />
*Colonists now opportunistically haul things while working if their current target is roughly in the same direction<br />
*It's now possible to mass-cancel all designations with a designator's right-click menu<br />
*It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu<br />
*You can now drag and reorder colonists in the colonist bar<br />
*Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.<br />
*Random variant art added for some plants<br />
*Mods page now has a search bar so you can easily find one mod in your list of hundreds<br />
<br />
=== Adjustments ===<br />
<br />
*Heavily rearranged the research tree for easier reading<br />
*Battles in the Combat tab are now named<br />
*Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning<br />
*Items of the same type in the Items tab are now grouped together<br />
*Items in the Items tab can now be sorted by mass, market value, etc.<br />
*When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there<br />
*Changed deep moving water to chest-deep moving water: walkable but slower than shallow water<br />
*Reworked a ton of text generation to create more sensible, interesting results<br />
*Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab<br />
*Doctors can draw medicine from the same stack at the same time<br />
*Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)<br />
*Insects will no longer attack the colony when harmed by raiders<br />
*Hives will no longer spawn close to enemy bases<br />
*Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water<br />
*No more random deaths from meteorites falling on colonists<br />
*Caravan members now slowly gain social recreation when the caravan is not moving<br />
*Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed<br />
*Death letter now contains information about last, relevant events<br />
*When a health condition in the Health tab is clicked we now seek to appropriate combat log entry<br />
*It's no longer possible to build roof over trees<br />
*Alphabeavers incident now only occurs in biomes with sparse plants<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*Nutrient paste dispensers are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<br />
*Firefoam poppers will now pop whenever there's a fire in a 3-cell radius<br />
*Exotic goods outlander traders will no longer trade furniture<br />
*Some traders will now buy only some types of animals, not all<br />
*Adjusted doctors and patients work priorities a bit so they do urgent work first<br />
*Important world objects are now easier to see when the camera is zoomed out<br />
*The player now must choose a route for the caravan before sending it<br />
*Caravans will no longer rest just before reaching their destination<br />
*Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat<br />
*Most crafting benches are now uninstallable and reinstallable<br />
*Inspired colonists now get a special icon in the colonist bar<br />
*Colonists will now take pemmican to inventory (like meals)<br />
*Frag grenades are no longer a valid hunting weapon<br />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Alerts now also look at caravan members where appropriate<br />
*The permadeath savefile is now also renamed when the colony is given a name<br />
*"autostart.rws" is now automatically loaded on start in dev mode, for faster testing<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*Plants in the plant selection menu are now sorted by category and name<br />
*Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options<br />
*Minerals and ancient dangers will no longer appear on encounter maps<br />
*Graves now show the person's date of death<br />
*Tribal factions can now do sapper raids<br />
*Added medical care column to the Assign tab<br />
*Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests<br />
*Removed the distinction between allowed areas and animal areas<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<br />
*Inspiration expiration time is now shown on the inspect pane<br />
*Added minimum crafting skill to various weapon and apparel crafting recipes<br />
*Colonists can now wear armor vests with tribalwear<br />
*Minor starvation (below 25% severity) no longer causes miscarriages<br />
*Pets and bonded animals no longer disturb sleep<br />
*When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave<br />
*Enemies no longer use single use rocket launchers during caravan ambushes<br />
*Some letters now show information about the related faction relations in the bottom right corner<br />
*Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects<br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<br />
*Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in<br />
*Improved following behavior so animals following their master will now try to stay close to him<br />
*Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)<br />
<br />
=== Balance ===<br />
*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.<br />
*World quest destinations appear 10% closer to the player bases.<br />
*Table search radius 25 -> 32<br />
*The “expectations” thoughts progress more rapidly.<br />
*Doubled initial blight size, increase spread rate by 30%.<br />
*Go frenzy inspiration duration 1 day -> 2 days<br />
*For all cases where a world quest has a time limit, increase the time limit by 50%<br />
*Poison ship part plant-killing circle stops expanding at radius 50.<br />
*Wounds are 50% less likely to become permanent scars.<br />
*Burying corpses takes 2x longer. Digging graves takes 20% longer.<br />
*Increased delay before auto-undraft by 20%.<br />
*Shallow water movement cost 12 -> 22<br />
*Equalized mood penalties for being too hot and too cold.<br />
*Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.<br />
*Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.<br />
*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.<br />
*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.<br />
*Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.<br />
*World quests now appear about 2.5x more often and start from 6 days instead of 15 days.<br />
*Fixed a bug that caused there to be too many wild animals.<br />
*Small adjustments to some biome disease frequencies and animal densities<br />
*Rebalanced flammability across the whole game.<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<br />
*Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.<br />
*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.<br />
*Increased base infection chances.<br />
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.<br />
*Trade requests will give more time and much richer rewards, especially for poor colonies.<br />
*Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.<br />
*Rebalanced the intensity and duration of many thoughts.<br />
*Deep drills cost more and mine slower.<br />
*Items:<br />
**Drastically reduced apparel crafting work times, especially for basic items.<br />
**Added minimum crafting skill to various weapon and apparel crafting recipes.<br />
**Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.<br />
*Plants:<br />
**All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.<br />
**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.<br />
**Sowing trees takes 8x longer.<br />
**You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.<br />
**Reduced all tree-type plant’s max hit points by to 66% of old values.<br />
**Bomb damage now does 2x damage vs plants.<br />
**Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.<br />
**Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.<br />
**Reduced daylily and rose lifespans.<br />
**Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.<br />
**Sand fertility 6% -> 10%.<br />
*Buildings:<br />
**Reduced all costs to build the ship components by 30%<br />
**Slowed constructing buildings with all stone types by 20%<br />
**Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)<br />
*Animals:<br />
**Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.<br />
**Adjusted many animal market values and movement speeds.<br />
**Animals leather amount increased 50% across the board<br />
**Animal train chance reduced 25%.<br />
**Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.<br />
**Obedience training steps 1 -> 3.<br />
**Warg damage increased by 15%.<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**Alphabeaver body size 0.6 -> 0.45<br />
**Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)<br />
**Wild boar tusk damage 9 -> 8<br />
**Wild boar speed 5 -> 4.2 (pig is still 3.6)<br />
**Wild boar min comfy temperature -20 -> -15<br />
**Pig bite damage 7 -> 6<br />
**Pig market value 280 -> 200<br />
**Boomalope chemfuel production reduced by 40%<br />
**Boomalope hunger rate 1.0 -> 1.3<br />
**Alpaca move speed 3.8 -> 3.2<br />
**Alpaca leg damage 7 -> 6<br />
**Dromedary leg damage 11 -> 8<br />
**Wolf trainable intelligence Advanced -> Intermediate<br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**Husky, lab body sizes reduced slightly<br />
**Lab hunger rate 0.5 -> 0.4<br />
**Thrumbo hunger rate 4.5->3.5<br />
**Nuzzle target search distance 15 -> 40<br />
**Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3<br />
**Yorkshire terrier nuzzle interval 15 -> 24 hours<br />
**Monkey, chinchilla nuzzle interval 72 -> 48 hours<br />
**Hare, snowhare nuzzle interval 120 -> 72<br />
*Drugs:<br />
**Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03<br />
**Psychoid pekoe market value 14 -> 10<br />
**Psychoid pekoe restFallFactor 0.9 -> 0.8<br />
**Hop plant min grow skill 7 -> 3<br />
**Beer fermenting time 10 days -> 6 days<br />
**Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity<br />
**Alcohol severity per day -1.0 -> 0.75, so it lasts longer<br />
**Alcohol mood gains all increase +2<br />
*Ranged weapons:<br />
**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.<br />
**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).<br />
*Melee:<br />
**Debuffed fists very slightly (~5%) in cooldown<br />
**Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS<br />
**Buffed beer bottles slightly (~10%) above fists in terms of DPS<br />
**Serious melee weapons (knife on upward) across the board 5%-10% DPS buff<br />
<br />
== Updates needed before 1.0 ==<br />
<br />
=== World generation ===<br />
<br />
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
<br />
=== Misc additions ===<br />
*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.<br />
<br />
*New world site components (used in various situations):<br />
**Animal ambush<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
* [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
* [11b] Mods config page shows load order of mods.<br />
<br />
=== Characters ===<br />
<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
<br />
[[Category:Wiki maintenance]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Crafting_spot&diff=74783Crafting spot2020-09-09T11:23:55Z<p>Nitrodev: Smash mechanoids bill</p>
<hr />
<div><onlyinclude><br />
{{infobox main|production|<br />
|name = Crafting spot<br />
|image = Crafting spot.png|Crafting spot<br />
|description = A place for crafting simple things like shivs or bows.<br />
|type = Production<br />
|type2 = <br />
|placeable = Yes<br />
|size = 1 ˣ 1<br />
|hp =<br />
|power = 0<br />
|facility = tool cabinet<br />
|buy =<br />
|sell =<br />
}}</onlyinclude><br />
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}<br />
While the crafting spot is selected, click "Bills" then "Add bill".<br />
<br />
<br />
Craftable items are:<br />
* [[smokeleaf joint]]<br />
* [[tribalwear]]<br />
* [[club]]<br />
* [[knife]]<br />
* [[short bow]]<br />
<br />
Tribal exclusive items:<br />
* [[War mask]]<br />
* [[War veil]]<br />
* [[Tribal headdress]]<br />
<br />
In addition to being used to craft the items mentioned above, the crafting spot can also be used to smash mechanoids. This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.<br />
<br />
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.<br />
<br />
<br />
{{nav|production|wide}}<br />
<br />
<br />
[[Category:Production]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Tornado_generator&diff=61946Tornado generator2018-12-27T21:49:08Z<p>Nitrodev: </p>
<hr />
<div>{{NeedsPictures}}<br />
The tornado generator is a powerful single-use weapon added in Beta 19.<br />
<br />
It requires manual targeting, and has an activation time. Once activated, a tornado will form at the targeted location, wreaking havoc around it.<br />
<br />
It has a targeting range of 45 tiles.<br />
<br />
For some reason, like all ranged weapons it can't be used when the user is wearing a [[shield belt]].<br />
<br />
[[Kind::Weapons| ]]<br />
{{nav|weapon|wide}}<br />
{{nav/questitems}}<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Events&diff=61945Events2018-12-27T21:48:40Z<p>Nitrodev: /* Tornado */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
<br />
{{for|a guide to survive events|Events Guide}}<br />
<br />
Events are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.<br />
<br />
Most events occur with an envelope icon that will appear down the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Some events can also happen on temporary maps.<br />
<br />
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events. Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.<br />
<br />
All event title portions in parentheses below are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.<br />
<br />
{{TOCright}}<br />
<br />
==Big Threats==<br />
{{for|strategies to defend against big threats|Defense tactics}}<br />
{{for|defensive base constructions|Defense structures}}<br />
<br />
=== Enemy Attack ===<br />
{{main|Raider}}<br />
<br />
These events can take place from Base Builder difficulty onwards.<br />
<br />
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Raid.png|'''Assault'''<br />
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''<br />
</gallery><br />
<br />
Different types of raids include:<br />
<br />
==== Assaults ====<br />
<br />
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Drop pods raid.png|'''Drop pod sappers'''<br />
File:Sappers.png|'''Sappers'''<br />
</gallery><br />
<br />
==== Mid-Base Assaults ====<br />
<br />
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.<br />
<br />
==== Sieges ====<br />
<br />
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.<br />
<br />
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties. Any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.<br />
<br />
[[File:Siege.png|400px]]<br />
<br />
=== Infestation ===<br />
<br />
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.<br />
<br />
Infestations will only spawn under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they’re installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.<br />
<br />
[[File:Infestation.png|400px]]<br />
<br />
==== Infestation (deep drills) ====<br />
<br />
In 1.0, when using a deep drill, you may dig into a hive of insects, which will awaken and attack your colony.<br />
<br />
=== Manhunter Pack ===<br />
<br />
This event can take place from Base Builder difficulty onwards. Note that it will display "pack" even if only one animal arrives.<br />
<br />
A pack of man-hunting animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader. However, downed traders can be rescued for a good will bonus. Manhunters will leave the area in a few days. <br />
<br />
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards (downed manhunters will lose their manhunter status). Dead animals can be hauled in for butchering, but if there are still active manhunters nearby just wait until they're sleeping. You'll have awhile before corpses start rotting, depending on the climate and rotting rules.<br />
<br />
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.<br />
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons (e.g. Charge Rifles, LMGs, Miniguns etc.)<br />
<br />
[[File:Manhunter pack.png|400px]]<br />
<br />
=== Psychic Wave ===<br />
<br />
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.<br />
<br />
== Special ==<br />
Special events may have prerequisites or only occur during certain circumstances.<br />
<br />
=== Ancient Danger ===<br />
{{main|Ancient shrine}}<br />
<br />
This event is related to map generation and may not appear on every map. It may occur more than once per map.<br />
<br />
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"'' -message that appears when the first colonist walks near<br />
<br />
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The [[cryptosleep casket]]s usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.<br />
<br />
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.<br />
<br />
=== Friendlies ===<br />
<br />
This event can only occur if relations with at least one other faction are friendly.<br />
<br />
Friendly factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. These fighters may be specifically requested via the comms console at a hit to Goodwill, or the friendly faction may send them on their own at no cost to Goodwill. They won't assist against factions that they aren't hostile to.<br />
<br />
Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.<br />
<br />
<gallery widths="450px" heights="450px" class="center" mode="nolines"><br />
File:Friendlies.png|'''Friendlies vs Pirates'''<br />
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''<br />
</gallery><br />
<br />
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.<br />
<br />
=== Journey offer ===<br />
<br />
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}<br />
<br />
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.]]<br />
<br />
This event can only happen once per playthrough.<br />
<br />
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.<br />
<br />
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.<br />
<br />
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.<br />
<br />
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials.<br />
<br />
{{clr}}<br />
<br />
=== Man in black ===<br />
<br />
This event seems to be triggered only when all of your colonists are downed.<br />
<br />
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their namesake goes, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]], while not necessarily being skilled at shooting.<br />
<br />
=== Outpost destroyed ===<br />
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] <br />
<br />
This is the notification that triggers when you successfully defeat all hostiles in an enemy base after invading them. After this you have 24 hours to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave.<br />
<br />
==== Faction defeated ====<br />
<br />
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.<br />
<br />
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.<br />
<br />
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.<br />
<br />
{{clear}}<br />
<br />
=== Ransom (Time remaining) ===<br />
<br />
This event can only occur if a colonist of yours was captured by another faction during a previous raid.<br />
<br />
Another faction left the map with one of your downed colonists during a previous attack and will release that colonist to you... for a price. The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.<br />
<br />
=== Refugee Chased at (Settlement) ===<br />
This event will not trigger if your faction doesn't have hostile relations with any other human faction. Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.<br />
<br />
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.<br />
<br />
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. Raids arriving this way are 35% stronger than usual. Still, those chasing raiders are also potential colonists if they can be captured and recruited.<br />
<br />
The refugee immediately becomes a new colonist. They are usually poorly armed or clothed.<br />
<br />
=== Roof collapsed ===<br />
<br />
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.<br />
<br />
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.<br />
<br />
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.<br />
<br />
===Zzztt...===<br />
<br />
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire.<br />
<br />
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected.<br />
<br />
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.<br />
<br />
==Small Threats==<br />
<br />
===(Animal) Revenge===<br />
<br />
An animal that was harmed will go mad and target whomever hurt it. The game will notify you if such an animal chosen for Hunting will likely attack if harmed, usually predators. Occasionally, all nearby pack members of that animal's species may start attacking their attacker, possibly killing them.<br />
<br />
===Mad Animal===<br />
<br />
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they explode upon death and the latter can also reliably catch up to an unmodified human regardless of traits.<br />
<br />
== Generally Bad ==<br />
<br />
=== Animal disease (type) ===<br />
One or more of your animals will become sick and will need to rest to receive treatment. Build some animal sleeping spots in their zone so that they can receive treatment.<br />
<br />
=== Bad will ===<br />
<br />
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.<br />
<br />
<br />
<br />
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]<br />
<br />
=== Beavers! ===<br />
<br />
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] (including any you're farming) and [[Saguaro_cactus|Saguaro cacti]] until they consume them all, unless you eradicate them first.<br />
<br />
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.<br />
<br />
=== Breakdown: (Machine) ===<br />
<br />
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.<br />
<br />
This only applies to machines using electricity.<br />
<br />
=== Breakup ===<br />
[[File:Breakup.png|300px|thumb|none|Breakup]]<br />
A couple splits, complete with the Mood and Social penalties for both colonists.<br />
<br />
=== Birthday ===<br />
Character gains an age-related illness such as a bad back or cataracts. They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.<br />
<br />
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart_Attack|heart attack]].<br />
[[File:Birthday.png|thumb|left|Birthday]]<br />
{{clear}}<br />
<br />
=== Blight ===<br />
<br />
[[File:Crop blight.png|400px|thumb|right|Blighted crops with an indicator above them.]]<br />
<br />
A crop blight emerges on some of your crops. Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.<br />
<br />
To stop blight, the affected plants need to be cut or burned.<br />
<br />
The blight starts at 10% severity, on 20% of your plants. It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.<br />
<br />
[[Devilstrand mushroom]]s or any other plants with a 15-day or longer growing period are immune to blight.<br />
<br />
{{clr}}<br />
<br />
=== Bonded animal's death ===<br />
<br />
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. <br />
<br />
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]<br />
<br />
=== Bonded master's death ===<br />
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.<br />
<br />
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.<br />
<br />
This is one of the only situations where animals can have non-manhunter mental breaks.<br />
<br />
=== (Colonist) hit trap ===<br />
<br />
One of your stupid colonists stepped on one of your traps and managed to set if off.<br />
<br />
This can only happen if your colonists are forced to tiptoe around an armed trap as there are no alternative trap-free paths for them to use.<br />
<br />
=== Crashed ship part ===<br />
<br />
{{For|help guide|Defense_structures#Crashed_ships}}<br />
<br />
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map. To stop the effect, destroy the ship part by manually attacking it. Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth. Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks , 4 components and 1 advanced component once destroyed.<br />
<br />
Ship parts of either type will change the weather around them to snowfall, even in deserts in the summer.<br />
<br />
==== Poison ship ====<br />
<br />
A crashed poison ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Psychic Ships. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.<br />
<br />
[[File:Poison ship.png|400px]]<br />
<br />
==== Psychic Ship ====<br />
<br />
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.<br />
<br />
[[File:Psychic ship.png|400px]]<br />
<br />
===== Drone intensifies =====<br />
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.<br />
<br />
=== Death: (Pawn) ===<br />
<br />
One of your colonists or animals has died unintentionally. Slaughtering an animal will not produce this event.<br />
<br />
=== (Drug) addiction ===<br />
<br />
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]]. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].<br />
<br />
=== Cold snap ===<br />
<br />
A cold snap makes the [[temperature]] of a colony drop for several days. It only occurs when the map's summer temperature is greater than 0°C and less than 15°C. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. <br />
<br />
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause Hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.<br />
<br />
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.<br />
<br />
=== Disease (Type) ===<br />
<br />
Several of your colonists and/or prisoners will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome. The number of infected depends on the disease and the cruelty of the storyteller. Only humanlikes can catch infectious diseases.<br />
<br />
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.<br />
<br />
=== Eclipse ===<br />
<br />
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet. During this eclipse, solar generators cease producing power and outdoor crops stop growing. This could be disastrous for a colony dependent on solar power. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.<br />
<br />
=== Flashstorm === <br />
A localized, intense lightning storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be. It also has the side effect of disabling rain.<br />
<br />
It affects a area with a radius between 45 to 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed.<br />
<br />
[[File:Flashstorm.png|400px]]<br />
<br />
=== Heat wave ===<br />
<br />
A heat wave sweeps the colony, driving [[temperature]] up for several days. It only occurs when the map's summer temperature is equal to or exceeds 20°C. Colonists will complain about the heat, especially sleeping in it if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer_Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread and burn down an entire colony.<br />
<br />
Heat waves sometimes can be deadly to unprepared colonies, mostly tribal ones since they have it harder to build air conditioners since they start without that technology and it takes longer to unlock it. For them it's advised to use passive coolers in rooms or food stockpiles to prevent food from rotting quickly and colonists and animals from getting a heatstroke. [[Duster]]s and [[cowboy hat]]s provide heat insulation for colonists, protecting them while they're awake, though they don't affect mood caused by sleeping in hot areas.<br />
<br />
Additionally some animals will leave the map if the temperature gets higher than they can stand.<br />
<br />
=== (Mental break type): (Colonist) ===<br />
<br />
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]]. During this time, an afflicted colonist will be unavailable for control or colony work. Colonists or prisoners having a break may possibly cause more trouble for themselves or others, depending on the type of break. They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc. If you need to get your mental breaking colonists to stop doing what they're doing, draft another colonist and attempt arrest them. Warning: humans may refuse to be arrested and will gain a mood debuff if arrested. Downed colonists don't have to be arrested and may be rescued instead.<br />
<br />
=== (Name): Heart attack ===<br />
<br />
A character or tamed animal suffers a [[Injury#Heart_Attack|heart attack]]. Characters will go to rest to any bed assigned to Medical instead of returning to his or her own assigned bed and animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine up to their assigned medicine level if available.<br />
<br />
During a heart attack, people or animals can fall unconscious or even die if not treated in time.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Heart attack.png|'''Heart attack notification'''<br />
File: Heart attack health tab.png|'''Health tab'''<br />
</gallery><br />
<br />
=== Overdose: (Colonist) ===<br />
<br />
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.<br />
<br />
=== Prison break ===<br />
<br />
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, numerous and healthy. Prisoners who can't walk can't leave their beds to escape.<br />
<br />
Since prisoners are technically part of the enemy faction, friendlies will engage them. This is helpful if you need to contain a larger break, though the use of weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.<br />
<br />
[[File:Prison break.png|300px|thumb|none|Prison break]]<br />
<br />
=== Psychic drone ===<br />
<br />
'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."<br />
<br />
A Psychic drone affects all colonists of a randomly chosen gender, giving a strong negative moodlet. The drone can vary in severity, from low (-12 mood) to high (-30 mood).<br />
<br />
Colonists have no choice but to endure it as the point of origin is off-map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event. There`s also a positive version called [[Events#Psychic_soothe|Psychic soothe]].<br />
<br />
Animals are not affected.<br />
<br />
=== Rejected proposal ===<br />
<br />
After two characters [[Events#New_lovers|fall in love]], one of them proposed marriage but is turned down. The proposing one suffers a mood penalty of -18 for 25 days. They will stay together and may accept another offer in the future. Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.<br />
<br />
[[File:Rejected proposal.png|400px]]<br />
<br />
=== Solar flare ===<br />
<br />
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.<br />
<br />
Solar flares will cause coolers to fail, causing any frozen perishable goods to begin spoiling if warm enough outdoors. In cold areas, heaters will fail causing ground based greenhouse crops to quickly die as well. Cold temperatures can be abated with campfires though. Colonists will also be at risk of getting heatstroke or hypothermia if you're in an area with extreme temperatures and don't have other temperature control devices.<br />
<br />
Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly Harvest any crops that can't be saved before they die.<br />
<br />
=== Toxic fallout ===<br />
<br />
A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to over a month.<br />
<br />
Toxic fallout causes [[Ailments#Toxic_Buildup|Toxic buildup]] in any person or creature not under a roof, while spending time under a roof will reduce the buildup. Too much exposure can permanently sicken pawns with [[Injury#Old_Age|dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). However, the latter is treatable via operation with the use of at least [[Medicine]], or removed via a surgery. The stages of fallout include "Toxic Fallout (initial:minor:moderate:serious:extreme)".<br />
<br />
All plants including crops will wither under the fallout. Outdoor crops can be saved with roofs and sun lamps, provided you have enough power for the lamps. It will usually wipe out or cause all wild animals to leave the map, as well as pose a serious threat to tamed ones unless they are restricted to a roofed area. Animals once past the minor stage of Toxic Fallout will be unsuitable to butcher. When killed with moderate Toxic Fallout or higher, the animal will be rotten and unsuitable for consumption, so make sure to finish hunting before this occurs. <br />
<br />
A notification will appear once the fallout has stopped.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Toxic fallout.png|'''Toxic fallout'''<br />
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''<br />
</gallery><br />
<br />
Once moved to a safe place, creatures will need up to 12.5 days to recover.<br />
<br />
=== Volcanic winter ===<br />
<br />
''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''<br />
<br />
Solar panels will not produce as much power, and plants will grow slower. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in from Spring-Summer when there'd normally be many), which can easily lead to meat shortages and famine if you don't have sufficiently large farms for your colony.<br />
<br />
When the event finishes the message: "Most of the volcanic ash has settled." will be displayed.<br />
<br />
== Generally Good ==<br />
<br />
=== Ambrosia sprout ===<br />
<br />
A grove of the mysterious ambrosia bush has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive fruit.<br />
<br />
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.<br />
<br />
[[File:Ambrosia sprout.png|400px]]<br />
<br />
=== (Animals) join ===<br />
<br />
Tamed dogs or farm animals join your colony.<br />
[[File:Animals join.png|400px|thumb|none|Animals join]]<br />
<br />
=== (Animal) self-tamed === <br />
<br />
A random animal on the map becomes self tamed.<br />
<br />
[[File:Thrumbo self-tamed.png|400px]]<br />
<br />
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.<br />
<br />
=== Aurora ===<br />
<br />
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day.<br />
<br />
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.<br />
<br />
=== Cargo pods ===<br />
<br />
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount. The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.<br />
<br />
[[File:Cargo pods.png|400px]]<br />
<br />
=== Enemy now neutral: (faction) ===<br />
<br />
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus) or providing gifts.<br />
<br />
=== Gift from (Faction) ===<br />
<br />
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.<br />
<br />
=== Herd migration: (Animal) ===<br />
[[File:Thrumbo herd migration.png|400px]]<br />
<br />
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked.<br />
<br />
=== Inspiration: (Type) ===<br />
<br />
One of your colonists has had a [[mental inspiration]] and will perform a certain task better for an amount of time.<br />
<br />
=== Marriage is on! ===<br />
<br />
A couple that has been together for awhile will announce their engagement. The wedding will take place some time in the future. This allows players to have enough preparation time to build a [[Marriage spot]] if they choose. If not, any Gather Spot will do. Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot. When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.<br />
<br />
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buffs from the event. A quick Draft and Undraft should be enough to distract all capable colonists to attend. Colonists away in caravans obviously cannot attend.<br />
<br />
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.<br />
<br />
[[File:Marriage is on.png|400px]]<br />
<br />
=== New lovers ===<br />
<br />
[[File:New lovers.png|250px|thumb|none|A character woos another into a romance and she agrees]]<br />
Two characters fall in love. Build them a 2 pawn bed and assign it so they can sleep together. This avoids a mood debuff for both colonists and occasionally gains them another buff.<br />
<br />
=== New recruit ===<br />
<br />
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner.<br />
<br />
=== Party ===<br />
<br />
One of your colonists will throw a party, improving the moods of all attendees for some time and providing an opportunity for rapid Social changes. They will usually have [[beer]]s and [[smokeleaf joint]]s if available. Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party. An easy way to do this is by quickly drafting and undrafting them.<br />
<br />
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.<br />
<br />
The party by default will happen around an item checked as a Gather Spot such as a table or campfire, but may be overridden by building a [[party spot]].<br />
<br />
Similar to marriage ceremonies, characters that do not reach the party on time don't get the mood buffs.<br />
<br />
=== Psychic soothe ===<br />
<br />
When this event triggers it gives a positive mood modifier (+16 for normal colonists) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].<br />
<br />
[[File:Psychic soothe.png|400px|left]]<br />
{{clr}}<br />
<br />
=== Quest completed ===<br />
<br />
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in. The pods may also crash through your roof, so be prepared to repair.<br />
<br />
=== (Trader type) from (Faction) ===<br />
<br />
Traders from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] or randomly on their own.<br />
<br />
=== Trade Ship In Range ===<br />
<br />
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver. You will only receive this notification if you have built a [[comms console]] and it's powered.<br />
<br />
You need to build [[orbital trade beacon]]s so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.<br />
<br />
=== Transport pod crash ===<br />
<br />
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be rescued and treated or be [[Prisoner|captured]] and possibly recruited into the colony. It is possible for the person to be related to someone in the colony. This is indicated on the notice as <tt>Transport pod <br />
crash (relationship)</tt>. Once rescued, the pawn will join the colony once healed, or walk off on their own once healed. If you do nothing, they have the same opportunity to stand on their own after a while and walk off, depending on their injuries.<br />
<br />
Transport pods can contain lost spacers, or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction it belongs to. <br />
<br />
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. <br />
<br />
For faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.<br />
<br />
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]<br />
<br />
=== Wanderer joins ===<br />
<br />
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist. They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.<br />
<br />
<gallery widths="300px" heights="300px" class="center" mode="nolines"><br />
File:Wanderer joins normal.png|'''Common character'''<br />
File:Wanderer joins relationship.png|'''Related character'''<br />
</gallery><br />
<br />
=== Wild man wanders in ===<br />
<br />
A random person with no faction wanders into your colony and will mill about the map. You have the option to "Tame" this person as well as capture and recruit them. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Wild man wanders in.png|'''Wild man wanders in'''<br />
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''<br />
</gallery><br />
<br />
== Neutral ==<br />
<br />
<br />
=== Affair ===<br />
Somebody who is already married starts an affair with a single person.<br />
<br />
[[File:Affair.png|400px]]<br />
<br />
=== Area revealed ===<br />
<br />
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape. It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids. It can also occur when mining, usually by accident when long straight lines are selected for digging. However, sometimes entrances to these areas can be seen on the map. Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.<br />
<gallery widths="300px" heights="300px" class="center" mode="nolines"><br />
File:Inward facing edges.png| '''Find inward facing edges,''' <br />
File:Area revealed.png| '''...and open up an entire valley.'''<br />
File:Inward facing rocks.png|'''more inward rocks'''<br />
File:Area revealed red.png|'''this area contains a threat<br />
</gallery><br />
<br />
=== (Leader) died: (Faction) ===<br />
<br />
This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'.<br />
<br />
Occasionally, the leader of another faction will die. The popup window will announce his or her successor.<br />
<br />
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for awhile to the colonist that accomplished this.<br />
<br />
<gallery widths="350px" heights="350px" class="center" mode="nolines"><br />
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''<br />
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''<br />
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''<br />
</gallery><br />
<br />
==== New (Leader): (Faction) ====<br />
<br />
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.<br />
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]<br />
<br />
=== Meteorite ===<br />
<br />
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.<br />
<br />
Any colonists beneath the meteorite has a small while to escape before they are crushed by it.<br />
<br />
<gallery widths="300px" heights="300px" class="center" mode="nolines"><br />
File:Meteorite.png|'''Landed meteorite'''<br />
File:Meteorite before impact.png|'''Flying meteorite'''<br />
</gallery><br />
<br />
=== Rare Thrumbos ===<br />
<br />
One or more [[thrumbo]]s will spawn at the edge of the map, staying around for awhile to eat anything they can, including your crops. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days.<br />
<br />
=== Ship chunks ===<br />
<br />
One or more [[ship chunk]]s fall into the map. They can be deconstructed for [[component]]s and a small amount of [[steel]], but they can punch through roofs, damage structures near it, and extremely rarely land right on top of a colonist, killing them.<br />
<br />
There is no notification for this event, simply a message on the top of the screen.<br />
<br />
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.<br />
<br />
=== Trauma savant ===<br />
<br />
A colonist or tamed animal has suffered a brain injury and has gained great abilities from it at the cost of others, such as increased manipulation while losing the ability to speak and hear. It also restores the brain to full functioning despite the injury.<br />
<br />
This only has a 12% chance to trigger on receiving brain injuries.<br />
<br />
=== Traveler Visit ===<br />
{{:Traveler}}<br />
<br />
=== Relationship ===<br />
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]<br />
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving. In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists. Clicking the event envelope will show the relation.<br />
<br />
If the visitor instance itself was an event, it will add "(Relationship)" onto the end of the envelope title. If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.<br />
<br />
=== Visitor(s) ===<br />
<br />
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for awhile. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.<br />
<br />
Visitors possess no higher purpose otherwise. Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.<br />
<br />
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.<br />
<br />
== World incidents ==<br />
<br />
=== Attack begun ===<br />
<br />
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.<br />
<br />
=== Bandit camp opportunity ===<br />
<br />
{{see also|Offense tactics}}<br />
<br />
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.<br />
<br />
The bandit camp never times out and are weaker than regular enemy bases. <br />
<br />
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.<br />
<br />
=== Caravan ambushed / (manhunters) ===<br />
<br />
While travelling, one of your [[caravan]]s will be attacked. The game will give you a mini map to defend it.<br />
<br />
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.<br />
<br />
==== Caravan battle won ====<br />
<br />
This event will tell you if your people won their fight.<br />
<br />
=== Caravan arrived at (Location) ===<br />
<br />
This is a simple notification that your caravan has arrived at their destination.<br />
<br />
=== Caravan lost ===<br />
<br />
All human members of your caravan have died. Anything carried by the caravan, including animals, will be lost to the wild.<br />
<br />
[[File:Caravan destroyed.png|400px]]<br />
<br />
=== Caravan meeting by (Caravan ID) ===<br />
<br />
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.<br />
<br />
=== Caravan ready ===<br />
<br />
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.<br />
<br />
=== Caravan request ===<br />
<br />
Other friendly factions may make a special trade request of you. The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by. They may pay in silver or make a trade for a different item. They will usually pay well over the standard price that those items would otherwise be. Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.<br />
<br />
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.<br />
<br />
=== Demand ===<br />
<br />
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.<br />
<br />
You can see their number when they are demanding you hand over items.<br />
<br />
=== Incapacitated refugee ===<br />
[[File:Incapacitated refugee.png|400px]]<br />
<br />
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move. Without your help, he/she will die within X days. It may be dangerous there, so beware. The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 to 15 days. For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death. Entering that map will speed up any bleeding, however.<br />
<br />
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.<br />
<br />
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.<br />
<br />
=== Item Stash Opportunity (Time Remaining) ===<br />
<br />
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.<br />
<br />
There is a 50% chance that they will request a payment between 50 and 500 silver before informing you of the location. You must have enough silver near an [[orbital trade beacon]] to pay the price, and it must be done within 24 hours. You can postpone the request, in which the envelope will remain on-screen. Dismissing it via right-click is equal to refusal. <br />
<br />
Item stashes will timeout between 10 - 30 days. They may have a quest item, 3 - 5 [[neurotrainer mech serum]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. <br />
<br />
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good_will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. <br />
<br />
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.<br />
<br />
=== Peace talks ===<br />
[[File:Peace talks.png|400px]]<br />
<br />
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.<br />
<br />
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.<br />
<br />
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.<br />
<br />
==== Peace talk triumph ====<br />
<br />
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift of between 500 and 1500 silver.<br />
<br />
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.<br />
<br />
This has a base weight of 0.1.<br />
<br />
==== Peace talk success ====<br />
<br />
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.<br />
<br />
This has a base weight of 0.55.<br />
<br />
==== Peace talk flounder ====<br />
<br />
The talks were neither successful nor a failure, and relations remain unchanged.<br />
<br />
This has a base weight of 0.2.<br />
<br />
==== Peace talk backfire ====<br />
<br />
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.<br />
<br />
This has a base weight of 0.1.<br />
<br />
==== Peace talk disaster ====<br />
<br />
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.<br />
<br />
In addition, the angered faction sends a group of attackers after your negotiating party.<br />
<br />
This has a base weight of 0.05.<br />
<br />
==== Outcome chances ====<br />
<br />
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.<br />
<br />
*At 0% power, the bad outcome factor is 4.<br />
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.<br />
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.<br />
<br />
The new weight of each outcome is calculated afterwards.<br />
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)<br />
*Success = 0.55 * ( 1 / Bad Outcome Factor)<br />
*Flounder = 0.2<br />
*Backfire = 0.1 * Bad Outcome Factor<br />
*Disaster = 0.05 * Bad Outcome Factor<br />
<br />
The sum total of the new weights is then calculated.<br />
<br />
Finally, the probability of each outcome is calculated:<br />
<br />
{{math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}<br />
<br />
===== Example =====<br />
<br />
Take a level 15 Social negotiator as an example:<br />
<br />
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.<br />
#The new weight of each outcome, to 3 d.p.:<br />
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143<br />
#*Success = 0.55 * ( 1 / 0.7) = 0.786<br />
#*Flounder = 0.2<br />
#*Backfire = 0.1 * 0.7 = 0.07<br />
#*Disaster = 0.05 * 0.7 = 0.035<br />
#The sum total of new weights is calculated:<br />
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234<br />
#Finally, the probability of each event, to 2 d.p.:<br />
#*Triumph = 0.143 / 1.234 = 11.58%<br />
#*Success = 0.786 / 1.234 = 63.69%<br />
#*Flounder = 0.2 / 1.234 = 16.21%<br />
#*Backfire = 0.07 / 1.234 = 5.67%<br />
#*Disaster = 0.035 / 1.234 = 2.84%<br />
<br />
=== Prisoner rescue request ===<br />
<br />
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. <br />
<br />
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner. To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (Claim the door first for easy entry) or blowing a hole in the cell wall.<br />
<br />
The event will expire if ignored.<br />
<br />
<br />
<gallery widths="250px" heights="250px" class="center" mode="nolines"><br />
File:PRO 0.png|'''World event letter'''<br />
File:PRO 1.png|'''World map location'''<br />
File:PRO 2.png|'''Event specific map'''<br />
File:PRO 3.png|'''Event success notification'''<br />
</gallery><br />
<br />
==== Rescuee joins ====<br />
<br />
Should you succeed in rescuing the prisoner, he or she will immediately join your faction.<br />
<br />
=== Precious minerals found ===<br />
<br />
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]<br />
<br />
This event may only occur once the [[long-range mineral scanner]] is built and powered, and even then on average once every 30 days.<br />
<br />
Your long-range mineral scanner has found a lump of precious resources nearby, either gold or jade. We don't know who or what - if anything - might be guarding it. The minerals are usually be guarded either by pirates or a manhunter pack.<br />
<br />
Once colonists reach the spot, a temporary map will be generated with the precious mineral lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).<br />
<br />
=== Quest no longer available ===<br />
<br />
A world quest previously given can no longer be done by your faction. This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.<br />
<br />
=== Sub-events ===<br />
<br />
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.<br />
<br />
==== Ambush ====<br />
<br />
[[File:Incapacitated refugee Ambushed.png|400px]]<br />
<br />
Enemies may enter the minimap a little while after your colonists arrive, or suddenly appear near the objective when your pawns draw close to it. It's a current bug that the threat of an Ambush will appear on the World tab before your colonists have triggered the actual ambush.<br />
<br />
==== Sleeping mechanoids ====<br />
<br />
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.<br />
<br />
{{clr}}<br />
<br />
== Game endings ==<br />
When these happen, they signify that your game has ended, one way or another.<br />
<br />
=== Game over ===<br />
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.<br />
<br />
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.<br />
<br />
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]<br />
<br />
{{clear}}<br />
<br />
=== Planetkiller ===<br />
This event can only happen by configuring the starting scenario.<br />
<br />
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.<br />
<br />
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.<br />
<br />
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]<br />
<br />
{{clear}}<br />
<br />
{{Tocright}}<br />
<br />
== Legacy events ==<br />
<br />
Events from previous version of RimWorld.<br />
<br />
=== Tornado ===<br />
<br />
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].<br />
<br />
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.<br />
<br />
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.<br />
<br />
=Event Data=<br />
{|<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)<br />
|-<br />
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Raid]] || 9.0 || Bad || 0<br />
|-<br />
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1<br />
|-<br />
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Psychic Ship]] || 1.5 || Bad || 30<br />
|-<br />
| Big Threat || ManhunterPack || [[Events#Manhunter_pack| Manhunter Pack]] || 2.0 || Bad || 15<br />
|-<br />
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20<br />
|-<br />
| Special || RaidFriendly || [[Events#Faction Assistance| Friendlies]] || 3 || Good || 0<br />
|-<br />
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3<br />
|-<br />
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30<br />
|-<br />
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30<br />
|-<br />
| General Bad || Beavers || [[Events#Alphabeavers| Beavers!]] || 1 || Bad || 15<br />
|-<br />
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30<br />
|-<br />
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30<br />
|-<br />
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30<br />
|-<br />
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Zzzt...]] || 1.2 || Bad || 15<br />
|-<br />
| General Bad || CropBlight || [[Events#Mysterious Blight| Blight]] || 2.5 || Bad || 8<br />
|-<br />
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180<br />
|-<br />
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280<br />
|-<br />
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| (Trader type)]] || 13 || Good || 0<br />
|-<br />
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range| Pirate Merchant]] || 4.5 || Good || 0<br />
|-<br />
| General Good || TravelerGroup || [[Events#Traveler Visit| Travelers]] || 8 || Good || 0<br />
|-<br />
| General Good || VisitorGroup || [[Events#Faction Visit| Visitor(s)]] || 8 || Good || 0<br />
|-<br />
| General Good || WandererJoin || [[Events#Migrant| Wanderer Join]] || 0.4 || VeryGood || 0<br />
|-<br />
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0<br />
|-<br />
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0<br />
|-<br />
| General Good || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30<br />
|-<br />
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15<br />
|}<br />
| <br />
|}<br />
<br />
<br />
<span id ="DiseasesTable"></span><br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Weight of each disease per biome<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
! Arid Shrubland<br />
{{#vardefine: as_mtb | 60}}<br />
| {{#vardefineecho: as_flu | 100}}<br />
| {{#vardefineecho: as_plague | 100}}<br />
| {{#vardefineecho: as_malaria | 0}}<br />
| {{#vardefineecho: as_sleeping | 0}}<br />
| {{#vardefineecho: as_fibrous | 30}}<br />
| {{#vardefineecho: as_sensory | 30}}<br />
| {{#vardefineecho: as_gut | 60}}<br />
| {{#vardefineecho: as_muscle | 60}}<br />
|-<br />
! Desert<br />
{{#vardefine: d_mtb | 80}}<br />
| {{#vardefineecho: d_flu | 100}}<br />
| {{#vardefineecho: d_plague | 100}}<br />
| {{#vardefineecho: d_malaria | 0}}<br />
| {{#vardefineecho: d_sleeping | 0}}<br />
| {{#vardefineecho: d_fibrous | 30}}<br />
| {{#vardefineecho: d_sensory | 30}}<br />
| {{#vardefineecho: d_gut | 60}}<br />
| {{#vardefineecho: d_muscle | 60}}<br />
|-<br />
! Extreme Desert<br />
{{#vardefine: ed_mtb | 90}}<br />
| {{#vardefineecho: ed_flu | 100}}<br />
| {{#vardefineecho: ed_plague | 80}}<br />
| {{#vardefineecho: ed_malaria | 0}}<br />
| {{#vardefineecho: ed_sleeping | 0}}<br />
| {{#vardefineecho: ed_fibrous | 30}}<br />
| {{#vardefineecho: ed_sensory | 30}}<br />
| {{#vardefineecho: ed_gut | 40}}<br />
| {{#vardefineecho: ed_muscle | 40}}<br />
|-<br />
! Boreal Forest<br />
{{#vardefine: bf_mtb | 50}}<br />
| {{#vardefineecho: bf_flu | 100}}<br />
| {{#vardefineecho: bf_plague | 100}}<br />
| {{#vardefineecho: bf_malaria | 0}}<br />
| {{#vardefineecho: bf_sleeping | 0}}<br />
| {{#vardefineecho: bf_fibrous | 30}}<br />
| {{#vardefineecho: bf_sensory | 30}}<br />
| {{#vardefineecho: bf_gut | 50}}<br />
| {{#vardefineecho: bf_muscle | 50}}<br />
|-<br />
! Tundra<br />
{{#vardefine: t_mtb | 80}}<br />
| {{#vardefineecho: t_flu | 100}}<br />
| {{#vardefineecho: t_plague | 80}}<br />
| {{#vardefineecho: t_malaria | 0}}<br />
| {{#vardefineecho: t_sleeping | 0}}<br />
| {{#vardefineecho: t_fibrous | 40}}<br />
| {{#vardefineecho: t_sensory | 40}}<br />
| {{#vardefineecho: t_gut | 30}}<br />
| {{#vardefineecho: t_muscle | 30}}<br />
|-<br />
! Ice Sheet<br />
{{#vardefine: is_mtb | 90}}<br />
| {{#vardefineecho: is_flu | 100}}<br />
| {{#vardefineecho: is_plague | 80}}<br />
| {{#vardefineecho: is_malaria | 0}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: is_fibrous | 30}}<br />
| {{#vardefineecho: is_sensory | 30}}<br />
| {{#vardefineecho: is_gut | 0}}<br />
| {{#vardefineecho: is_muscle | 0}}<br />
|-<br />
! Sea Ice<br />
{{#vardefine: is_mtb | 80}}<br />
| {{#vardefineecho: is_flu | 100}}<br />
| {{#vardefineecho: is_plague | 80}}<br />
| {{#vardefineecho: is_malaria | 0}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: is_fibrous | 30}}<br />
| {{#vardefineecho: is_sensory | 30}}<br />
| {{#vardefineecho: is_gut | 0}}<br />
| {{#vardefineecho: is_muscle | 0}}<br />
|-<br />
! Temperate Forest<br />
{{#vardefine: tr_mtb | 45}}<br />
| {{#vardefineecho: tr_flu | 100}}<br />
| {{#vardefineecho: tr_plague | 100}}<br />
| {{#vardefineecho: tr_malaria | 100}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: tr_fibrous | 30}}<br />
| {{#vardefineecho: tr_sensory | 30}}<br />
| {{#vardefineecho: tr_gut | 50}}<br />
| {{#vardefineecho: tr_muscle | 50}}<br />
|-<br />
! Tropical Rainforest<br />
{{#vardefine: tr_mtb | 30}}<br />
| {{#vardefineecho: tr_flu | 100}}<br />
| {{#vardefineecho: tr_plague | 100}}<br />
| {{#vardefineecho: tr_malaria | 160}}<br />
| {{#vardefineecho: tr_sleeping | 140}}<br />
| {{#vardefineecho: tr_fibrous | 30}}<br />
| {{#vardefineecho: tr_sensory | 30}}<br />
| {{#vardefineecho: tr_gut | 80}}<br />
| {{#vardefineecho: tr_muscle | 80}}<br />
|}<br />
<br />
<!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --><br />
<!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --><br />
<!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.<br />
<br />
-->{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}<!--<br />
-->{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}<!--<br />
-->{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}<!--<br />
-->{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}<!--<br />
-->{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}<!--<br />
-->{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}<!--<br />
-->{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}<br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Mean time per disease by biome (in days)<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
| Arid Shrubland<br />
| {{#var: as_mtb}}<br />
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}<br />
|-<br />
| Desert<br />
| {{#var: d_mtb}}<br />
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}<br />
|-<br />
| Extreme Desert<br />
| {{#var: ed_mtb}}<br />
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}<br />
|-<br />
| Boreal Forest<br />
| {{#var: bf_mtb}}<br />
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}<br />
|-<br />
| Tundra<br />
| {{#var: t_mtb}}<br />
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}<br />
|-<br />
| Ice Sheet<br />
| {{#var: is_mtb}}<br />
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
|-<br />
| Tropical Rainforest<br />
| {{#var: tr_mtb}}<br />
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}<br />
|}<br />
<br />
<br />
[[Category:Gameplay]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=61920RimWorld Wiki:To-do2018-12-27T10:21:10Z<p>Nitrodev: /* Updates needed for Beta 19 */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
== Wiki consistency ==<br />
<br />
* 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]]. <div style="background:gold">[[File:LongRangeMineralScanner.png|25px]]<span style="color:navy">[[User:Yoshida Keiji|'''Yoshida Keiji''']]</span>([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]</div> 09:17, 23 September 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**We need better 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:07, 17 September 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
<br />
== Updates needed for Beta 19 ==<br />
<br />
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
<br />
=== Game artwork ===<br />
<br />
*'''Tons of art has been redone and adjusted (especially the spaceship)'''<br />
**Someone needs to extract the resources and add them in. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:54, 23 June 2018 (UTC)<br />
<br />
=== New features ===<br />
*<s>Added bridges. You can build bridges over rivers and non-deep lake/ocean water. Bridges support all but the heaviest structures, and can burn</s> Already added by someone. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
**<s>Also added "Soaking wet" which leaves a mood debuff for moving through water. Counter this with bridges</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
*<s>Added new "Messages" section of the History tab. This section shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
*<s>Added craftable plate armor with research project</s> Added by someone<br />
*Improved raids:<br />
**New group kinds (e.g. snipers only)<br />
**<s>New arrival modes: Multiple groups attacking at once and enemy pods landing scattered all over the map</s> Added by someone<br />
**Balanced raid points to ensure smooth progression<br />
**<s>Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper)</s><br />
*Improved caravaning:<br />
**Better AI: Pack animals now follow colonists to speed up the packing process<br />
**Added Caravan tab with caravan loading progress<br />
**Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better<br />
**Caravans now automatically forage for food while traveling<br />
**Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet<br />
**Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving<br />
*Improved faction relations system:<br />
**New faction relation type: Ally<br />
**Maintaining good faction relations is now more important than before<br />
**<s>Offer gifts to improve faction relations (either by using transport pods, sending caravans, or giving gifts to their traders)</s><br />
**<s>Visitors of allied factions will now occasionally leave gifts before leaving</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*New buildings:<br />
**<s>Watermill generator</s> Added by someone<br />
**<s>Autocannon turret</s> Added by someone<br />
**<s>Waterproof conduit</s> Added by someone<br />
**<s>Butcher spot</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
**<s>Double sleeping spot</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
*<s>New scenario: Naked Brutality - start naked with no items</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*New traits:<br />
**<s>Tunneler - Don't mind never seeing the sky</s> Added by someone<br />
**<s>Great memory - slower skill decay</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 05:50, 24 June 2018 (UTC)<br />
**<s>Tough - take less damage</s> Added by someone<br />
**<s>Gourmand - eat a lot, random eating binges, cooking skill bonus</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 05:50, 24 June 2018 (UTC)<br />
**<s>Sickly - get sick often</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
**<s>Quick sleeper - take less time to sleep</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 05:50, 24 June 2018 (UTC)<br />
*<s>New incident: "Wild man wanders in”</s> Added by someone<br />
*<s>New terrain: Soft sand - doesn't allow building medium or heavy structures</s> Added by someone<br />
*New items:<br />
**<s>Flak pants</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:21, 27 December 2018 (UTC)<br />
**Prosthetic heart<br />
**Bionic spine<br />
**Bionic heart<br />
**Bionic stomach<br />
**Archotech eye<br />
**Archotech arm<br />
**Archotech leg<br />
**Tornado generator<br />
*Leather rework:<br />
**Several types of leather have been combined, overall fewer kinds of leather<br />
**Patchleather - poor-quality leather made from any combination of other leather<br />
*New designators: Mass-forbid and unforbid<br />
*New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals<br />
*New type of attack: Kick sand/water in eyes<br />
*You can now smooth natural rough rock walls into high-quality walls<br />
*Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness<br />
*Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning)<br />
*New edge shader for blueprints looks much nicer and more visible than before.<br />
*Workbench bills can now be assigned to specific colonists<br />
*Added "Show what will buy" window which shows all items a trader will buy<br />
*Trees’ color now depends on the current season<br />
*Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed<br />
*Added an animal disease incident that mirrors the human disease incident<br />
*Added tainted-apparel thing filter<br />
*Animals can now be renamed<br />
*Added "Save translation report" button for translators. It generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.<br />
*Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them<br />
*Workbench bills can now be copied and pasted<br />
*Colonists now opportunistically haul things while working if their current target is roughly in the same direction<br />
*The player can now request AI-core quests from allies<br />
*t's now possible to craft prosthetic and bionic body parts, grenades, and molotovs<br />
*It's now possible to mass-cancel all designations with a designator's right-click menu<br />
*It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu<br />
*You can now drag and reorder colonists in the colonist bar<br />
*Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.<br />
*Random variant art added for some plants<br />
*Mods page now has a search bar so you can easily find one mod in your list of hundreds<br />
<br />
=== Adjustments ===<br />
<br />
*Heavily rearranged the research tree for easier reading<br />
*Joy need is renamed to 'recreation'<br />
*Battles in the Combat tab are now named<br />
*Totally reworked how plants grow. Wild plants after several in-game years should now look more or less as good as at the beginning<br />
*Items of the same type in the Items tab are now grouped together<br />
*Items in the Items tab can now be sorted by mass, market value, etc.<br />
*Instead of shooting them, hunters now execute downed creatures with a neck cut (except explosive creatures)<br />
*When placing or selecting work stations where pawns can sit while working, the spot where the pawn goes is indicated by a chair outline so the player realizes that a chair can be built there<br />
*Removed tornado incident<br />
*Blunt weapons now have a chance to stun the target<br />
*Split tribal warrior into warrior (mid-range melee) and penitent (poverty melee, similar to drifter)<br />
*Changed deep moving water to chest-deep moving water: walkable but slower than shallow water<br />
*Reworked a ton of text generation to create more sensible, interesting results<br />
*Turrets now require "barrel change" after firing a lot. This consumes steel<br />
*Misc interface tweaks: colonists forming a caravan now have a special icon in the colonist bar, hovering over stats in the stat window now shows their details, added copy to clipboard button in the Combat tab<br />
*Doctors can draw medicine from the same stack at the same time<br />
*Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)<br />
*Caravan members can now tend to themselves if self-tend is on<br />
*Insects will no longer attack the colony when harmed by raiders<br />
*Hives will no longer spawn close to enemy bases<br />
*Changed "Beds" research to "Complex furniture" which is now required to build things like end tables and dining chairs<br />
*Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water<br />
*No more random deaths from meteorites falling on colonists<br />
*Insects will now go into hypothermic slowdown instead of getting hypothermia<br />
*Caravan speed now depends on the carried weight<br />
*Caravan members now slowly gain social recreation when the caravan is not moving<br />
*Ambush maps now retain information about the caravan's exact sub-tile position, which means that caravans will now continue their journey from the same position after being ambushed<br />
*Death letter now contains information about last, relevant events<br />
*When a health condition in the Health tab is clicked we now seek to appropriate combat log entry<br />
*It's no longer possible to build roof over trees<br />
*<s>Hydroponics now default to grow rice</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 05:53, 24 June 2018 (UTC)<br />
*Growing trees now requires research and you can now only grow trees which grow naturally in the local biome<br />
*Kind and Psychopath traits will no longer appear together<br />
*Alphabeavers incident now only occurs in biomes with sparse plants<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*<s>Removed scyther blade</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 02:19, 19 July 2018 (UTC)<br />
*Mechanoids now always die on downed<br />
*Nutrient paste dispensers are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<br />
*<s>Deep drills now yield stone chunks if no resource is below</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Drills which run out of valuable resources are now automatically forbidden<br />
*Firefoam poppers will now pop whenever there's a fire in a 3-cell radius<br />
*Exotic goods outlander traders will no longer trade furniture<br />
*Some traders will now buy only some types of animals, not all<br />
*Food poisoning now has three stages it moves through over the course of a day<br />
*Adjusted doctors and patients work priorities a bit so they do urgent work first<br />
*Important world objects are now easier to see when the camera is zoomed out<br />
*Improved pathfinding: colonists should now generate better paths<br />
*Removed "Green thumb" trait<br />
*The player now must choose a route for the caravan before sending it<br />
*Caravans will no longer rest just before reaching their destination<br />
*Heavily reworked how caravan movement speed works. Every tile now has an easy-to-understand, well-explained "movement difficulty" stat<br />
*Bedrolls now have quality ratings<br />
*Removed Electric armor<br />
**This is referring to the Electric armor rating which is obsolete even prior to removal. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 02:07, 18 June 2018 (UTC)<br />
*Most crafting benches are now uninstallable and reinstallable<br />
*<s>Removed shiv since it's basically a low-quality knife</s><br />
*<s>It's now possible to craft knives at crafting spots</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Inspired colonists now get a special icon in the colonist bar<br />
*Colonists will now take pemmican to inventory (like meals)<br />
*Frag grenades are no longer a valid hunting weapon<br />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Alerts now also look at caravan members where appropriate<br />
*The permadeath savefile is now also renamed when the colony is given a name<br />
*Improved sapper AI somewhat<br />
*"autostart.rws" is now automatically loaded on start in dev mode, for faster testing<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*Plants in the plant selection menu are now sorted by category and name<br />
*Reworked the "advanced map options" dialog layout, extreme game-breaking map sizes are now disabled by default and must be enabled in the options<br />
*Minerals and ancient dangers will no longer appear on encounter maps<br />
*Graves now show the person's date of death<br />
*<s>"Vest plate" is now called "Flak vest"</s><br />
*Tribal factions can now do sapper raids<br />
*Added medical care column to the Assign tab<br />
*Removed Shoddy and Superior item qualities<br />
*Adjusted quality impact on various stats to be less extreme and more steady in most cases<br />
*Rebalanced and refactored quality generation. Masterwork/legendary level items never generate on enemies, traders, bases. Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration or from quests<br />
*Generalized "Inspired art" inspiration to "Inspired creativity" which now applies to all crafted items<br />
*Removed the distinction between allowed areas and animal areas<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<br />
*Inspiration expiration time is now shown on the inspect pane<br />
*<s>"Improvised turret" is now called "Mini-turret"</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Added minimum crafting skill to various weapon and apparel crafting recipes<br />
*Removed the requirement to pay fee to initiate the item stash quest<br />
*Caravans now get name based on their best negotiator<br />
*Colonists can now wear armor vests with tribalwear<br />
*Minor starvation (below 25% severity) no longer causes miscarriages<br />
*Pets and bonded animals no longer disturb sleep<br />
*When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave<br />
*Enemies no longer use single use rocket launchers during caravan ambushes<br />
*Some letters now show information about the related faction relations in the bottom right corner<br />
*It's no longer possible to request military aid from factions which can't use transport pods (they can still give aid spontaneously)<br />
*Various floors now require research. Split hospital beds into "Sterile materials" and "Hospital beds" research projects<br />
*<s>Trading with factions now affects goodwill (1 per 500 silver traded)</s><br />
*<s>Settling very near another faction base will now cause faction relations loss every quadrum because of anger due to territorial encroachment</s><br />
*<s>Fulfilling trade requests now gives +5 goodwill</s> <br />
*<s>Destroying a faction base of a mutual enemy now gives +15 goodwill</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:47, 25 June 2018 (UTC)<br />
*All traders are now unwilling to buy tainted apparel<br />
*Caravans who are not moving now have a lower chance of being attacked<br />
*Improved animal fleeing behavior<br />
*No humans now spawn with charge rifle. Charge lance is now usable by humans and craftable. Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable)<br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<br />
*Wood-powered fires and coolers no longer vanish when fuel is exhausted, they wait to be refueled<br />
*Animals now respond quicker to their master drafting/undrafting<br />
*Fixed issues with animals sometimes randomly opening doors in combat and allowing enemies in<br />
*Improved following behavior so animals following their master will now try to stay close to him<br />
*The prostophile thoughts now accept any artificial body parts, not just bionic<br />
*Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)<br />
<br />
=== Balance ===<br />
<br />
*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.<br />
*World quest destinations appear 10% closer to the player bases.<br />
*Table search radius 25 -> 32<br />
*The “expectations” thoughts progress more rapidly.<br />
*Doubled initial blight size, increase spread rate by 30%.<br />
*Go frenzy inspiration duration 1 day -> 2 days<br />
*For all cases where a world quest has a time limit, increase the time limit by 50%<br />
*Poison ship part plant-killing circle stops expanding at radius 50.<br />
*Wounds are 50% less likely to become permanent scars.<br />
*Burying corpses takes 2x longer. Digging graves takes 20% longer.<br />
*Increased delay before auto-undraft by 20%.<br />
*Shallow water movement cost 12 -> 22<br />
*Equalized mood penalties for being too hot and too cold.<br />
*<s>Armor is now entirely done with a chance of deflecting the entire hit, instead of a reduction in damage. This means there are fewer wounds, but they are more significant, and it’s easier to see the effect armor is having on the battlefield. It also means heat armor can actually prevent people getting set aflame.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Refactored how apparel armor is calculated to be simpler, and rebalanced all apparel and stuff armor stats. Many thing protect from sharp attacks, few protect from blunt attacks, so blunt damage is now clearly specialized in attacking armored enemies.<br />
*Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.<br />
*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.<br />
*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.<br />
*Removed shoddy and superior quality levels. Rebalanced other qualities to have a smoother progression up to Excellent; masterwork and rare are really special quality levels with big stat boosts which can usually only be acquired by special means like quests and inspirations.<br />
*Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.<br />
*World quests now appear about 2.5x more often and start from 6 days instead of 15 days.<br />
*Rebalanced plant work speed stat so it is 100% at 8 skill.<br />
*Fixed a bug that caused there to be too many wild animals.<br />
*Small adjustments to some biome disease frequencies and animal densities<br />
*<s>Starting meal count 44 -> 50.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Rebalanced flammability across the whole game.<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<br />
*Extensive rebalance of the probabilities of various pawn kinds spawning with various weapons, tech hediffs, and apparel.<br />
*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.<br />
*Increased base infection chances.<br />
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.<br />
*Trade requests will give more time and much richer rewards, especially for poor colonies.<br />
*Rebalanced beauty of items, buildings, floors, filth, and plants game-wide.<br />
*Rebalanced the intensity and duration of many thoughts.<br />
*<s>Tribal start beginning pemmican 300 -> 400.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
*Deep drills cost more and mine slower.<br />
*Items:<br />
**Drastically reduced apparel crafting work times, especially for basic items.<br />
**Added minimum crafting skill to various weapon and apparel crafting recipes.<br />
**Reworked power armor/charge rifle crafting cost. They take a lot less components, and some advanced components, and less time.<br />
**Shield belt cost (3x component, 60x plasteel, 5x uranium ) -> (2x component, 50x steel, 10x plasteel). Production time to 50% of current.<br />
**Small sculpture mass 5 -> 3. Large sculpture mass 10 -> 7. Grand sculpture mass 50 -> 25.<br />
**<s>Chocolate market value 6->3</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:46, 25 June 2018 (UTC)<br />
**<s>Packaged survival meal mass: 0.4 -> 0.3 (lighter than pemmican per nutrition). Pemmican daysToRotStart: 80 -> 70. Packaged survival meal ingredients count: 0.5 -> 0.3 (still a bit worse than simple meal and pemmican).</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC) '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
**<s>Increased artillery shell cost by 30%. Reduced artillery accuracy slightly.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:46, 25 June 2018 (UTC)<br />
*Plants:<br />
**All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.<br />
**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.<br />
**Sowing any kind of tree now requires 6 growing skill.<br />
**Sowing trees takes 8x longer.<br />
**Trees can only be sown with a research called “Tree Sowing” that costs 500. Tribals start with this research. It has no prerequisites.<br />
**You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.<br />
**Reduced all tree-type plant’s max hit points by to 66% of old values.<br />
**Bomb damage now does 2x damage vs plants.<br />
**Rose and Daylily sow work 440 -> 600, to solve the exploit where people fill a ugly rooms with flowers.<br />
**Healroot grow days 6.5 -> 12, sow and harvest work increased significantly.<br />
**Reduced daylily and rose lifespans.<br />
**Rice, strawberries, healroot, corn, cotton min fertility 50% -> 100%.<br />
**Sand fertility 6% -> 10%.<br />
*Research:<br />
**Colonies start game with passive cooler research.<br />
**Colonies no longer start game with batteries and solar panels and nutrient paste research.<br />
**Nutrient paste research cost 600 -> 300.<br />
**Recurve bow research cost 200 -> 400.<br />
**Carpet making research cost 1200 -> 600.<br />
**Autodoor research cost 400 -> 600.<br />
**Shield belt research prerequisite Multi-analyzer -> Microelectronics basics<br />
**Shield belt research cost 3000 -> 1400<br />
**Psychoid pekoe research cost 400 -> 800<br />
**Brewing research cost 700 -> 400<br />
**Refining research cost 1200 -> 700<br />
**Ground-penetrating scanner research cost 7000 -> 4500.<br />
**Complex furniture research cost 700 -> 300, more things require this research now.<br />
**<s>Knife no longer requires smithing research</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:46, 28 August 2018 (UTC)<br />
*Buildings:<br />
**Reduced all costs to build the ship components by 30%<br />
**Slowed constructing buildings with all stone types by 20%<br />
**Adjusted minimum construction skill on a variety of buildings (generally adding one where there was none)<br />
**<s>Vitals monitor cost 180 steel -> 70 steel and 3 components</s><br />
**<s>Vitals monitor power consumption 150 -> 80</s><br />
**<s>Sandbag cost 6 steel -> 5 steel</s><br />
**<s>Sterile tile cost 15 silver -> 12 silver</s><br />
**<s>Standing lamp power usage 75W -> 30W</s><br />
**<s>Turret power usage 350W -> 100W</s><br />
**<s>Sandbag fill percent 65% -> 60%</s><br />
**<s>Bed cost 35 -> 45</s><br />
**<s>Double bed cost 70 -> 80</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:46, 25 June 2018 (UTC)<br />
**<s>Bedroll cost 50 -> 40</s><br />
**<s>Double bedroll cost 80 -> 70</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
**Bedrolls rest effectiveness 0.93 -> 0.95<br />
**Bedrolls comfort 0.6 -> 0.68<br />
**Wind turbine width 5 cells -> 7 cells<br />
**<s>Animal bed cost 45 -> 40</s><br />
**<s>Battery stored energy max 1000 -> 600</s><br />
**<s>Battery cost 50 steel, 2 components -> 70 steel, 2 components</s><br />
**<s>Chemfuel generator fuel consumption rate 4.0 -> 4.5</s><br />
**<s>Chemfuel generator fuel capacity 25 -> 30</s><br />
**<s>Transport pod launcher cost 80 steel, 3 components -> 70 steel, 1 component</s><br />
**<s>Transport pod cost 80 steel, 1 component -> 60 steel, 1 component</s><br />
**<s>Vanometric power cell output 500W -> 1200W</s><br />
**<s>Hospital beds cost components instead of medicine.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:46, 25 June 2018 (UTC)<br />
*Animals:<br />
**Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.<br />
**Adjusted many animal market values and movement speeds.<br />
**Human leather amount 25 -> 50<br />
**Animals leather amount increased 50% across the board<br />
**Animal train chance reduced 25%.<br />
**Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.<br />
**Obedience training steps 1 -> 3.<br />
**Warg damage increased by 15%.<br />
**Warg wildness 80% -> 35%<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**Alphabeaver body size 0.6 -> 0.45<br />
**Wild boar trainable intelligence Advanced -> Intermediate (pig still has Advanced)<br />
**Wild boar tusk damage 9 -> 8<br />
**Wild boar speed 5 -> 4.2 (pig is still 3.6)<br />
**Wild boar min comfy temperature -20 -> -15<br />
**Pig bite damage 7 -> 6<br />
**Pig market value 280 -> 200<br />
**Boomalope chemfuel production reduced by 40%<br />
**Boomalope hunger rate 1.0 -> 1.3<br />
**Alpaca move speed 3.8 -> 3.2<br />
**Alpaca leg damage 7 -> 6<br />
**Dromedary leg damage 11 -> 8<br />
**Muffalo speed 3.6 -> 3.5<br />
**Muffalo head cooldown 1.65 -> 2.00<br />
**Muffalo wildness 50% -> 60%<br />
**Wolf wildness 75% -> 85%.<br />
**Wolf trainable intelligence Advanced -> Intermediate<br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**Husky, lab body sizes reduced slightly<br />
**Lab hunger rate 0.5 -> 0.4<br />
**Thrumbo hunger rate 4.5->3.5<br />
**Nuzzle target search distance 15 -> 40<br />
**Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3<br />
**Yorkshire terrier nuzzle interval 15 -> 24 hours<br />
**Monkey, chinchilla nuzzle interval 72 -> 48 hours<br />
**Hare, snowhare nuzzle interval 120 -> 72<br />
**Muffalo, alpaca, warg no longer nuzzle<br />
**Tortoise armor 50% -> 30%.<br />
*Drugs:<br />
**Psychoid pekoe psychoid tolerance gain 0.02 -> 0.03<br />
**Psychoid pekoe market value 14 -> 10<br />
**Psychoid pekoe restFallFactor 0.9 -> 0.8<br />
**Hop plant min grow skill 7 -> 3<br />
**Beer fermenting time 10 days -> 6 days<br />
**Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity<br />
**Alcohol severity per day -1.0 -> 0.75, so it lasts longer<br />
**Alcohol mood gains all increase +2<br />
**Smokeleaf mood gain 15 -> 13<br />
*Ranged weapons:<br />
**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.<br />
**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).<br />
**<s>Chain shotgun range 9 -> 12.9, accuracy 40/43/38/32 -> 57/64/55/45</s><br />
**<s>Minigun forced miss radius 2.4 -> 1.8</s><br />
**<s>Heavy charge blaster forced miss radius 2.9 -> 1.9</s> It seems that it is instead removed entirely. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
**EMP stun duration is now the same for grenades and shells<br />
**Charge lance is now usable and craftable.<br />
**No human enemies spawn with weapons above industrial tech.<br />
*Melee:<br />
**<s>Removed shiv (since the same role is filled by a low quality knife)</s><br />
**Debuffed fists very slightly (~5%) in cooldown<br />
**Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS<br />
**Buffed beer bottles, and wood log slightly (~10%) above fists in terms of DPS<br />
**Serious melee weapons (knife on upward) across the board 5%-10% DPS buff<br />
<br />
== Updates needed for Beta 18 ==<br />
<br />
Like before: a list of all changes from Beta 18 that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:27, 18 November 2017 (UTC)<br />
<br />
=== World generation ===<br />
<br />
*<s>New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.</s><br />
**<s>Tropical swamp</s><br />
**<s>Temperate swamp</s><br />
**<s>Cold bog</s> Someone else covered these, thanks. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:42, 28 August 2018 (UTC)<br />
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
<br />
===Content===<br />
<br />
'''Most of the content here needs the icon for their respective item, once they are uploaded their pages should be complete. ''' '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:05, 31 December 2017 (UTC)<br />
<br />
*Tribal content upgrade:<br />
**Ikwa melee weapon<br />
<br />
*New quest reward special items:<br />
**<s>Psychic emanator</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:40, 28 August 2018 (UTC)<br />
<br />
*Various different kinds of plant<br />
<br />
===Misc additions===<br />
*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.<br />
<br />
*New world site components (used in various situations):<br />
**Animal ambush<br />
<br />
*<s>Spaceship is now bigger and has one more component, the sensor cluster</s> Completed... I guess. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:44, 28 August 2018 (UTC)<br />
<br />
==Updates needed for previous alphas==<br />
<br />
A list of all changes from Alpha 17 and prior, that need to be added to their respective pages. Don't forget to <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki> any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:42, 28 August 2018 (UTC)<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
* [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
* [11b] Mods config page shows load order of mods.<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
<br />
[[Category:Site Maintenance]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Armor&diff=61919Armor2018-12-27T10:20:23Z<p>Nitrodev: </p>
<hr />
<div><noinclude><br />
<!--Top Nav Box--><br />
{| align=center<br />
| {{Gear_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
</noinclude><br />
<br />
<includeonly><br />
:''Main article: [[Armor]]''<br />
</includeonly><br />
<noinclude>{{TOCright}}</noinclude><br />
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.61 cells per second (c/s).<br />
<br />
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.<br />
<br />
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought, and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.<br />
<br />
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.<br />
<br />
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.<noinclude><br />
<br />
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.<br />
<br />
Like all apparel, armor sells at 70% market price.<br />
<br />
== Armor rating ==<br />
There are several types of armor ratings;<br />
{| {{STDT| c_08 text-center}}<br />
! Name !! Label !! Description<br />
|- style="text-align:left;"<br />
! [[Injury#Blunt|Blunt]]<br />
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.<br />
|- style="text-align:left;"<br />
! [[Injury#Piercing|Piercing]]<br />
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.<br />
|- style="text-align:left;"<br />
! [[Injury#Heat|Heat]]<br />
| Armor - Heat || Protection against temperature-related damage like burns.<br />
|}<br />
<br />
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:<br />
#The armor rating is reduced by the armor penetration value, dependent on the weapon.<br />
#The remaining armor rating is then compared against a random number from 0 to 100:<br />
#*If the random number is under half the armor rating, the damage deflects harmlessly.<br />
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.<br />
#*If the random number is greater than the armor rating, the armor has no effect.<br />
*Maximum armor rating is at 200%.<br />
<br />
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.<br />
<br />
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.<br />
<br />
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.<br />
<br />
In Beta 18 or earlier:<br />
*Each point of armor from 1 - 50% reduces damage by 1%. <br><br />
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. <br><br />
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.<br><br />
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).<br />
<br />
== Durability ==<br />
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.<br />
<br />
== Clothing Layers ==<br />
{{:Clothing Layers}}<br />
<br />
== Middle Layer ==<br />
<br />
{{main|Flak vest}}<br />
<br />
{{Item<br />
| name = Flak vest<br />
| image = ArmorVest.png<br />
| description = A vest with armor plates inserted on the chest and back. Protects against gunfire.<br />
| note = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.<br />
| tags =<br />
{{Tag/Worth (old) | 600 }}<!-- MaxHitPoints = 200 --><br />
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}<br />
{{Tag/MoveSpd- | 0.12 c/s }}<br />
}}<br />
<br />
== Middle and On skin layer ==<br />
<br />
{{Item<br />
| name = Flak pants<br />
| image = ArmorPants.png<br />
| description = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.<br />
| note = A pair of pants with armor plates sewn in.<br />
| tags =<br />
{{Tag/Worth (old) | 600 }}<!-- MaxHitPoints = 200 --><br />
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}<br />
{{Tag/MoveSpd- | 0.12 c/s }}<br />
}}<br />
<br />
<br />
== Middle and Shell Layers ==<br />
<br />
{{main|Plate armor}}<br />
<br />
{{Item<br />
| name = Plate armor<br />
| image = Plate_armor.png<br />
| description = Overlapping solid plates of armor covering the entire body from neck to feet.<br />
| note = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.<br />
| tags =<br />
{{Tag/Worth (old) | 535}}<br />
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 32.9 | sharp = 65.7 | heat = 52.6 }}<br />
{{Tag/MoveSpd- | 0.8 c/s }}<br />
}}<br />
<br />
{{main|Marine armor}}<br />
<br />
{{Item<br />
| name = Marine armor<br />
| image = PoweredArmor.png<br />
| description = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. <br> Armor like this is often used by imperial janissaries and rapid-incursion space marines.<br />
| note = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.<br />
| tags =<br />
{{Tag/Worth (old) | 4,500 }}<!-- MaxHitPoints = 340 --><br />
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}<br />
{{Tag/TempMin- | 45 }}<br />
{{Tag/MoveSpd- | 0.1 c/s }}<br />
{{Tag/WorkSpd- | 10% }}<br />
}}<br />
== Over Head Layer ==<br />
<br />
{{main|Simple helmet}}<br />
<br />
{{Item<br />
| name = Simple helmet<br />
| image = M1Helmet.png<br />
| description = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.<br />
| note = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.<br />
| tags =<br />
{{Tag/Worth (old) | 40 }}<!-- MaxHitPoints = 100 --><br />
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 30 }}<br />
{{Tag/MoveSpd- | 0.04 c/s }}<br />
{{Tag/PsySens- | 10% }}<br />
}}<br />
<br />
{{main|Advanced helmet}}<br />
<br />
{{Item<br />
| name = Advanced helmet<br />
| image = KevlarHelmet.png<br />
| description = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.<br />
| note = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.<br />
| tags =<br />
{{Tag/Worth (old) | 300 }}<!-- MaxHitPoints = 120 --><br />
{{Tag/Protect+ | Upper Head | blunt = 13 | sharp = 40 }}<br />
{{Tag/MoveSpd- | 0.02 c/s }}<br />
}}<br />
<br />
{{main|Power armor helmet}}<br />
<br />
{{Item<br />
| name = Power armor helmet<br />
| image = PoweredArmorHelmet.png<br />
| description = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.<br />
| note = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. <br />
| tags =<br />
{{Tag/Worth (old) | 2,000 }}<!-- MaxHitPoints = 180 --><br />
{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}<br />
{{Tag/TempMin- | 3 }}<br />
{{Tag/TempMax+ | 3 }}<br />
{{Tag/MoveSpd- | 0.04 c/s }}<br />
}}<br />
<br />
{{main|Psychic foil helmet}}<br />
<br />
{{Item<br />
| name = Psychic foil helmet<br />
| image = psychicfoilhelmet.png<br />
| description = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.<br />
| note = Great protection against mind-reading lizard men. Not so great at stopping bullets.<br />
| tags =<br />
{{Tag/Worth (old) | 350 }}<!-- MaxHitPoints = 90 --><br />
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}<br />
{{Tag/PsySens- | 90% }}<br />
}}<br />
<br />
== Waist Layer ==<br />
<br />
{{main|Shield belt}}<br />
<br />
{{Item<br />
| name = Shield belt<br />
| image = ShieldBelt.png<br />
| description = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).<br />
| note = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks. <br />
| tags =<br />
{{Tag/Worth (old) | 390 }}<!-- MaxHitPoints = 100 --><br />
}}<br />
<br />
{{main|Smokepop belt}}<br />
<br />
{{Item<br />
| name = Smokepop belt<br />
| image = SmokepopBelt.png <br />
| description = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.<br />
| note = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.<br />
| tags =<br />
{{Tag/Worth (old) | 166 }}<!-- MaxHitPoints = 100 --><br />
}}<br />
<br />
== Table ==<br />
{| {{STDT| sortable c_08 text-center}}<br />
!Name !! data-sort-type="number" | Move Speed<ref>Bonus/penalty on movement speed.</ref> !! Layer<ref>What part this armor covers (may be multiple).</ref> !! Covers !! Market Value !! Commonality<ref>Statistic of how common this armor should be.</ref> !! Blunt !! Sharp !! Heat !! Electric !! Toxic<br />
|-<br />
! [[#Armor vest|Armor vest]]<br />
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Simple Helmet|Simple helmet]]<br />
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Advanced Helmet|Advanced helmet]]<br />
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Power Armor Helmet|Power armor helmet]]<br />
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%<br />
|-<br />
! [[#Power Armor|Power armor]]<br />
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%<br />
|-<br />
! [[#Shield belt|Shield belt]]<br />
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Smokepop belt|Smokepop belt]]<br />
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%<br />
|-<br />
|}<br />
<br />
<references/><br />
</noinclude><br />
<br />
[[Category: Gear]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:Flak_pants.png&diff=61918File:Flak pants.png2018-12-27T10:20:09Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Traits&diff=61917Traits2018-12-27T09:21:42Z<p>Nitrodev: /* Spectrum Traits */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
<hr><br />
<!-- End Nav --><br />
<br />
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.<br />
<br />
=General Traits=<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Nudist<br />
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.<br />
| +20 mood bonus when naked<br />
-3 mood penalty for wearing any clothing (excluding headgear)<br />
| -<br />
|-<br />
! Bloodlust<br />
| NAME gets a rush from hurting people, and never minds the sight of blood or death.<br />
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin<br />
+8 mood bonus for witnessing a stranger's death<br><br />
+13 mood modifier for killing strangers<br><br />
No mood penalty for wearing clothes taken from the dead<br><br />
Four times as likely to start a social fight<br />
| -<br />
|-<br />
! Kind<br />
| NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.<br />
| Sometimes tells others Kind Words<br />
+5 mood bonus for anyone who has been told Kind Words by this colonist <br><br />
Will not Slight or Insult others<br />
| Abrasive<br />
|-<br />
! Psychopath<br />
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.<br />
| Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, butchering of humans or friendly chats<ref>Specific value not listed in flavor text.</ref><br />
| -<br />
|-<br />
! Cannibal<br />
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they liked it.<br />
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin<br><br />
+15 mood bonus after eating meal made with human flesh<br />
+20 mood bonus after eating raw human flesh<br />
| -<br />
|-<br />
! Abrasive<br />
| NAME always says exactly what's on their mind, especially if it's bugging them. That tends to rub people the wrong way.<br />
| Has a tendency to slight and insult people<br />
| -<br />
|-<br />
! Too Smart<br />
| NAME is too smart for their own good. They learn everything much faster than everyone, but can be quite eccentric.<br />
| Global learning speed (Experience gained) +75%<br />
Mental break threshold +12%<br />
| Nerves<br />
|-<br />
! Fast Learner<br />
| NAME has a knack for learning. He picks things up much faster than others.<br />
| Global learning speed (Experience gained) +75%<br />
| -<br />
|-<br />
! Super Immune<br />
| NAME has a naturally powerful immune system. They will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.<br />
| Immunity gain speed +30%<br />
| -<br />
|-<br />
! Nimble<br />
| NAME has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace.<br />
| Melee dodge chance +15.0<br />
| -<br />
|-<br />
! Brawler<br />
| NAME likes to fight up close and personal. Their accuracy is greatly increased in melee combat, but they'll be very unhappy if asked to carry a ranged weapon.<br />
| Melee hit chance x130%<br />
Melee skill +4<br />
<br>Shooting skill -4<br />
<br>-20 mood penalty for wielding a ranged weapon<br />
| Trigger Happy<br />
Careful Shooter<br />
|-<br />
! Masochist<br />
| For NAME, there's something exciting about getting hurt. They don't know why, they're just wired differently.<br />
| +5 mood bonus for being in a little pain<br />
+10 mood bonus for being in medium pain<br />
<br>+15 mood bonus for being in severe pain<br />
<br>+20 mood bonus for being in shock<br />
| -<br />
|-<br />
! Transhumanist<br />
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.<br />
| Mood bonus for having bionic body parts, up to +10 <br>-4 mood penalty for not having a bionic body part<br />
| Body purist<br />
|-<br />
! Body purist<br />
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.<br />
| Heavy mood penalty for having bionic body parts, down to -35<br />
| Transhumanist<br />
|-<br />
! Green Thumb (obsolete 1.0+)<br />
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.<br />
| +1 mood bonus from sowing a plant. Stackable up to 20 times.<br />
| -<br />
|-<br />
! Night Owl<br />
| NAME likes to work at night. They get a mood bonus if awake at night and mood loss if awake during the day.<br />
| -10 mood penalty during day (starts: ~11:00, ends: ~18:00),<br />
+16 mood bonus during night (starts: ~23:00, ends: ~06:00).<br />
| -<br />
|-<br />
! Greedy<br />
| NAME needs a really impressive bedroom. They get a mood loss if they don't get what they want.<br />
| -8/-8/-8/-6/-4 mood penalty for not having an impressive bedroom.<br />
| Ascetic<br />
|-<br />
! Jealous<br />
| For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.<br />
| -8 mood penalty for not having the best bedroom.<br />
| Ascetic<br />
|-<br />
! Ascetic<br />
| NAME prefers to live in asceticism. They will be put in a poor mood if they have a bedroom that's too impressive. They also dislike fancy food and prefer to eat raw - and raw food won't bother them a bit.<br />
| +5 mood bonus for having an awful bedroom<br />
-5 mood penalty for having a slightly impressive or better bedroom.<br><br />
Mood not affected by food quality, prefers raw food.<br />
| Greedy<br />
Jealous<br />
|-<br />
! Gay<br />
| NAME is romantically attracted to people of their own gender.<br />
| Will only have romantic relationships with people of same gender.<br />
| -<br />
|-<br />
! Misandrist<br />
| NAME really dislikes and distrusts men.<br />
| -25 opinion of men.<br />
| Psychopath<br />
|-<br />
! Misogynist<br />
| NAME really dislikes and distrusts women.<br />
| -25 opinion of women.<br />
| Psychopath<br />
|-<br />
! Great memory<br />
| [PAWN_nameDef] has a fantastic memory for detail. [PAWN_pronoun] will lose unused skills at half the rate of other people.<br />
| Skill loss rate x50%<br />
| -<br />
|-<br />
! Tough<br />
| [PAWN_nameDef] has thick skin, dense flesh, and durable bones. [PAWN_pronoun] takes much less damage than other people from the same blows. [PAWN_pronoun] is extremely hard to kill.<br />
| Take 60% damage<br />
| -<br />
|-<br />
! Gourmand<br />
| [PAWN_nameDef]'s life revolves around food. [PAWN_pronoun] gets hungry quickly, and if [PAWN_pronoun] is in a bad mood, [PAWN_pronoun] will often satisfy [PAWN_objective]self by eating.<br />
| +50 % hunger rate <br> +4 cooking skill<br />
| -<br />
|-<br />
! Quick sleeper<br />
| [PAWN_nameDef] doesn't need as much sleep as the average person. Whether [PAWN_pronoun]'s sleeping on a bed or on the ground, [PAWN_pronoun] will be fully rested in about two thirds the usual time.<br />
| +50 % rest gain rate<br />
| -<br />
|-<br />
! Annoying Voice<br />
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.<br />
| -25 opinion from other colonists<br />
| -<br />
|-<br />
! Creepy Breathing<br />
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.<br />
| -25 opinion from other colonists<br />
| -<br />
|-<br />
! Pyromaniac<br />
| NAME loves fire. They will occasionally start fires and will never extinguish them.<br />
| +5 mood bonus for having an incendiary weapon equipped<br />
Incapable of firefighting<br/>Mental state can randomly change to a fire starting spree.<br />
| -<br />
|-<br />
! Wimp<br />
| NAME is weak and cowardly. Even a little pain will immobilize HIM.<br />
| Pain shock threshold to 20%<br />
| Brawler<br />
|-<br />
! Tunneler<br />
| [PAWN_nameDef] has no need for space. [PAWN_pronoun] will never feel cooped up or get cabin fever, no matter how long [PAWN_pronoun] stays indoors.<br />
| No Outdoors need<br />
| -<br />
|-<br />
! Bleeding heart<br />
| [PAWN_nameDef] has a big heart and gets very emotional. [PAWN_pronoun] loves helping people, and abhors violence and injustice. [PAWN_pronoun] is more affected by these things than others.<br />
| ???<br />
| -<br />
|}<br />
<br />
<references /><br />
<br />
=Spectrum Traits=<br />
<br />
All traits in a given spectrum are mutually exclusive<br />
<br />
==Drug Desire==<br />
These traits affect a colonist's likelihood to consume drugs.<br />
<br />
Note that they can only go on a drug binge when drugs are present in the map.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Chemical Fascination<br />
| NAME has an intense fascination with chemical sources of enjoyment. HE will consume much more of them, and is more likely to go on binges.<br />
| Will randomly go on hard drug binges, and ignores drug policies.<br />
|-<br />
! Chemical Interest<br />
| NAME has an unusual interest in chemical sources of enjoyment. HE will consume more of them, and is more likely to go on binges.<br />
| Will randomly go on social drug binges, and ignores drug policies.<br />
|-<br />
! Teetotaler<br />
| NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs.<br />
| Will not go on binges<br />
|-<br />
|}<br />
<br />
<br />
==Industriousness==<br />
These traits affect the colonist's [[Global Work Speed|global work speed]].<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Industrious<br />
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.<br />
| Work speed +35%<br />
|-<br />
! Hard Worker<br />
| NAME is a natural hard worker and will finish tasks faster than most.<br />
| Work speed +20%<br />
|-<br />
! Lazy<br />
| NAME is a little bit lazy.<br />
| Work speed -20%<br />
|-<br />
!Slothful<br />
|NAME loves idleness and hates anything productive. HE moves slowly and rarely stays focused on a task.<br />
| Work speed -35%<br />
|}<br />
<br />
==Speed Traits==<br />
These traits affect a colonist's walk speed.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Jogger<br />
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.<br />
| Movement speed +0.4 c/s<br />
|-<br />
! Fast Walker<br />
| NAME likes to be where HE's going. HE walks quicker than most people.<br />
| Movement speed +0.2 c/s<br />
|-<br />
! Slowpoke<br />
| NAME is always falling behind the group whenever HE goes anywhere.<br />
| Movement speed -0.2 c/s<br />
|-<br />
|}<br />
<br />
==Natural Mood==<br />
These traits affect the colonist's base mood.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Sanguine<br />
| NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is.<br />
| Permanent +12 mood bonus<ref name="NotListed">Specific value not listed in flavor text.</ref><br />
|-<br />
! Optimist<br />
| NAME is naturally optimistic about life. It's hard to get HIM down.<br />
| Permanent +6 mood bonus<ref name="NotListed"/><br />
|-<br />
! Pessimist<br />
| NAME tends to look on the bad side of life.<br />
| Permanent -6 mood penalty<ref name="NotListed"/><br />
|-<br />
! Depressive<br />
| NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine.<br />
| Permanent -12 mood penalty<ref name="NotListed"/><br />
|}<br />
<br />
<references/><br />
<br />
==Nerves==<br />
These traits affect the colonist's mental break threshold.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Iron-Willed<br />
| NAME's will is an iron shield. HE keeps going through thick and thin, when others broke down long before.<br />
| Mental break threshold -18%<br />
|-<br />
! Steadfast<br />
| NAME is mentally tough and won't break down under stresses that would crack most people.<br />
| Mental break threshold -9%<br />
|-<br />
! Nervous<br />
| NAME tends to crack under pressure.<br />
| Mental break threshold +8%<br />
|-<br />
! Volatile<br />
| NAME is on a hair-trigger all the time. HE is the first to break in any tough situation.<br />
| Mental break threshold +15%<br />
|}<br />
<br />
<br />
==Neurotic==<br />
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Neurotic<br />
| NAME likes to have things squared away. HE will work harder than most to attain this state of affairs, but HIS nerves can get the better of HIM.<br />
| Work speed +20%<br />
Mental break threshold +8%<br />
|-<br />
! Very Neurotic<br />
| NAME feels constantly nervous about everything that has to get done. HE will work extremely hard to attain this state of affairs, but HIS nerves can easily get the better of HIM.<br />
| Work speed +40%<br />
Mental break threshold +14%<br />
|}<br />
<br />
<br />
==Shooting Accuracy==<br />
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Careful Shooter<br />
| NAME takes more time to aim when shooting. HE shoots less often than others, but with more accuracy.<br />
| Aiming time +25%<br />
Shooting accuracy +25%<br />
|-<br />
! Trigger-Happy<br />
| Pew! Pew! Pew! NAME just likes pulling the trigger. HE shoots faster than others, but less accurately.<br />
| Aiming time -50%<br />
Shooting accuracy -25%<br />
|}<br />
<br />
==Beauty==<br />
These traits influences a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Beautiful<br />
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to HIM before HE even opens HIS mouth.<br />
| +40 opinion from other colonists<br />
|-<br />
! Pretty<br />
| NAME has a pretty face, which predisposes people to like HIM.<br />
| +20 opinion from other colonists<br />
|-<br />
! Ugly<br />
| NAME is somewhat ugly. This subtly repels others during social interactions.<br />
| -20 opinion from other colonists<br />
|-<br />
! Staggeringly Ugly<br />
| NAME is staggeringly ugly. HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing.<br />
| -40 opinion from other colonists<br />
|-<br />
|}<br />
<br />
<br />
==Psychic Sensitivity==<br />
These traits influence how much a colonist is affected by psychic phenomena.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Psychically Hypersensitive<br />
| NAME's mind is like a psychic tuning fork. HE is extremely sensitive to psychic phenomena.<br />
| Psychic sensitivity +80%<br />
|-<br />
! Psychically Sensitive<br />
| NAME's mind is unusually sensitive to psychic phenomena.<br />
| Psychic sensitivity +40%<br />
|-<br />
! Psychically Dull<br />
| NAME's mind is psychically out of tune with others. HE isn't as affected by psychic phenomena.<br />
| Psychic Sensitivity -50%<br />
|-<br />
! Psychically Deaf<br />
| NAME's mind works on a psychic frequency different from everyone else. HE just isn't affected by psychic phenomena.<br />
| Psychic sensitivity -100%<br />
|-<br />
|}<br />
<br />
==Immunity==<br />
These traits influence how often colonists are infected by a disease.<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
|-<br />
! Super-immune<br />
| NAME has a naturally powerful immune system. HE will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.<br />
| Immunity gain speed +30€<br />
|-<br />
! Sickly<br />
| NAME has an awful immune system. HE gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.<br />
| Medicine skill 4<br />More likely to get a disease.<br />
|-<br />
|}<br />
<br />
=Obsolete Traits=<br />
<br />
{| {{STDT| sortable c_08 }}<br />
! Name<br />
! Description<br />
! Effect<br />
!Conflicting Traits<br />
|-<br />
! Prosthophile (replaced by Transhumanist)<br />
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.<br />
| +14 mood bouns for having a bionic body part <br>-4 mood penalty for not having a bionic body part<br />
| Body purist<br />
|-<br />
! Prosthophobe (replaced by Body purist)<br />
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.<br />
| -10 mood penalty for having a bionic body part<br />
| Transhumanist<br />
|-<br />
! Green Thumb (obsolete Beta 19+)<br />
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.<br />
| +1 mood bonus from sowing a plant. Stackable up to 20 times.<br />
| -<br />
<br />
[[Category:Characters]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Furniture&diff=61916Furniture2018-12-27T09:13:53Z<p>Nitrodev: </p>
<hr />
<div><noinclude><br />
<!--Top Nav Box--><br />
{| align=center<br />
| {{Architect_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
</noinclude><br />
{{#vardefine:cellsize|width=80px height=80px}}<br />
{{#vardefine:imagesize|70px}}<!--<br />
--><br />
{|class="wikitable"<br />
|- align="center"<br />
| {{#var:cellsize}} | [[File:sleeping_spot.png |{{#var:imagesize}}|link=Sleeping spot]]<br />
| {{#var:cellsize}} | [[File:double_sleeping_spot.png |{{#var:imagesize}}|link=>Double sleeping spot]]<br />
| {{#var:cellsize}} | [[File:bed.png |{{#var:imagesize}}|link=Bed ]]<br />
| {{#var:cellsize}} | [[File:Double_bed.png |{{#var:imagesize}}|link=Double bed]]<br />
| {{#var:cellsize}} | [[File:RoyalBed_actual.png |{{#var:imagesize}}|link=Royal bed]] <br />
| {{#var:cellsize}} | [[File:hospital_bed.png |{{#var:imagesize}}|link=Hospital bed]]<br />
| {{#var:cellsize}} | [[File:animal_sleeping_spot.png |{{#var:imagesize}}|link=Animal sleeping spot]] <br />
| {{#var:cellsize}} | [[File:animal_sleeping_box.png |{{#var:imagesize}}|link=Animal sleeping box]] <br />
| {{#var:cellsize}} | [[File:animal_bed.png |{{#var:imagesize}}|link=Animal bed]]<br />
| {{#var:cellsize}} | [[File:stool.png |{{#var:imagesize}}|link=Stool]]<br />
|- align="center"<br />
| <small>[[Sleeping spot]]</small><br />
| <small>[[Double sleeping spot]]</small><br />
| <small>[[Bed]]</small><br />
| <small>[[Double bed]]</small><br />
| <small>[[Royal bed]]</small><br />
| <small>[[Hospital bed]]</small><br />
| <small>[[Animal sleeping spot]]</small><br />
| <small>[[Animal sleeping box]]</small><br />
| <small>[[Animal bed]]</small><br />
| <small>[[Stool]]</small><br />
|- align="center"<br />
| {{#var:cellsize}} | [[File:dining_chair.png |{{#var:imagesize}}|link=Dining chair]]<br />
| {{#var:cellsize}} | [[File:armchair.png |{{#var:imagesize}}|link=Armchair]]<br />
| {{#var:cellsize}} | [[File:table_short.png |{{#var:imagesize}}|link=Table (short)]] <br />
| {{#var:cellsize}} | [[File:table_long.png |{{#var:imagesize}}|link=Table (long)]]<br />
| {{#var:cellsize}} | [[File:plant_pot.png |{{#var:imagesize}}|link=Plant pot]]<br />
| {{#var:cellsize}} | [[File:TorchLamp.png |{{#var:imagesize}}|link=Torch lamp]]<br />
| {{#var:cellsize}} | [[File:standing_lamp.png |{{#var:imagesize}}|link=Standing lamp]]<br />
| {{#var:cellsize}} | [[File:LampSun.png |{{#var:imagesize}}|link=Sun lamp]]<br />
| {{#var:cellsize}} | [[File:equipment_rack.png |{{#var:imagesize}}|link=Shelf]]<br />
|- align="center"<br />
| <small>[[Dining chair]]</small><br />
| <small>[[Armchair]]</small><br />
| <small>[[Table (short)]]</small><br />
| <small>[[Table (long)]]</small><br />
| <small>[[Plant pot]]</small><br />
| <small>[[Torch lamp]]</small><br />
| <small>[[Standing lamp]]</small><br />
| <small>[[Sun lamp]]</small><br />
| <small>[[Shelf]]</small><br />
|}<br />
<br />
====Moving and Storing====<br />
Any furniture item can be 'minified'. They have an option to Uninstall them or Reinstall them at a new location, a task carried out by constructors. An uninstalled item is converted to a minified item and can be sold to traders or reinstalled at another location. Minified items will be hauled to a stockpile configured to accept it.<br />
<br />
====Summary Table====<br />
{| {{STDT| sortable c_01 text-center}}<br />
! Name !! HP !! Build Time !! Material Cost !! Flammability (%) !! Provides [[Cover]] (%) !! Path Cost !! Standable !! Comfort (%) !! Beauty !! Size in Blocks<br />
|-<br />
! [[Animal sleeping spot]]<br />
| N/A || 0 || 0 || 0 || 0 || 0 || yes || - || 0 || 1x1<br />
|-<br />
! [[Animal sleeping box]]<br />
| 49* || ?* || 25* || 20* || 25 || 40 || no || 60 || 0 || 1x1<br />
|-<br />
! [[Animal bed]]<br />
| 140* || varies || 45 textile || 100 || 25 || 40 || no || 75 || 0 || 1x1<br />
|-<br />
! [[Armchair]]<br />
| 220 || 84-150 || 100 textile || 100 || 0 || 30 || yes || 80 || 3 || 1x1<br />
|-<br />
! [[Bed]]<br />
| 91* || 580* || 45** || 20* || 40 || 60 || no || 75 || 1* || 1x2<br />
|-<br />
! [[Dining chair]]<br />
| 110* || 67 || 45** || 20* || 0 || 30 || yes || 70 || 7* || 1x1<br />
|-<br />
! [[Double bed]]<br />
| 130* || ?* || 85** || 20* || 40 || 60 || no || 75 || 2* || 2x2<br />
|-<br />
! [[Hospital bed]]<br />
| 150* || 175* || 120** || 20* || 40 || 60 || no || 80 || neutral || 1x2<br />
|-<br />
! [[Plant pot]]<br />
| 65* || 175 || 20** || 20* || 20 || 0 || no || - || neutral || 1x1<br />
|-<br />
! [[Royal bed]]<br />
| 200* || 175* || 120** || 20* || 40 || 60 || no || 90 || 50 || 2x2<br />
|-<br />
! [[Shelf]]<br />
| 65* || 175 || 30** || 20* || 40 || 0 || no || - || neutral || 1x2<br />
|-<br />
! [[Sleeping spot]]<br />
| N/A || 0 || 0 || 0 || 0 || 0 || yes || 40 || neutral || 1x2<br />
|-<br />
! [[Stool]]<br />
| 49* || 150* || 25** || 20* || 0 || 30 || yes || 50 || 3* || 1x1 <br />
|-<br />
! [[Standing lamp]]<br />
| 50 || 35 || 5 || 100 || 0 || 0 || no || - || neutral || 1x1<br />
|-<br />
! [[Table (short)]]<br />
| 100 || 125 || 20** || 20* || 40 || 60 || no || - || 8* ||| 2x2<br />
|-<br />
! [[Table (long)]]<br />
| 150 || 250 || 35** || 20* || 40 || 60 || no || - || 12* || 2x4<br />
|}<br />
&#42; value for Steel; varies by material<br><br />
&#42;&#42; x10 for small volume materials (silver, gold, uranium)<br />
<br />
====Artwork====<br />
Furniture of excellent [[quality]] or above will bear artwork. A description is provided by the Art button on the inspect pane.<br />
<br />
<noinclude>{{nav|furniture|wide}}</noinclude><br />
[[Category:Architect]]<br />
[[Category:Furniture]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:Double_sleeping_spot.png&diff=61915File:Double sleeping spot.png2018-12-27T09:13:06Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:BedMatDouble.png&diff=61914File:BedMatDouble.png2018-12-27T09:11:42Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Double_sleeping_spot&diff=61913Double sleeping spot2018-12-27T09:11:23Z<p>Nitrodev: Created page with "<onlyinclude>{{infobox main|furniture| |name = Double sleeping spot |image = BedMatDouble.png|Double sleeping spot |description = Designates a spot on the ground where two pe..."</p>
<hr />
<div><onlyinclude>{{infobox main|furniture|<br />
|name = Double sleeping spot<br />
|image = BedMatDouble.png|Double sleeping spot<br />
|description = Designates a spot on the ground where two people should sleep together.<br />
|type = Furniture<br />
|type2 = Environment<br />
|placeable = Yes<br />
|size = 2|2<br />
|buy = Free<br />
}}</onlyinclude><br />
<br />
<br />
<b>Double sleeping spot</b> functions just like the regular sleeping spot but it has room for two colonists. As they function like the regular sleeping spot, they should only be used when two colonists are lovers, engaged or married, and you don't have the resources for a double bed.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Menus&diff=61912Menus2018-12-27T08:25:56Z<p>Nitrodev: Messages tab</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Menus_Nav}}<br />
|}<br />
<hr><br />
<!-- End Nav --><br />
<br />
{{Tocright}}<br />
<br />
The following menus are found along the bottom edge of the screen.<br />
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])<br />
<br />
==Architect==<br />
The Architect menu is mainly used to designate construction.<br />
{{Main|Architect}}<br />
<br />
==Work==<br />
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example [[Backstories#Medieval_lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony_settler|settler]] can access all [[skills]].<br />
<br />
===Manual priorities===<br />
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).<br />
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.<br />
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed.<br />
<br />
===Assigning work===<br />
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from gray (worst), to white, to bright yellow (best). Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. <br />
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.<br />
<br />
===Incapable of work types===<br />
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under <tt><b>Incapable Of</b></tt> in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''Extremely'' ineffective and inefficient.<br />
<br />
===Prioritizing a task===<br />
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.<br />
<br />
===Notes===<br />
*For improved efficiency, colonists do cleaning and harvesting in batches.<br />
*Colonists will only perform work in their [[Zone/Area|allowed area]].<br />
<br />
====Work types====<br />
----<br />
=====Firefight=====<br />
This task allows a colonist to extinguish fires. Colonists will not extinguish fires that are not both in their allowed area and the home zone.<br />
* Relevant skill: none<br />
* Category: none<br />
<br />
=====Patient=====<br />
Patients go to a [[bed|medical bed]] to receive treatment for an immediately life-threatening health condition (i.e. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. See the 'bed rest' task to set the priority for non-disease injuries.<br />
* Relevant skill: none<br />
* Category: none<br />
<br />
=====Doctor=====<br />
Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists. Doctors tend to colonists, anyone rescued, prisoners and colony animals that are resting in a bed.<br />
* Relevant skill: Medicine<br />
* Category: Caring<br />
<br />
=====Bed rest=====<br />
This task prescribes a colonist to rest in bed to heal [[Injury|injuries]]. It does not designate a priority for sleep when a colonist needs to replenish rest or to recover from a disease.<br />
* Relevant skill: none<br />
* Category: none<br />
<br />
=====Flick=====<br />
Flickers toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]].<br />
<br/>Flickers open or close [[vent]]s.<br />
* Relevant skill: none<br />
* Category: none<br />
<br />
=====Warden=====<br />
Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoners releases and executions. These options can be selected for each prisoner on the Prisoner tab found on the inspect pane.<br />
* Relevant skill: Social<br />
* Category: Social<br />
<br />
=====Handle=====<br />
Handlers tame [[animals]]. Handlers rescue wounded animals, [[Animals#Training|train]], feed, milk, shear, and slaughter. <br />
*Relevant skill: Animals<br />
*Category: Animals<br />
<br />
=====Cook=====<br />
Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].<br />
* Relevant skill: Cooking<br />
* Category: Skilled labor<br />
<br />
=====Hunt=====<br />
Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a weapon to do so (you will be notified via message of colonists with the Hunting job that are unarmed).<br />
* Skills: Shooting, Melee<br />
* Category: Violent<br />
<br />
=====Construct=====<br />
Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment (requires components).<br />
* Relevant skill: Construction<br />
* Category: Skilled labor<br />
<br />
<!--As of A16, Repair was removed; tasks merged into Construct. Not deleting at this time, in case it's brought back.<br />
=====Repair=====<br />
Repairers fix buildings and structures that have lost hit points.<br />
* Relevant skill: Construction<br />
* Category: Skilled labor<br />
--><br />
=====Grow=====<br />
Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.<br />
* Relevant skill: Growing<br />
* Category: Skilled labor<br />
<br />
=====Mine=====<br />
Miners dig out marked sections of stone and minerals; and operate [[deep drill]]s.<br />
* Relevant skill: Mining<br />
* Category: Skilled labor<br />
<br />
=====Plant cut=====<br />
Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]].<br />
* Relevant skill: Growing (listed as 'None' though)<br />
* Category: Dumb labor<br />
<br />
=====Smith=====<br />
Smiths create weapons at the [[smithing bench]] and the [[machining table]].<br />
* Relevant skill: Smithing<br />
* Category: Skilled labor<br />
<br />
=====Tailor=====<br />
Tailors craft clothing at the [[tailor's workbench]].<br />
* Relevant skill: Tailoring<br />
* Category: Skilled labor<br />
<br />
=====Art=====<br />
Artists make [[sculptures]] at the [[sculptor's table]].<br />
* Relevant skill: Artistic<br />
* Category: Artistic<br />
<br />
=====Craft=====<br />
Crafters do general low-skilled labor at work stations such as [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].<br />
* Relevant skill: Crafting<br />
* Category: Skilled labor<br />
<br />
=====Haul=====<br />
Haulers: <br />
* Do the following: <br />
** Carry materials, items, and corpses to [[stockpile zone|stockpiles]]<br />
** Cremate corpses at the [[crematorium]]<br />
** Burn apparel and drugs at a [[campfire]] or crematorium<br />
** Open [[cryptosleep casket]]s and [[sarcophagus|sarcophagi]]<br />
** Transfer [[wort]] to [[fermenting barrel]]s<br />
** [[Orders#Strip|Strip]] pawns marked for stripping<br />
** Refuel [[torch lamp]]s and [[campfire]]s<br />
** Refuel [[fueled generator]]s and other [[production]] stations that run on wood<br />
** Rearm [[deadfall trap|traps]]<br />
* Relevant skill: none<br />
* Category: Dumb labor<br />
<br />
=====Clean=====<br />
Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.<br />
* Relevant skill: none<br />
* Category: Dumb labor<br />
<br />
=====Research=====<br />
Researchers do research work at a [[simple research bench]] to unlock new items and building options.<p><br />
Researchers must use the [[hi-tech research bench]] for projects that require it.<br />
<br />
* Relevant skill: Research<br />
* Category: Intellectual<br />
<br />
==Restrict==<br />
The Restrictions screen allows the player to schedule an activity for each colonist, for each hour of a 24 hour day. Activities include: Anything, Work, Joy, and Sleep.<br />
<br />
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, or renamed. Up to eight allowed areas may be created.<br />
<br />
==Assign==<br />
<br />
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Brawler' in the 'Current Outfit' tab is a custom outfit.]]<br />
<br />
The Assign screen has the following functions:<br />
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)<br />
{| style="margin-left: 19px;"<br />
|- style="height: 23px;"<br />
| [[File:ReactUndraftedFlee.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Flee (default)<br />
|- style="height: 23px;"<br />
|[[File:ReactUndraftedAttack.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Attack<br />
|- style="height: 23px;"<br />
|[[File:ReactUndraftedIgnore.png|16px]] || style="vertical-align: bottom; padding-left: .5em;" | Ignore<br />
|}<br />
<br />
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.<br />
<br />
There are several default outfits as follows:<br />
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate mood buff.<br />
:* Worker: Excludes any type of armor but allows most everything else.<br />
:* Soldier: Includes armor and clothing suited for cold weather.<br />
The player may modify these outfits or create their own.<br />
<br />
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.<br />
<br />
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.<p>If a colonist has drug-related trait it is conveniently noted on the drug policy.<br />
<br />
==Animals==<br />
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.<br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.<br />
* The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas.<br />
{{Main|Animals}}<br />
<br />
==Research==<br />
The Research window is used to select the next technology to research. The Research button is also a progress bar of the current research project.<br />
{{Main|Research}}<br />
<br />
==Factions==<br />
<br />
{{Main|Factions}}<br />
<br />
There are five different factions in the game besides your own: Tribes, Outlanders, Pirates, Spacers and Mechanoids. Each faction has its own unique characteristics and view of your colony. By default, only the Outlanders are non-hostile. However, attacking Outlander forces will cause them to retaliate and become hostile.<br />
<br />
===Tribes===<br />
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt. They also wear parkas in colder climates. People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. It is not uncommon to see raids of over twenty tribesmen later in the game, even on lower difficulties. This faction is a formidable ally and foe alike. They may not be as dangerous as pirates, but they are not insignificant.<br />
<br />
===Outlanders===<br />
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders by default are non-hostile but can be provoked into hostility. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as pirates, but rarely use high level gear such as [[charge rifle]]s or [[sniper rifle]]s. Be nice to them and you will have an ally and trade partner, but anger them and you basically have another enemy.<br />
<br />
===Pirates===<br />
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[Comms console|comm system]]). Pirates are the primary source of raids, usually attacking from the map edge and occasionally dropping directly on your base. They kidnap incapacitated colonists if they have the chance. The Pirates can be considered the bad guys of RimWorld.<br />
<br />
===Spacers===<br />
Spacers are an off-map faction, similar to mechanoids. They affect your colony in the form of survivors from spaceship disasters, and often require medical attention in the aftermath of whatever they were escaping. Spacers can also often be found within the cryptosleep caskets of ancient ruins. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack as the spacers sometimes lash out in dazed confusion. Sleeping Spacers often wield high-tech weaponry and powerful armor, but managing to subdue them gains skilled allies who will willingly join your colony (recruit difficulty <40).<br />
<br />
===Mechanoids===<br />
<br />
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in three forms: [[Mechanoid#Centipede|Centipedes]], <br />
[[Mechanoid#Scyther|Scythers]], and [[Lancer|Lancers]] <br />
<br />
Centipedes are the Mechanoids' heavy tank unit, coming equipped with an [[inferno cannon]] or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They cannot move quickly, so it is often possible to run around it in circles and not get injured. Use this to your advantage when combating Centipedes.<br />
<br />
Scythers are the Mechanoids' fast melee unit, coming equipped with twin blades and light, though still durable, armor. Scythers can deal a great amount of damage in melee, so they should be engaged with ranged weapons if at all possible. <br />
<br />
Lancers are the Mechanoids' long range sniper unit. Their weapons ([[charge lance]]) are slow-firing, but are very accurate and are powerful enough to kill a humanoid or cause permanent injuries in one shot. They are relatively safe to engage in melee, as long as you can safely close the distance. <br />
<br />
Once killed, all Mechanoids leave a mechanoid corpse which can be broken down at a [[machining table]] for even more metal. A Mechanoid attack can easily destroy your colony if you are not prepared for it. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids can invade from the edge of the map, or they can be dropped directly into an unsuspecting base. Mechanoids are the enemies of the [[Events#Crashed_ship_part|Psychic Ship and Poison Ship events]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.<br />
<br />
==World==<br />
The World interface provides information about the planet that the player has settled on. By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.<br />
<br />
===Tabs===<br />
* Planet tab - provides both the name of the planet as well as the seed used in world generation.<br />
<br />
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.<br />
<br />
===Caravans===<br />
{{Main|Caravan}}<br />
As of Alpha 16, caravans can be deployed from existing colonies by clicking on the colony and clicking the "form caravan" button at the bottom. The player will then be able to select who and what to bring, as well as which side of the tile that the caravan will exit. Caravans can also be formed by sending drop pods that contain at least one colonist (without a colonist, any items sent to an empty world map tile will be permanently lost, even if an existing caravan is on that tile). After a caravan is formed, the player can select the caravan and right click on the destination and the caravan will begin to move (similar to a drafted colonist). The caravan's speed is based on the terrain, and can change based on the time of the year as well as the health of the colonists in the caravan. Caravans are also capable of splitting and reforming while traveling, and cannot move if they become overburdened. In addition, caravans have a chance of being ambushed by raiders and wild animals, opening a small "sub world" and forcing the members of your caravan to fight. All of the statistics and information about a caravan can be checked and managed through the caravan menu. This is accessed by clicking on the caravan on the world map, or on one of the colonists in the caravan via the character bar at the top. <br />
<br />
The caravan menu consists of five tabs. The gear tab displays both the weight of the caravan, as well as which items are being hauled. The social, needs, and health tabs allow you to check the individual statistics of the colonists in the caravans (to see their character stats, click the "info" button next to their name). Finally, the gear tab allows you to equip clothing and weapons to your colonists (very useful for traveling from warm to cold biomes).<br />
<br />
Caravans can be used to settle in different areas, attack pirate bands, and trade with other NPC (non-player character) colonies (giving you an increased profit since you're making the trip). By default, the maximum amount of colonies that a player can create and maintain at one time is set to 1. This limit can be increased to as high as 5 in the game's options. These colonies will exist simultaneously. The severity and type of events that occur will be based on the individual colony's wealth. So 200-man tribal raids shouldn't occur on your new settlement even though your old settlement might be very developed. If a settlement is abandoned, all items, structures, and resources are lost forever, and the player can never re-enter the area.<br />
<br />
==History==<br />
===Graph===<br />
On the History screen, the graph tab shows a historical graph. There are three different graphs: <br />
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. <br />
* Population: This graph shows the free population and prisoner population. <br />
* Colonist mood: This graph only displays the average mood of all of the colonists. <br />
<br />
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.<br />
<br />
===Messages===<br />
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.<br />
<br />
===Statistics===<br />
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.<br />
<br />
==Menu==<br />
The Menu is accessed by hitting the esc key or by hitting the corresponding tab at the bottom right of the page.<br />
<br />
The functions are as follows:<br />
*Save - Saves the current game manually<br />
*Load game - Loads a previously saved game<br />
*Review scenario - Displays the conditions of your current play through<br />
*Options - Provides graphics and sound settings for the game<br />
*Quit to main menu - Returns the user to the title page<br />
*Quit to OS - Quits the application<br />
<br />
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:<br />
*Review scenario - Displays the conditions of your current play through<br />
*Options - Provides graphics and sound settings for the game<br />
*Save and quit to menu - Saves the current game manually, then returns the user to the title page<br />
*Save and quit to OS - Saves the current game manually, then quits the application<br />
[[Category:Main]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Thoughts/Memory_Misc&diff=61911Thoughts/Memory Misc2018-12-27T07:50:38Z<p>Nitrodev: Added soaking wet</p>
<hr />
<div><!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml --><br />
<noinclude>{{Main|Thoughts}}</noinclude><br />
{| {{STDT| sortable c_12 text-center}}<br />
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier<br />
|-<br />
! [[Thoughts#Ate without table| Ate without table]]<br />
| I had to eat a meal off the ground. Can't we get a table around here? || -3 || 0.5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Disturbed sleep| Disturbed sleep]]<br />
| I was disturbed during sleep by people moving around nearby. A private room would solve this. || -4 || 0.5 || 4 || 0.4<br />
|-<br />
! [[Thoughts#New colony optimism| New colony optimism]]<br />
| We just landed here. It's a tough situation, but I'm excited to be founding a new colony. || +10 || 5 || 1 || N/A<br />
|-<br />
! [[Thoughts#New colony hope| New colony hope]]<br />
| I'm getting used to this, but it's still an exciting new situation. I hope this works out... || +5 || 5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Slept outside| Slept outside]]<br />
| I had to sleep outdoors without any protection from the elements. || -4 || 0.5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Slept on ground| Slept on ground]]<br />
| I had to sleep on the ground like an animal. || -4 || 0.5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Slept in the cold| Slept in the cold]]<br />
| I had to sleep in the cold. We really need some heaters. || -4 || 0.5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Slept in the heat| Slept in the heat]]<br />
| I had to sleep in unbearable heat. Can't we have air conditioning? || -4 || 0.5 || 1 || N/A<br />
|-<br />
! [[Thoughts#A prisoner was sold| A prisoner was sold]]<br />
| This colony sold a prisoner into slavery. That's a worrying thought.<br /> ''Nullifying [[traits]]: Psychopath || -5 || 7.5 || 5 || 0.75<br />
|-<br />
! [[Thoughts#Someone's organ harvested| Someone's organ harvested]]<br />
| The colony took body parts from a guest or prisoner. It's horrible, breaking someone down for parts when they have no choice.<br /> ''Nullifying [[traits]]: Psychopath || -5 || 7.5 || 5 || 0.75<br />
|-<br />
! [[Thoughts#Colonist's organ harvested| Colonist's organ harvested]]<br />
| Someone took body parts from a colonist. It's horrible, breaking someone down for parts when they have no choice.<br /> ''Nullifying [[traits]]: Psychopath || -5 || 7.5 || 5 || 0.75<br />
|-<br />
! [[Thoughts#My organ harvested| My organ harvested]]<br />
| The colony harvested body parts from me! They're breaking me down like an old engine! || -30 || 7.5 || 5 || 0.75<br />
|-<br />
! [[Thoughts#Was imprisoned| Was imprisoned]]<br />
| The colony had me in jail for a while, like a caged animal. || -10 || 5 || 1 || N/A<br />
|-<br />
! [[Thoughts#Catharsis| Catharsis]]<br />
| It felt good to finally unbottle my feelings. || +40 || 2.5 || 5 || 1<br />
|-<br />
! [[Thoughts#Nuzzled| Nuzzled]]<br />
| A cute animal nuzzled me.<br /> ''Nullifying [[traits]]: Psychopath || +4 || 0.5 || 10 || 0.95<br />
|-<br />
! [[Thoughts#I butchered humanlike| I butchered humanlike]]<br />
| I butchered someone up like an animal.<br /> ''Nullifying [[traits]]: Psychopath, Bloodlust, Cannibal || -6 || 6 || 4 || 0.75<br />
|-<br />
! [[Thoughts#We butchered humanlike| We butchered humanlike]]<br />
| We butchered someone up like an animal.<br /> ''Nullifying [[traits]]: Psychopath, Bloodlust, Cannibal || -6 || 6 || 1 || N/A<br />
|-<br />
! [[Thoughts#Observed corpse| Observed corpse]]<br />
| I saw a dead body laying on the ground. It was disturbing.<br /> ''Nullifying [[traits]]: Psychopath, Bloodlust, Cannibal || -3 || 0.25 || 3 || 0.5<br />
|-<br />
! [[Thoughts#Observed rotting corpse| Observed rotting corpse]]<br />
| I saw a rotting corpse laying on the ground. It was disgusting.<br /> ''Nullifying [[traits]]: Bloodlust || -7 || 0.25 || 5 || 0.3<br />
|-<br />
! [[Thoughts#Colonist abandoned| Colonist abandoned]]<br />
| We just left someone behind. I hope they'll make it, but I'm worried.<br /> ''Nullifying [[traits]]: Psychopath || -3 || 6 || 5 || 0.25<br />
|-<br />
! [[Thoughts#Colonist abandoned to die| Colonist abandoned to die]]<br />
| We left someone behind in such a way that there's almost no way they'll survive.<br /> ''Nullifying [[traits]]: Psychopath || -5 || 6 || 5 || 0.25<br />
|-<br />
! [[Thoughts#Prisoner abandoned to die| Prisoner abandoned to die]]<br />
| We left a prisoner behind in such a way that there's almost no way they'll survive.<br /> ''Nullifying [[traits]]: Psychopath || -4 || 6 || 5 || 0.25<br />
|-<br />
! [[Thoughts#Bonded animal <name> abandoned| Bonded animal <name> abandoned]]<br />
| My bonded animal was abandoned in the middle of nowhere!<br /> ''Nullifying [[traits]]: Psychopath || -5 || 6 || 5 || 0.25<br />
|-<br />
! [[Thoughts#Soaking wet| Soaking wet]]<br />
| I'm soaking wet. || -3 || 0.1 || 1 || N/A<br />
|}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:MechanoidScyther.png&diff=61878File:MechanoidScyther.png2018-12-24T23:01:33Z<p>Nitrodev: Nitrodev uploaded a new version of File:MechanoidScyther.png</p>
<hr />
<div>Mechanoid Scyther from Alpha 6</div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:MechanoidLancer.png&diff=61876File:MechanoidLancer.png2018-12-24T22:55:45Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Hive&diff=61466Hive2018-12-07T12:30:31Z<p>Nitrodev: More info</p>
<hr />
<div><onlyinclude>{{infobox main|building|<br />
|name = Hive<br />
|image = Hive.png|128px{{!}}Hive<br />
|description = A hive of giant insects. Will spawn additional insects and hives over time.<br />
|type = Buildings{{!}}Buildings<br />
|type2 = Natural{{!}}Natural<br />
|size = 1|1<br />
|hp = 300<br />
|flammability = 1.0<br />
}}</onlyinclude><br />
A hive can spawn when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. It is imperative that you destroy it as fast as possible. A few seconds after the encounter, it will start to deploy insects like [[megascarab]]s, [[megaspider]]s and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and shortly afterwards will deteriorate in 2.5 in-game hours. Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will not chase too far away and won't defend themselves from attackers outside the radius. As well as mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.<br />
<br />
If left untouched, each hive will spawn another hive within a few tiles in a progressive pattern. The time between hive reproduction depends on difficulty. Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[Insect jelly]] within 10.4 to 12 game hours in its direct radius, and 1 [[Glow pod]]s within 12 and 24 game hours. Hives take damage at -20°C.<br />
<br />
During Infestation, full waves of insects appear during the first few seconds. The hives may expand to tiles with an overhead mountain, but not roofs.<br />
<br />
When destroyed they drop 100 insect jelly.<br />
<br />
Dormant hives may be present in [[Cave]]s. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Hive&diff=61465Hive2018-12-07T12:26:01Z<p>Nitrodev: Corrected, dormant hives will not produce insects</p>
<hr />
<div><onlyinclude>{{infobox main|building|<br />
|name = Hive<br />
|image = Hive.png|128px{{!}}Hive<br />
|description = A hive of giant insects. Will spawn additional insects and hives over time.<br />
|type = Buildings{{!}}Buildings<br />
|type2 = Natural{{!}}Natural<br />
|size = 1|1<br />
|hp = 300<br />
|flammability = 1.0<br />
}}</onlyinclude><br />
A hive can spawn when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. It is imperative that you destroy it as fast as possible. A few seconds after the encounter, it will start to deploy insects like [[megascarab]]s, [[megaspider]]s and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and shortly afterwards will deteriorate in 2.5 in-game hours. Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will not chase too far away and won't defend themselves from attackers outside the radius. As well as mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.<br />
<br />
If left untouched, each hive will spawn another hive within a few tiles in a progressive pattern. The time between hive reproduction depends on difficulty. Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[Insect jelly]] within 10.4 to 12 game hours in its direct radius, and 1 [[Glow pod]]s within 12 and 24 game hours. Hives take damage at -20°C.<br />
<br />
During Infestation, full waves of insects appear during the first few seconds. The hives may expand to tiles with an overhead mountain, but not roofs.<br />
<br />
When destroyed they drop 100 insect jelly.<br />
<br />
Dormant hives may be present in [[Cave]]s. Those hives will not spread, although they will produce jelly and glow pods as usual.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Topic:Uk1quxya2bdlk5n1&topic_postId=uk1quxygat46wwi5&topic_revId=uk1quxygat46wwi5&action=single-viewTopic:Uk1quxya2bdlk5n12018-09-03T14:33:05Z<span class="plainlinks"><a href="/wiki/User:Nitrodev" class="mw-userlink" title="User:Nitrodev"><bdi>Nitrodev</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Nitrodev" class="mw-usertoollinks-talk" title="User talk:Nitrodev">talk</a> | <a href="/wiki/Special:Contributions/Nitrodev" class="mw-usertoollinks-contribs" title="Special:Contributions/Nitrodev">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Uk1quxya2bdlk5n1&topic_showPostId=uk1quxygat46wwi5#flow-post-uk1quxygat46wwi5">commented</a> on "Unique backstories" (<em>So me and User Xillen have been thinking about how to include the around 564 unique backstories on the wiki. SO far our ideas have been t...</em>)</span>Nitrodevhttps://rimworldwiki.com/index.php?title=Go-juice&diff=56478Go-juice2018-05-02T13:39:19Z<p>Nitrodev: </p>
<hr />
<div><includeonly>''Main Article: [[Go-juice]]''</includeonly><br />
<noinclude><br />
{{Define|Drug<br />
| always haulable = true<br />
| def name = GoJuice<br />
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.<br />
| deterioration rate base = 2.0 <br />
| draw gui overlay = true<br />
| flammability base = 1.0<br />
| food preference = NeverForFood<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Thing/Drug/Go-juice<br />
| label = Go-juice<br />
| market value base = 45<br />
| max hit points base = 50<br />
| max num to ingest at once = 1<br />
| nutrition base = <br />
| parent name = MakeableDrugBase<br />
| path cost = 15<br />
| preferability = <br />
| resource readout priority = Last<br />
| rotatable = false<br />
| selectable = true<br />
| social properness matters = true<br />
| sound eat = <br />
| stack limit = 400<br />
| taste = <br />
| tech level = industrial<br />
| thing class = Drugs<br />
| ticker type = <br />
| use hit points = true<br />
| work to make base = 7<br />
<!--<br />
- Drug Parameters --><br />
| addictiveness = 8<br />
| blood filtration factor = <br />
| blood filtration offset = <br />
| blood pumping factor = <br />
| blood pumping offset = <br />
| breathing factor = <br />
| breathing offset = <br />
| consciousness factor = <br />
| consciousness offset = 0.10<br />
| drug category = hard<br />
| global work speed offset = <br />
| hearing factor = <br />
| hearing offset = <br />
| hunger factor =<br />
| hunger offset =<br />
| is pleasure drug = true<br />
| joy kind = Chemical<br />
| joy offset = 0.40<br />
| manipulation factor = <br />
| manipulation offset = <br />
| metabolism factor = <br />
| metabolism offset = <br />
| moving factor = <br />
| moving offset = 0.30 <br />
| pain factor = 0.1<br />
| pain offset = <br />
| rest fall factor = <br />
| rest offset = 0.4<br />
| sight factor = <br />
| sight offset = 0.25<br />
| talking factor = <br />
| talking offset = <br />
| mood offset = 5<br />
}}<br />
</noinclude><br />
<includeonly><br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug info<br />
|-<br />
|Addictiveness || {{#show: Go-juice | ?addictiveness | link=none }}%<br />
|-<br />
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00<br />
|-<br />
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}<br />
|-<br />
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}<br />
|}<br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug effects<br />
|-<br />
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}<br />
|-<br />
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%<br />
|-<br />
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%<br />
|-<br />
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%<br />
|-<br />
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%<br />
|-<br />
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%<br />
|}<br />
</includeonly><br />
<br />
<noinclude><br />
==Gameplay Overview==<br />
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a somewhat significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can only get addicted to Go-Juice if they have at least a 3% severity tolerance to it, if they weren't beforehand.<br />
<br />
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.<br />
<br />
'''Detailed Effects'''<br />
* Improved movement (+30%)<br />
* Improved sight (+25%)<br />
* Heightened consciousness (+10%)<br />
* Minimised pain (x10%)<br />
* Satisfies rest need (+40%)<br />
* Chemical joy (+40%)<br />
* Improved mood (+5)<br />
* Go-juice tolerance (+4.4%)<br />
<br />
=== Crafting ===<br />
Go-juice can be manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]].<br />
<br />
===Side-Effects===<br />
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn (equal to an direct machine pistol bullet to the brain). The result is that the affected pawn will become significantly impaired in all jobs from combat to daily work.<br />
<br />
===Withdrawal Symptoms===<br />
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.<br />
<br />
'''Detailed Symptoms'''<br />
* Impaired movement (-50%)<br />
* Impaired consciousness (-20%)<br />
* Impaired blood pumping (-20%)<br />
* Impaired sight (-20%)<br />
* Increased hunger rate (x150%)<br />
* Increased tiredness (x130%)<br />
* Increased pain (x300%)<br />
* Hard drug binges (''mtb of 40 days'')<br />
* Psychotic wandering (''mtb of 7 days'')<br />
* Awful mood (-35)<br />
</noinclude><br />
<br />
<noinclude><br />
{{nav/drugs}}<br />
</noinclude></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Go-juice&diff=56477Go-juice2018-05-02T13:38:20Z<p>Nitrodev: </p>
<hr />
<div><includeonly>''Main Article: [[Go-juice]]''</includeonly><br />
<noinclude><br />
{{Define|Drug<br />
| always haulable = true<br />
| def name = GoJuice<br />
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.<br />
| deterioration rate base = 2.0 <br />
| draw gui overlay = true<br />
| flammability base = 1.0<br />
| food preference = NeverForFood<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Thing/Drug/Go-juice<br />
| label = Go-juice<br />
| market value base = 45<br />
| max hit points base = 50<br />
| max num to ingest at once = 1<br />
| nutrition base = <br />
| parent name = MakeableDrugBase<br />
| path cost = 15<br />
| preferability = <br />
| resource readout priority = Last<br />
| rotatable = false<br />
| selectable = true<br />
| social properness matters = true<br />
| sound eat = <br />
| stack limit = 400<br />
| taste = <br />
| tech level = industrial<br />
| thing class = Drugs<br />
| ticker type = <br />
| use hit points = true<br />
| work to make base = 7<br />
<!--<br />
- Drug Parameters --><br />
| addictiveness = 8<br />
| blood filtration factor = <br />
| blood filtration offset = <br />
| blood pumping factor = <br />
| blood pumping offset = <br />
| breathing factor = <br />
| breathing offset = <br />
| consciousness factor = <br />
| consciousness offset = 0.10<br />
| drug category = hard<br />
| global work speed offset = <br />
| hearing factor = <br />
| hearing offset = <br />
| hunger factor =<br />
| hunger offset =<br />
| is pleasure drug = true<br />
| joy kind = Chemical<br />
| joy offset = 0.40<br />
| manipulation factor = <br />
| manipulation offset = <br />
| metabolism factor = <br />
| metabolism offset = <br />
| moving factor = <br />
| moving offset = 0.30 <br />
| pain factor = 0.1<br />
| pain offset = <br />
| rest fall factor = <br />
| rest offset = 0.4<br />
| sight factor = <br />
| sight offset = 0.25<br />
| talking factor = <br />
| talking offset = <br />
| mood offset = 5<br />
}}<br />
</noinclude><br />
<includeonly><br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug info<br />
|-<br />
|Addictiveness || {{#show: Go-juice | ?addictiveness | link=none }}%<br />
|-<br />
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00<br />
|-<br />
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}<br />
|-<br />
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}<br />
|}<br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug effects<br />
|-<br />
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}<br />
|-<br />
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%<br />
|-<br />
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%<br />
|-<br />
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%<br />
|-<br />
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%<br />
|-<br />
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%<br />
|}<br />
</includeonly><br />
<br />
<noinclude><br />
===Gameplay Overview===<br />
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a somewhat significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can only get addicted to Go-Juice if they have at least a 3% severity tolerance to it, if they weren't beforehand.<br />
<br />
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.<br />
<br />
'''Detailed Effects'''<br />
* Improved movement (+30%)<br />
* Improved sight (+25%)<br />
* Heightened consciousness (+10%)<br />
* Minimised pain (x10%)<br />
* Satisfies rest need (+40%)<br />
* Chemical joy (+40%)<br />
* Improved mood (+5)<br />
* Go-juice tolerance (+4.4%)<br />
<br />
== Crafting ==<br />
Go-juice can be manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]].<br />
<br />
===Side-Effects===<br />
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn (equal to an direct machine pistol bullet to the brain). The result is that the affected pawn will become significantly impaired in all jobs from combat to daily work.<br />
<br />
===Withdrawal Symptoms===<br />
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.<br />
<br />
'''Detailed Symptoms'''<br />
* Impaired movement (-50%)<br />
* Impaired consciousness (-20%)<br />
* Impaired blood pumping (-20%)<br />
* Impaired sight (-20%)<br />
* Increased hunger rate (x150%)<br />
* Increased tiredness (x130%)<br />
* Increased pain (x300%)<br />
* Hard drug binges (''mtb of 40 days'')<br />
* Psychotic wandering (''mtb of 7 days'')<br />
* Awful mood (-35)<br />
</noinclude><br />
<br />
<noinclude><br />
{{nav/drugs}}<br />
</noinclude></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Yayo&diff=56476Yayo2018-05-02T13:36:53Z<p>Nitrodev: </p>
<hr />
<div><includeonly>''Main Article: [[Yayo]]''</includeonly><br />
<noinclude>{{Define|Drug<br />
| always haulable = true<br />
| def name = Yayo<br />
| description = A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.<br />
| deterioration rate base = 2.0 <br />
| draw gui overlay = true<br />
| flammability base = 1.0<br />
| food preference = NeverForFood<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Thing/Drug/Yayo<br />
| label = yayo<br />
| market value base = 23<br />
| max hit points base = 50<br />
| max num to ingest at once = 1<br />
| nutrition base = 0<br />
| parent name = MakeableDrugBase<br />
| path cost = 15<br />
| preferability =<br />
| resource readout priority = Last<br />
| rotatable = false<br />
| selectable = true<br />
| social properness matters = true<br />
| sound eat = <br />
| stack limit = 400<br />
| taste = <br />
| tech level = industrial<br />
| thing class = Drugs<br />
| ticker type = <br />
| use hit points = true<br />
| work to make base = 7<br />
<!--<br />
- Drug Parameters --><br />
| addictiveness = 0.70<br />
| blood filtration factor =<br />
| blood filtration offset =<br />
| blood pumping factor = <br />
| blood pumping offset =<br />
| breathing factor = <br />
| breathing offset =<br />
| consciousness factor = <br />
| consciousness offset =<br />
| drug category = hard<br />
| global work speed offset = <br />
| hearing factor = <br />
| hearing offset =<br />
| hunger factor =<br />
| hunger offset =<br />
| is pleasure drug = true<br />
| joy kind = chemical<br />
| joy offset = 0.80<br />
| manipulation factor = <br />
| manipulation offset =<br />
| metabolism factor = <br />
| metabolism offset = <br />
| moving factor = <br />
| moving offset = 0.15<br />
| pain factor = 0.50<br />
| pain offset = <br />
| rest fall factor = 0.33<br />
| rest offset = 0.40<br />
| sight factor = <br />
| sight offset =<br />
| talking factor =<br />
| talking offset = <br />
| mood offset = 35<br />
}}</noinclude><br />
<includeonly><br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug info<br />
|-<br />
|Addictiveness || {{#show: Yayo | ?addictiveness | link=none }}%<br />
|-<br />
|Market value || ${{#show: Yayo | ?Market Value Base | link=none }}.00<br />
|-<br />
|Hit points || {{#show: Yayo | ?Max Hit Points Base | link=none }}<br />
|-<br />
|Work to make || {{#show: Yayo | ?Work To Make Base | link=none }}<br />
|}<br />
{|class = "wikitable c03" <br />
|-<br />
!colspan="2" scope="col" style="text-align: left" | Drug effects<br />
|-<br />
|Mood || +{{#expr:{{#show: Yayo | ?Mood Offset | link=none }}}}<br />
|-<br />
|Joy || +{{#expr:100*{{#show: Yayo | ?Joy Offset | link=none }}}}%<br />
|-<br />
|Pain || x{{#expr:100*{{#show: Yayo | ?Pain Factor | link=none }}}}%<br />
|-<br />
|Rest || +{{#expr:100*{{#show: Yayo | ?Rest Offset | link=none }}}}%<br />
|-<br />
|Tiredness || x33%<br />
|}<br />
</includeonly><br />
<br />
<noinclude><br />
Yayo is a drug of 10% addiction rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]] which has a +35 mood effect and affects the body with:<br />
<br />
* Moving: +15%<br />
* Improves joy 80%<br />
* Suppresses pain x50%<br />
* Reduces need for rest 40%<br />
<br />
Those with visible tolerance to psychite, will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.<br />
<br />
== Crafting ==<br />
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].<br />
<br />
== Analysis ==<br />
<br />
Yayo has greater benefits, is more expensive than its cousin, [[Flake]], and has 10% less addictiveness making Yayo much more appealing to use than Flake. Yayo also has a higher value per weight, meaning your colonists can carry more value worth of drugs in a caravan. But Flake has more profitability with a market value of 14 [[silver]] for 4 psychoid leaves, while Yayo has a market value of 23 silver for 8 psychoid leaves, offering better return rate than Yayo.<br />
<br />
<br />
<br />
{{nav/drugs}}<br />
<br />
</noinclude></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Wake-up&diff=56475Wake-up2018-05-02T13:34:40Z<p>Nitrodev: </p>
<hr />
<div>{{Define|Drug<br />
| always haulable = true<br />
| def name = WakeUp<br />
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.<br />
| deterioration rate base = 2.0 <br />
| draw gui overlay = true<br />
| flammability base = 1.0<br />
| food preference = NeverForFood<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Thing/Drug/WakeUp<br />
| label = wake-up<br />
| market value base = 28<br />
| max hit points base = 50<br />
| max num to ingest at once = 1<br />
| nutrition base = 0<br />
| parent name = MakeableDrugPillBase<br />
| path cost = 15<br />
| preferability =<br />
| resource readout priority = Last<br />
| rotatable = false<br />
| selectable = true<br />
| social properness matters = true<br />
| sound eat = <br />
| stack limit = 400<br />
| taste = <br />
| tech level = industrial<br />
| thing class = Drugs<br />
| ticker type = <br />
| use hit points = true<br />
| work to make base = 14<br />
<!--<br />
- Drug Parameters --><br />
| addictiveness base = 0.10<br />
| blood filtration factor =<br />
| blood filtration offset =<br />
| blood pumping factor = <br />
| blood pumping offset =<br />
| breathing factor = <br />
| breathing offset =<br />
| consciousness factor = <br />
| consciousness offset = 0.1<br />
| drug category = hard<br />
| global Work Speed offset = 0.50<br />
| hearing factor = <br />
| hearing offset =<br />
| hunger factor =<br />
| hunger offset =<br />
| is pleasure drug = true<br />
| joy kind = chemical<br />
| joy offset = 0.40<br />
| manipulation factor = <br />
| manipulation offset =<br />
| metabolism factor = <br />
| metabolism offset = <br />
| moving factor = <br />
| moving offset = 0.1<br />
| pain factor =<br />
| pain offset = <br />
| rest fall factor = 0.8<br />
| rest offset = 1.0<br />
| sight factor = <br />
| sight offset =<br />
| talking factor =<br />
| talking offset = <br />
<br />
}}<br />
{{Info|An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Can cause heart attacks rarely.}}<br />
<br />
==Gameplay Overview==<br />
Wake-up is a highly addictive drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). One can only get addicted to Wake-up if they have at least an 8% tolerance to it.<br />
<br />
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.<br />
<br />
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.<br />
<br />
'''Detailed Effects'''<br />
* Increased global work speed (+50%)<br />
* Improved movement (+10%)<br />
* Heightened consciousness (+10%)<br />
* Fully satisfies rest need (+100%)<br />
* Chemical joy (+40%)<br />
* Reduces tiredness rate (x80%)<br />
* Wake-up tolerance (+4.5%)<br />
* Heart attack (''mtb of 120 days'')<br />
==Crafting==<br />
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].<br />
<br />
==Side-Effects==<br />
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the brain in a mean time of 120 in-game days. This results in a maximum consciousness of 50% for that pawn (slightly less severe than an unarmoured machine pistol shot to the brain), and there is no way to reverse the effects. The result is that the affected pawn will fare significantly worse in combat, and also work at half the speed of an average pawn.<br />
<br />
<br />
==Withdrawal Symptoms==<br />
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently-deceased close friend raw than go on wake-up withdrawal.<br />
<br />
'''Detailed Symptoms'''<br />
* Impaired consciousness (-50%)<br />
* Impaired manipulation (-25%)<br />
* Impaired movement (-20%)<br />
* Increased tiredness (x130%)<br />
* Increased likelihood of social fighting (x200%)<br />
* Hard drug binges (''mtb of 40 days'')<br />
* Psychotic wandering (''mtb of 10 days'')<br />
* Awful mood (-40)<br />
<br />
{{nav/drugs}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:Healer_mech_serum.png&diff=56335File:Healer mech serum.png2018-03-15T16:24:26Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=File:Techprof_subpersona_core.png&diff=56334File:Techprof subpersona core.png2018-03-15T16:20:56Z<p>Nitrodev: </p>
<hr />
<div></div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=56333RimWorld Wiki:To-do2018-03-15T16:20:23Z<p>Nitrodev: /* Content */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
== Wiki consistency ==<br />
<br />
* 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]]. <div style="background:gold">[[File:LongRangeMineralScanner.png|25px]]<span style="color:navy">[[User:Yoshida Keiji|'''Yoshida Keiji''']]</span>([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]</div> 09:17, 23 September 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**We need better 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:07, 17 September 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
*<s>''There's a problem in [[Stone blocks]] page as it lists Jade incorrectly.''<br />
** I took a look at this and could do it, but still mulling it over. Here's what I'm thinking ([[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)):<br />
*** Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.<br />
*** Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.<br />
*** For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks. <br />
*** Without any further changes, the 'Stone blocks' pages will list only actual stone blocks. <br />
*** Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.<br />
*** I'll watch for comments here, for at least two days, before trying these changes. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)<br />
** I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 00:20, 30 September 2017 (UTC)<br />
** The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:39, 30 September 2017 (UTC)<br />
** '''The changes I listed have been done.''' Please add thoughts or comments directly below here. Once we're all set we can delete this discussion.</s> Pending deletion due to no discussion on this after the change. Please delete at the next cleanup. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:07, 23 January 2018 (UTC)<br />
<br />
== Updates needed for Beta 18 ==<br />
<br />
Like before: a list of all changes from Beta 18 that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:27, 18 November 2017 (UTC)<br />
<br />
=== World generation ===<br />
<br />
*New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.<br />
**Tropical swamp<br />
**Temperate swamp<br />
**Cold bog<br />
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
<br />
===Content===<br />
<br />
'''Most of the content here needs the icon for their respective item, once they are uploaded their pages should be complete. ''' '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:05, 31 December 2017 (UTC)<br />
<br />
*Tribal content upgrade:<br />
**Ikwa melee weapon<br />
**<s>Tribal headdress</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:10, 8 January 2018 (UTC)<br />
**<s>War mask</s><br />
**<s>War veil</s> <br />
**<s>Recurve bow</s> *Completed, pictures added by someone else. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:26, 7 January 2018 (UTC)<br />
<br />
*New quest reward special items:<br />
**Psychic emanator<br />
**<s>Vanometric power cell</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:08, 8 January 2018 (UTC)<br />
**<s>Infinite chemreactor</s> DONE by someone else. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 16:20, 15 March 2018 (UTC)<br />
**<s>Techprof subpersona core</s> DONE by someone else. I added the icon. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 16:20, 15 March 2018 (UTC)<br />
**Healer mechanite superdose<br />
**<s>Resurrector mechanite superdose</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:37, 8 January 2018 (UTC)<br />
**Orbital bombardment targeter<br />
**Orbital power beam targeter<br />
<br />
*Various different kinds of plant<br />
<br />
*Added chemfuel generator, which generates electricity from chemfuel<br />
<br />
===Misc additions===<br />
*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.<br />
*Various research has been split up<br />
<br />
*New world site components (used in various situations):<br />
**Sleeping mechanoids<br />
**Animal ambush<br />
**Enemy ambush<br />
<br />
*Spaceship is now bigger and has one more component, the sensor cluster<br />
*<s>Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.</s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:05, 31 December 2017 (UTC)<br />
*<s>Redesigned alert letter types and sounds to be more specific.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:55, 23 January 2018 (UTC)<br />
*<s>Pawns can now be banished. This is analogous to abandoning pawns in caravans.</s> Added, though not sure if visible enough. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:55, 14 January 2018 (UTC)<br />
*<s>Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:55, 23 January 2018 (UTC)<br />
*<s>The ability to queue actions by shift-clicking.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:20, 14 January 2018 (UTC)<br />
*<s>Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:55, 23 January 2018 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
==Updates needed for previous alphas==<br />
<br />
A list of all changes from alpha 16 and prior, that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
* [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
* <s>[16] New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.</s> Trivial chance not relevant to most players. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:56, 14 January 2018 (UTC)<br />
* [11b] Mods config page shows load order of mods.<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
<br />
[[Category:Site Maintenance]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Version/0.18.1722&diff=54190Version/0.18.17222017-11-18T14:13:36Z<p>Nitrodev: </p>
<hr />
<div>{{ VersionFrame | Version = 0.18.1722 | Description = '''Beta 18 - 0.18.1722''' was released on November 18rd, 2017 - Beta 18 Release<br />
| Body =<br />
New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.<br />
*Tropical swamp<br />
*Temperate swamp<br />
*Cold bog<br />
New incidents:<br />
*Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.<br />
*Aurora. A beautiful aurora lights up the night sky, improving mood.<br />
*Tornado<br />
*Peace talks quest<br />
*World refugee quest<br />
*Prisoner rescue quest<br />
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.<br />
*Various research has been split up<br />
*Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers<br />
*Melee weapon research is now broken into several stages<br />
New furniture<br />
*Bedroll: Portable bed<br />
*Dresser: Passively improves room<br />
*Endtable: Passive improves room<br />
*Various new table sizes<br />
New quest reward special items:<br />
*Psychic emanator<br />
*Vanometric power cell<br />
*Infinite chemreactor<br />
*Techprof subpersona core<br />
*Healer mechanite superdose<br />
*Resurrector mechanite superdose<br />
*Orbital bombardment targeter<br />
*Orbital power beam targeter<br />
Tribal content upgrade:<br />
*Ikwa melee weapon<br />
*War mask<br />
*Tribal headdress<br />
*Recurve bow<br />
*Tribal hunter<br />
*Tribal heavy archer<br />
*Tribal berserker<br />
New world site components (used in various situations):<br />
*Sleeping mechanoids<br />
*Animal ambush<br />
*Enemy ambush<br />
New mental breaks:<br />
*Insulting spree. Randomly go around and insult people.<br />
*Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.<br />
*Tantrum. Go around randomly smashing furniture, buildings, and damageable items.<br />
*Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.<br />
*Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.<br />
*Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.<br />
*Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.<br />
*Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.<br />
*Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.<br />
*Slaughterer. Slaughter random colony animal(s) periodically.<br />
*Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.<br />
*Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.<br />
New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.<br />
*Work frenzy (1 day): Global work speed 2.5x<br />
*Go frenzy (1 day): Walk speed 1.5x<br />
*Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.<br />
*Inspired trade<br />
*Inspired recruitment<br />
*Inspired surgery<br />
*Inspired art<br />
World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.<br />
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
*Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.<br />
*Crop blights now appear and spread over time instead of instantly destroying crops<br />
*Spaceship is now bigger and has one more component, the sensor cluster<br />
*Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.<br />
*Space ship construction now requires advanced components, which have their own tech tree and production method<br />
*Split pistol into revolver and autopistol<br />
*Boomalopes can be milked for chemfuel<br />
*Added chemfuel generator, which generates electricity from chemfuel<br />
*Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).<br />
*Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.<br />
*Redesigned alert letter types and sounds to be more specific.<br />
*Pawns can now be banished. This is analogous to abandoning pawns in caravans.<br />
*Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.<br />
*Many many tunings, bugfixes, and redesigns.<br />
}}<br />
<noinclude>{{VersionNavbox}}</noinclude><br />
<noinclude>[[Category:Beta_18]]</noinclude></div>Nitrodevhttps://rimworldwiki.com/index.php?title=Version/0.18.1722&diff=54189Version/0.18.17222017-11-18T14:10:43Z<p>Nitrodev: </p>
<hr />
<div>{{ VersionFrame | Version = 0.17.1557 | Description = '''Alpha 17 - 0.17.1557''' was released on June 3rd, 2017 - Alpha 17B Release<br />
| Body =<br />
New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.<br />
*Tropical swamp<br />
*Temperate swamp<br />
*Cold bog<br />
New incidents:<br />
*Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.<br />
*Aurora. A beautiful aurora lights up the night sky, improving mood.<br />
*Tornado<br />
*Peace talks quest<br />
*World refugee quest<br />
*Prisoner rescue quest<br />
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.<br />
Various research has been split up<br />
Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers<br />
Melee weapon research is now broken into several stages<br />
New furniture<br />
*Bedroll: Portable bed<br />
*Dresser: Passively improves room<br />
*Endtable: Passive improves room<br />
*Various new table sizes<br />
New quest reward special items:<br />
*Psychic emanator<br />
*Vanometric power cell<br />
*Infinite chemreactor<br />
*Techprof subpersona core<br />
*Healer mechanite superdose<br />
*Resurrector mechanite superdose<br />
*Orbital bombardment targeter<br />
*Orbital power beam targeter<br />
Tribal content upgrade:<br />
*Ikwa melee weapon<br />
*War mask<br />
*Tribal headdress<br />
*Recurve bow<br />
*Tribal hunter<br />
*Tribal heavy archer<br />
*Tribal berserker<br />
New world site components (used in various situations):<br />
*Sleeping mechanoids<br />
*Animal ambush<br />
*Enemy ambush<br />
New mental breaks:<br />
*Insulting spree. Randomly go around and insult people.<br />
*Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.<br />
*Tantrum. Go around randomly smashing furniture, buildings, and damageable items.<br />
*Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.<br />
*Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.<br />
*Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.<br />
*Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.<br />
*Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.<br />
*Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.<br />
*Slaughterer. Slaughter random colony animal(s) periodically.<br />
*Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.<br />
*Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.<br />
New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.<br />
*Work frenzy (1 day): Global work speed 2.5x<br />
*Go frenzy (1 day): Walk speed 1.5x<br />
*Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.<br />
*Inspired trade<br />
*Inspired recruitment<br />
*Inspired surgery<br />
*Inspired art<br />
World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.<br />
Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.<br />
Crop blights now appear and spread over time instead of instantly destroying crops<br />
Spaceship is now bigger and has one more component, the sensor cluster<br />
Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.<br />
Space ship construction now requires advanced components, which have their own tech tree and production method<br />
Split pistol into revolver and autopistol<br />
Boomalopes can be milked for chemfuel<br />
Added chemfuel generator, which generates electricity from chemfuel<br />
Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).<br />
Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.<br />
Redesigned alert letter types and sounds to be more specific.<br />
Pawns can now be banished. This is analogous to abandoning pawns in caravans.<br />
Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.<br />
Many many tunings, bugfixes, and redesigns.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Version/0.18.1722&diff=54188Version/0.18.17222017-11-18T14:10:29Z<p>Nitrodev: Created page with "{{ VersionFrame | Version = 0.17.1557 | Description = '''Alpha 17 - 0.17.1557''' was released on June 3rd, 2017 - Alpha 17B Release | Body = New swamp biomes: Swamp biomes are..."</p>
<hr />
<div>{{ VersionFrame | Version = 0.17.1557 | Description = '''Alpha 17 - 0.17.1557''' was released on June 3rd, 2017 - Alpha 17B Release<br />
| Body =<br />
New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.<br />
*Tropical swamp<br />
*Temperate swamp<br />
*Cold bog<br />
New incidents:<br />
*Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.<br />
*Aurora. A beautiful aurora lights up the night sky, improving mood.<br />
*Tornado<br />
*Peace talks quest<br />
*World refugee quest<br />
*Prisoner rescue quest<br />
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.<br />
Various research has been split up<br />
Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers<br />
Melee weapon research is now broken into several stages<br />
New furniture<br />
*Bedroll: Portable bed<br />
*Dresser: Passively improves room<br />
*Endtable: Passive improves room<br />
*Various new table sizes<br />
New quest reward special items:<br />
*Psychic emanator<br />
*Vanometric power cell<br />
*Infinite chemreactor<br />
*Techprof subpersona core<br />
*Healer mechanite superdose<br />
*Resurrector mechanite superdose<br />
*Orbital bombardment targeter<br />
*Orbital power beam targeter<br />
Tribal content upgrade:<br />
*Ikwa melee weapon<br />
*War mask<br />
*Tribal headdress<br />
*Recurve bow<br />
*Tribal hunter<br />
*Tribal heavy archer<br />
*Tribal berserker<br />
New world site components (used in various situations):<br />
*Sleeping mechanoids<br />
*Animal ambush<br />
*Enemy ambush<br />
New mental breaks:<br />
*Insulting spree. Randomly go around and insult people.<br />
*Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.<br />
*Tantrum. Go around randomly smashing furniture, buildings, and damageable items.<br />
*Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.<br />
*Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.<br />
*Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.<br />
*Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.<br />
*Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.<br />
*Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.<br />
*Slaughterer. Slaughter random colony animal(s) periodically.<br />
*Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.<br />
*Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.<br />
New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.<br />
*Work frenzy (1 day): Global work speed 2.5x<br />
*Go frenzy (1 day): Walk speed 1.5x<br />
*Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.<br />
*Inspired trade<br />
*Inspired recruitment<br />
*Inspired surgery<br />
*Inspired art<br />
World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.<br />
Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.<br />
Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.<br />
Crop blights now appear and spread over time instead of instantly destroying crops<br />
Spaceship is now bigger and has one more component, the sensor cluster<br />
Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.<br />
Space ship construction now requires advanced components, which have their own tech tree and production method<br />
Split pistol into revolver and autopistol<br />
Boomalopes can be milked for chemfuel<br />
Added chemfuel generator, which generates electricity from chemfuel<br />
Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).<br />
Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.<br />
Redesigned alert letter types and sounds to be more specific.<br />
Pawns can now be banished. This is analogous to abandoning pawns in caravans.<br />
Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.<br />
Many many tunings, bugfixes, and redesigns.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=53767RimWorld Wiki:To-do2017-10-22T08:02:10Z<p>Nitrodev: /* Modding */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
== Wiki consistency ==<br />
<br />
* 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]]. <div style="background:gold">[[File:LongRangeMineralScanner.png|25px]]<span style="color:navy">[[User:Yoshida Keiji|'''Yoshida Keiji''']]</span>([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]</div> 09:17, 23 September 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**We need better 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:07, 17 September 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
* ''There's a problem in [[Stone blocks]] page as it lists Jade incorrectly.''<br />
** I took a look at this and could do it, but still mulling it over. Here's what I'm thinking ([[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)):<br />
*** Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.<br />
*** Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.<br />
*** For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks. <br />
*** Without any further changes, the 'Stone blocks' pages will list only actual stone blocks. <br />
*** Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.<br />
*** I'll watch for comments here, for at least two days, before trying these changes. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)<br />
** I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 00:20, 30 September 2017 (UTC)<br />
** The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:39, 30 September 2017 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== World quests ===<br />
*<s>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.</s><br />
**Not really relevant to the basegame- this is relevant to modders only. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:27, 17 June 2017 (UTC)<br />
<br />
=== Other new stuff ===<br />
*<s>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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== AI ===<br />
*<s> 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. </s> No need to document, minor detail. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> Raider with mega-weapons will now avoid friendly fire. </s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> 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. </s> Added to [[Caravan]] page under Events. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*<s>New graphics for some floor types and things (stone floors, stone chunks, etc).</s> Graphics are up to date. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:56, 22 October 2017 (UTC)<br />
*<s>Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.</s> DONE [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:01, 22 October 2017 (UTC)<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Bills ====<br />
*<s> [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [10a] You can now set a minimum skill level on bills.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [11b] Smelt slag recipe can use do until you have X.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* [11b] Mods config page shows load order of mods.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=53766RimWorld Wiki:To-do2017-10-22T08:01:18Z<p>Nitrodev: /* Misc Changes */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
== Wiki consistency ==<br />
<br />
* 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]]. <div style="background:gold">[[File:LongRangeMineralScanner.png|25px]]<span style="color:navy">[[User:Yoshida Keiji|'''Yoshida Keiji''']]</span>([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]</div> 09:17, 23 September 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**We need better 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:07, 17 September 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
* ''There's a problem in [[Stone blocks]] page as it lists Jade incorrectly.''<br />
** I took a look at this and could do it, but still mulling it over. Here's what I'm thinking ([[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)):<br />
*** Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.<br />
*** Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.<br />
*** For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks. <br />
*** Without any further changes, the 'Stone blocks' pages will list only actual stone blocks. <br />
*** Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.<br />
*** I'll watch for comments here, for at least two days, before trying these changes. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)<br />
** I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 00:20, 30 September 2017 (UTC)<br />
** The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:39, 30 September 2017 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== World quests ===<br />
*<s>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.</s><br />
**Not really relevant to the basegame- this is relevant to modders only. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:27, 17 June 2017 (UTC)<br />
<br />
=== Other new stuff ===<br />
*<s>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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== AI ===<br />
*<s> 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. </s> No need to document, minor detail. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> Raider with mega-weapons will now avoid friendly fire. </s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> 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. </s> Added to [[Caravan]] page under Events. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*<s>New graphics for some floor types and things (stone floors, stone chunks, etc).</s> Graphics are up to date. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:56, 22 October 2017 (UTC)<br />
*<s>Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.</s> DONE [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:01, 22 October 2017 (UTC)<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Bills ====<br />
*<s> [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [10a] You can now set a minimum skill level on bills.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [11b] Smelt slag recipe can use do until you have X.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* [11b] Mods config page shows load order of mods.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Sculptures&diff=53765Sculptures2017-10-22T07:59:49Z<p>Nitrodev: </p>
<hr />
<div><onlyinclude><includeonly>==Sculptures==<br />
{{main|Sculptures}}<br/></includeonly><br />
<br />
Sculptures are pieces of art made at a [[sculptor's table]] that add (or not) beauty to any room they're in once they are installed. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market_Value|market value]]. <br />
<br />
The [[Menus#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece. The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ ex. [[:File:Blue Forest.png]] vs [[:File: Blue Forest alt 1.png]].<br />
</onlyinclude><br />
<br />
Sculptures come in three sizes:<br />
* [[Small_Sculpture|Small sculptures]] require 70 materials or 700 small volume materials (silver, gold, or uranium).<br />
* [[Large_Sculpture|Large sculptures]] require 135 materials or 1350 small volume materials (silver, gold, or uranium).<br />
* [[Grand_Sculpture|Grand sculptures]] require 260 materials or 2600 small volume materials (silver, gold, or uranium). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only.<br />
On each individual page is a table detailing statistics on sculptures.<br />
<br />
As of Alpha 17, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110% making them valuable trade goods.<br />
<br />
{| {{STDT| sortable c_24 text-center}}<br />
! sculptures!! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material<br />
|-<br />
! [[Small_Sculpture|Small ]] <br />
| 70 || | 30 || | 90 || | 400 || | 236|| |0.075|| |0.59|| |0.429<br />
|-<br />
! [[Large_Sculpture|Large ]] <br />
| 135 || | 65 || | 150 || | 800 || | 465|| | 0.08125 || |0.583|| |0.481<br />
|-<br />
! [[Grand_Sculpture|Grand ]] <br />
| 260 || | 140 || | 250 || | 1600 || | 905 || | 0.0875|| | 0.566|| |0.538<br />
|}<br />
{| {{STDT|sortable c_24 text-center}}<br />
! Quality !! Base Beauty Modifier<br />
|-<br />
!Awful<br />
| -10%<br />
|-<br />
!Shoddy<br />
| 10%<br />
|- <br />
!Poor<br />
| 50%<br />
|-<br />
!Normal<br />
| 100%<br />
|-<br />
!Good<br />
| 150%<br />
|-<br />
!Superior<br />
| 200%<br />
|-<br />
!Excellent<br />
| 350%<br />
|-<br />
!Masterwork<br />
| 500%<br />
|-<br />
!Legendary<br />
| 1000%<br />
|-<br />
|}<br />
<br />
<br />
Each sculpture has it's own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:<br />
*A past event occurring in or to the colony<br />
*A seemingly random event with no relation to the colony<br />
*A border to the art<br />
*A texture<br />
*A design style<br />
*A location<br />
<br />
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:<br />
*killings<br />
*drunkenness<br />
*vomiting<br />
*landing in drop pods<br />
*artwork created<br />
*struck ore<br />
*person captured<br />
*person recruited<br />
*animal trained<br />
*animal hunted<br />
*surgery done<br />
*someone was on fire<br />
*someone went psychotic<br />
*someone [[Mood#Mental_Breakdowns|gave up]]<br />
<br />
Alternatively, they can contain something random, without relating to any events in the colony at all. {{asof|A17}} this affects more on the beauty than before; random furniture has less or no beauty effect.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Sculptures&diff=53764Sculptures2017-10-22T07:59:06Z<p>Nitrodev: </p>
<hr />
<div><onlyinclude><includeonly>==Sculptures==<br />
{{main|Sculptures}}<br/></includeonly><br />
<br />
Sculptures are pieces of art made at a [[sculptor's table]] that add (or not) beauty to any room they're in once they are installed. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market_Value|market value]]. <br />
<br />
The [[Menus#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece. The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ ex. [[:File:Blue Forest.png]] vs [[:File: Blue Forest alt 1.png]].<br />
</onlyinclude><br />
<br />
Sculptures come in three sizes:<br />
* [[Small_Sculpture|Small sculptures]] require 70 materials or 700 small volume materials (silver, gold, or uranium).<br />
* [[Large_Sculpture|Large sculptures]] require 135 materials or 1350 small volume materials (silver, gold, or uranium).<br />
* [[Grand_Sculpture|Grand sculptures]] require 260 materials or 2600 small volume materials (silver, gold, or uranium). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only.<br />
On each individual page is a table detailing statistics on sculptures.<br />
<br />
As of Alpha 17, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110% making them valuable trade goods.<br />
<br />
{| {{STDT| sortable c_24 text-center}}<br />
! sculptures!! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material<br />
|-<br />
! [[Small_Sculpture|Small ]] <br />
| 70 || | 30 || | 90 || | 400 || | 236|| |0.075|| |0.59|| |0.429<br />
|-<br />
! [[Large_Sculpture|Large ]] <br />
| 135 || | 65 || | 150 || | 800 || | 465|| | 0.08125 || |0.583|| |0.481<br />
|-<br />
! [[Grand_Sculpture|Grand ]] <br />
| 260 || | 140 || | 250 || | 1600 || | 905 || | 0.0875|| | 0.566|| |0.538<br />
|}<br />
{| {{STDT|sortable c_24 text-center}}<br />
! Quality !! Base Beauty Modifier<br />
|-<br />
!Awful<br />
| -10%<br />
|-<br />
!Shoddy<br />
| 10%<br />
|- <br />
!Poor<br />
| 50%<br />
|-<br />
!Normal<br />
| 100%<br />
|-<br />
!Good<br />
| 150%<br />
|-<br />
!Superior<br />
| 200%<br />
|-<br />
!Excellent<br />
| 350%<br />
|-<br />
!Masterwork<br />
| 500%<br />
|-<br />
!Legendary<br />
| 1000%<br />
|-<br />
|}<br />
<br />
<br />
Each sculpture has it's own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:<br />
*A past event occurring in or to the colony<br />
*A seemingly random event with no relation to the colony<br />
*A border to the art<br />
*A texture<br />
*A design style<br />
*A location<br />
<br />
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:<br />
*killings<br />
*drunkenness<br />
*vomiting<br />
*landing in drop pods<br />
*artwork created<br />
*struck ore<br />
*person captured<br />
*person recruited<br />
*animal trained<br />
*animal hunted<br />
*surgery done<br />
*someone was on fire<br />
*someone went psychotic<br />
*someone [[Mood#Mental_Breakdowns|gave up]]<br />
<br />
Alternatively, they can contain something random, without relating to any events in the colony at all. [asof|A17] this affects more on the beauty than before; random furniture has less or no beauty effect.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=53763RimWorld Wiki:To-do2017-10-22T07:56:28Z<p>Nitrodev: /* Misc Changes */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
== Wiki consistency ==<br />
<br />
* 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]]. <div style="background:gold">[[File:LongRangeMineralScanner.png|25px]]<span style="color:navy">[[User:Yoshida Keiji|'''Yoshida Keiji''']]</span>([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]</div> 09:17, 23 September 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**We need better 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. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:07, 17 September 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
* ''There's a problem in [[Stone blocks]] page as it lists Jade incorrectly.''<br />
** I took a look at this and could do it, but still mulling it over. Here's what I'm thinking ([[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)):<br />
*** Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.<br />
*** Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.<br />
*** For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks. <br />
*** Without any further changes, the 'Stone blocks' pages will list only actual stone blocks. <br />
*** Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.<br />
*** I'll watch for comments here, for at least two days, before trying these changes. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:45, 29 September 2017 (UTC)<br />
** I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 00:20, 30 September 2017 (UTC)<br />
** The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:39, 30 September 2017 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== World quests ===<br />
*<s>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.</s><br />
**Not really relevant to the basegame- this is relevant to modders only. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:27, 17 June 2017 (UTC)<br />
<br />
=== Other new stuff ===<br />
*<s>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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== AI ===<br />
*<s> 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. </s> No need to document, minor detail. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> Raider with mega-weapons will now avoid friendly fire. </s> '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
*<s> 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. </s> Added to [[Caravan]] page under Events. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] ) 12:03, 17 September 2017 (UTC)<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*<s>New graphics for some floor types and things (stone floors, stone chunks, etc).</s> Graphics are up to date. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:56, 22 October 2017 (UTC)<br />
*Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Bills ====<br />
*<s> [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [10a] You can now set a minimum skill level on bills.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
*<s> [11b] Smelt slag recipe can use do until you have X.</s> No documentation needed. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:33, 2 October 2017 (UTC)<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* [11b] Mods config page shows load order of mods.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=52689RimWorld Wiki:To-do2017-09-01T18:13:26Z<p>Nitrodev: /* Misc Changes */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
==Wiki consistency==<br />
* Probably time to come up with some wiki standards, a tutorial.<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**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.[[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**From what I've seem many of the entries are completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 07:30, 10 June 2017 (UTC)<br />
*'''Page deletion''': Plenty of pages are tagged with the Delete template. Somebody needs to check them and delete or remove template as appropriate.<br />
*''Events page'': Needs updating/more descriptions. <br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''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. [[User:elStrages|elStrages]]<br />
*''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 [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
** 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 <em>human body part</em>. 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 part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== World quests ===<br />
*<s>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.</s><br />
**Not really relevant to the basegame- this is relevant to modders only. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:27, 17 June 2017 (UTC)<br />
<br />
=== Other new stuff ===<br />
*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.<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== AI ===<br />
*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.<br />
*Raider with mega-weapons will now avoid friendly fire<br />
*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.<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.<br />
*Drugs are now slower to produce, slower to grow, and heavier.<br />
*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.<br />
*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.<br />
*New graphics for some floor types and things (stone floors, stone chunks, etc).<br />
*<s>Made crop growing cycles significantly longer, especially for long-cycle plants like corn.</s> Plant growth times updated by someone else in [[Plants]] page. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 12:58, 26 August 2017 (UTC)<br />
*Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.<br />
*Other bases regenerate their trade stock less often.<br />
*<s>Changed flammability for fur and leather to 100%, and for meat to 50%.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 18:13, 1 September 2017 (UTC)<br />
*Rebalanced all trader stock generation.<br />
*Traders will generate with fewer extreme quality items.<br />
*Pawns missing heads will have visually missing heads.<br />
*It’s no longer possible to create a settlement directly adjacent to an existing settlement.<br />
*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.<br />
*Gear tab now displays item stack masses.<br />
*Caravans now generate a lot tougher.<br />
*Redesigned stats so that in almost all cases, high numbers are better.<br />
*Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Bills ====<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* [11b] Mods config page shows load order of mods.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Meat&diff=52688Meat2017-09-01T18:13:08Z<p>Nitrodev: typo</p>
<hr />
<div>[[File:MeatBig cropped.png|32px|left|link=]] '''Meat''' is one of the primary sources of [[food]]. It is obtained by [[butcher table|butchering]] the corpses of [[animals]] (and possibly humans) and is a required ingredient in fine and lavish [[meals]]. As a raw food item, colonists [[Thoughts#Memory_Eating|dislike]] eating meat as is. {{asof|A17}} all meat have a flammability of 50%.<br />
<br />
<br />
{{#set: Image = File:MeatBig cropped.png}}<br />
<br />
[[Category:Food]]<br />
[[Category:Raw Food]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Meat&diff=52687Meat2017-09-01T18:12:53Z<p>Nitrodev: </p>
<hr />
<div>[[File:MeatBig cropped.png|32px|left|link=]] '''Meat''' is one of the primary sources of [[food]]. It is obtained by [[butcher table|butchering]] the corpses of [[animals]] (and possibly humans) and is a required ingredient in fine and lavish [[meals]]. As a raw food item, colonists [[Thoughts#Memory_Eating|dislike]] eating meat as is. {{asof|A17}} all meat has a flammability of 50%.<br />
<br />
<br />
{{#set: Image = File:MeatBig cropped.png}}<br />
<br />
[[Category:Food]]<br />
[[Category:Raw Food]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=52686RimWorld Wiki:To-do2017-09-01T18:08:32Z<p>Nitrodev: /* Updates needed for Alpha 17 */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
==Wiki consistency==<br />
* Probably time to come up with some wiki standards, a tutorial.<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{#ask: [[Category:Unfinished pages]]|default=No pages currently marked 'Under Construction'.}}<br />
<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Guides''': Most of the guides here need more people working on them. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**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.[[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:53, 19 June 2017 (UTC)<br />
**From what I've seem many of the entries are completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 07:30, 10 June 2017 (UTC)<br />
*'''Page deletion''': Plenty of pages are tagged with the Delete template. Somebody needs to check them and delete or remove template as appropriate.<br />
*''Events page'': Needs updating/more descriptions. <br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''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. [[User:elStrages|elStrages]]<br />
*''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 [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
** 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 <em>human body part</em>. 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 part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== World quests ===<br />
*<s>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.</s><br />
**Not really relevant to the basegame- this is relevant to modders only. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:27, 17 June 2017 (UTC)<br />
<br />
=== Other new stuff ===<br />
*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.<br />
<br />
=== Modding ===<br />
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.<br />
{{Collapse|<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
=== AI ===<br />
*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.<br />
*Raider with mega-weapons will now avoid friendly fire<br />
*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.<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.<br />
*Drugs are now slower to produce, slower to grow, and heavier.<br />
*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.<br />
*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.<br />
*New graphics for some floor types and things (stone floors, stone chunks, etc).<br />
*<s>Made crop growing cycles significantly longer, especially for long-cycle plants like corn.</s> Plant growth times updated by someone else in [[Plants]] page. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 12:58, 26 August 2017 (UTC)<br />
*Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.<br />
*Other bases regenerate their trade stock less often.<br />
*Changed flammability for fur and leather to 100%, and for meat to 50%.<br />
*Rebalanced all trader stock generation.<br />
*Traders will generate with fewer extreme quality items.<br />
*Pawns missing heads will have visually missing heads.<br />
*It’s no longer possible to create a settlement directly adjacent to an existing settlement.<br />
*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.<br />
*Gear tab now displays item stack masses.<br />
*Caravans now generate a lot tougher.<br />
*Redesigned stats so that in almost all cases, high numbers are better.<br />
*Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Bills ====<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
<br />
=== Game Objects ===<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* [11b] Mods config page shows load order of mods.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Improvised_turret_gun&diff=49786Improvised turret gun2017-06-07T09:03:09Z<p>Nitrodev: </p>
<hr />
<div><onlyinclude><br />
{{infobox main|weapon|<br />
|name = Improvised Turret Gun<br />
|image = ImprovisedTurretGun.png|Improvised Turret Gun<br />
|type = Equipment<br />
|type2 = Weapons<br />
|description = "Jury-rigged gun attached to a turret."<br />
|class = Modern<br />
|damage = 11<br />
|range = 25.9<br />
|accuracyTouch = 80<br />
|accuracyShort = 64<br />
|accuracyMedium = 41<br />
|accuracyLong = 22<br />
|mode = Burst<br />
|warmup = 0<br />
|cooldown = 309<br />
|burst = 3<br />
|burstTicks = 8<br />
|DPS = DPS<br />
|velocity = 70<br />
|sell = {{icon|silver|0}}<br />
}}<br />
</onlyinclude><br />
{{Info|The gun mounted on the [[improvised turret]], somewhat similar in stats to the [[LMG]], but only fire a 3-round burst.}}<br />
<br />
<br />
[[Kind::Weapons| ]]<br />
{{nav|weapon|wide}}<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Infestation&diff=49760Infestation2017-06-06T19:57:47Z<p>Nitrodev: /* Spawning */</p>
<hr />
<div>{{NeedsPictures}}<br />
<br />
{{UC}}<br />
{{TOCright}}<br />
<br />
Infestations are a random event in Rimworld.<br />
<br />
=== Spawning ===<br />
During this event, insect [[hive]]s spawn in an area below an Overhead Mountain. Soon, insects will pop out of these hives to defend their hive, and will aggressively chase down any perceived threats such as your colonists.<br />
<br />
If the hives are kept well, they will reproduce, spawning more hives and insects. If all insects are killed, the hives will slowly die out after a while.<br />
<br />
Infestations will only spawn within 30 tiles of a colony [[Structure|structure]]. They will not appear if the tile is below 1°F (-17°C) or the tile is occupied by ex. a carpet or a wire.<br />
<br />
=== [[Defense tactics#Infestations|Strategy]] ===<br />
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat.<br />
<br />
When fighting an infestation always pay attention to any remaining hives. If you have 1 hive remaining which you totally forget about, soon the hive will reproduce and fill the area with insects.<br />
<br />
=== Products ===<br />
Hives bring [[glow pod]]s that glow for 20 days (as long as they’re installed) and can be reinstalled, or sold for a paltry price. <br><br />
Hives also produce insect Jelly in stacks of 20 every day or so, so if you could trap the hives via walls and doors, you could potentially farm the insect Jelly, though the insects are liable to digging out, and can threaten your colonists when they try to retrieve the insect jelly.</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=49756RimWorld Wiki:To-do2017-06-06T13:59:46Z<p>Nitrodev: /* Other new stuff */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
==Wiki consistency==<br />
* Probably time to come up with some wiki standards, a tutorial.<br />
* <s>Make a documentation page for this [[Template:Define]] and [[Template:Define/Mass]] (Don't worry about the second one if you don't know what it means, either PM me or I will most likely have already done it) [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 11:23, 30 December 2016 (UTC)</s>Done by me [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 05:12, 14 January 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{collapse|<br />
{{#ask: [[Category:Unfinished pages]]}}<br />
}}<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*Cleaning up the to-do list: This page is cluttered-up and needs to be cleaned. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 02:14, 2 May 2017 (UTC)<br />
**Cleaned up entries that have already been completed 3 months or earlier ago. If it shouldn't be done please revert. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 10:05, 5 May 2017 (UTC)<br />
*Guidance: <s>How to perform implant, surgery, operation.</s> Adding content to most of the guides, in general. ''-Most of the guides here could use some love. I've created a [[Guides]] page which leads to other guides. We need people to work on them as well.'' [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:56, 5 May 2017 (UTC)<br />
*'''Mass''': Masses for many of the items are incomplete. See [[User:Spdskatr]] for more information. [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 22:19, 25 December 2016 (UTC)<br />
*'''Quickstart_Guide''': Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. [[User:Darkphoenyx27|Darkphoenyx27]]<br />
*''Events page'': Needs updating/more descriptions. <br />
*''AI storyteller'': Needs updating. '''I updated all the code specifics for Alpha 13, don't know if anything else needs updating''' 16 May 2016 [[User:Peppsen|Peppsen]] ([[User talk:Peppsen|talk]])<br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*''Alpha 9 Updates'': Nearly all Alpha 9 updates have been added but a few still remain.<br />
*''Alpha 10 updates'': "Joy System" All of the newly implemented features and tweaks<br />
*''Alpha 11 Updates'': "Sappers and Traps" Same as above but for Alpha 11<br />
*''Alpha 12 Updates'': "Animal Taming" All changes from blog post are listed below.<br />
*<s>''Mods'': Please keep adding mods from the forum to the Alpha 8 mod list</s> Don't think this is necessary for this wiki. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 10:01, 5 May 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''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. [[User:elStrages|elStrages]]<br />
*''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 [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
*"Drafting": Soldier page needs to be removed and drafting should be expanded. [[User:CheesusGamer|CheesusGamer]]<br />
** ''feedback here''<br />
*** 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 <em>human body part</em>. 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 part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
* Need a page describing cleanness and how it affects health/infections. [[User:Freakycrafter|Freakycrafter]]<br />
* Provide the minimal specifications to play the game. (I can't create a new page for this, but you can find the specs at store.steampowered.com/app/294100/. --[[User:Shatterhand|Shatterhand]] ([[User talk:Shatterhand|talk]]) 20:42, 21 December 2016 (UTC)<br />
*''Insect infestations'' There is almost no information on the entire wiki about infestations, insect jelly, insect meat, jelly farming, etc. The only mention is [[Events#Infestation]] and what little info is on the individual spider pages, like [[Megaspider]]. -Created Infestation page, still needs work though. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:03, 21 May 2017 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== Roads and rivers ===<br />
*<s>World now generates with roads and rivers</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Some roads generate with things alongside, like concrete barriers or ancient lampposts</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>There are four sizes of river: huge river, large river, river, and creek </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Rivers and roads generate on local maps as expected.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:46, 6 June 2017 (UTC)<br />
*<s>Stone roads generate using local stone and a new flagstone terrain type.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:44, 6 June 2017 (UTC)<br />
*<s>Visitors, caravans, traders, and raiders tend to arrive and leave on the roads. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, *often).<br />
<br />
=== World quests ===<br />
*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.<br />
*New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.<br />
*<s>New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended. -Created page, under construction. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:20, 27 May 2017 (UTC)<br />
*New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.<br />
<br />
=== Other new stuff ===<br />
*Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting. -Created page, under construction. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Characters can now tend their own wounds (with a penalty to effectiveness). </s> Already added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Added bowler hat.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:13, 27 May 2017 (UTC)<br />
*<s>Corpses now leak black corpse bile while rotting.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:13, 27 May 2017 (UTC)<br />
*<s>Vents can be opened and closed with a flick action.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:41, 27 May 2017 (UTC)<br />
*Add option to render hats only on the main game map (but not on the portraits in the pawn bar).<br />
*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.<br />
*<s>You can now create your own packaged survival meals (with appropriate research and ingredients). </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.<br />
*Added a “caravan packing spot” so you can tell your caravans where to assemble.<br />
*<s>When trees burn, the leave behind burned tree stumps.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:54, 6 June 2017 (UTC)<br />
*<s>When structures and plants burn, they leave behind ash.</s><br />
*<s>Carpets and wooden floors can now burn.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 20:26, 26 May 2017 (UTC)<br />
*New training lessons for explaining shield belts, and how door opening speed is affected by material type.<br />
*<s>Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:23, 27 May 2017 (UTC)<br />
*<s>New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:17, 27 May 2017 (UTC)<br />
*<s>New chain shotgun weapon</s> -Added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
<br />
=== Modding ===<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Trade price spread made much wider, but social skill also has a much greater effect on it.<br />
*<s>Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:35, 27 May 2017 (UTC)<br />
*<s>Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:35, 27 May 2017 (UTC)<br />
*Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.<br />
*Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
*Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.<br />
<br />
=== AI ===<br />
*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.<br />
*Raider with mega-weapons will now avoid friendly fire<br />
*<s>Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 03:19, 27 May 2017 (UTC)<br />
*<s>Sapper groups will now continue digging even while defending from attack.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 03:19, 27 May 2017 (UTC)<br />
*<s>Animals flee when harmed.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:18, 27 May 2017 (UTC)<br />
*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.<br />
*<s>Raiders will no longer compulsively attack doors.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:21, 27 May 2017 (UTC)<br />
*Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).<br />
*<s>Doctors now tend heavy bleeding injuries and diseases near lethal severity first.</s> Already added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.<br />
*<s>Buy/sell price spread for trading is much wider (150%/50%).</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Drugs are now slower to produce, slower to grow, and heavier.<br />
*<s>Cannibalism is harder on mood.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*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.<br />
*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.<br />
*New graphics for some floor types and things (stone floors, stone chunks, etc).<br />
*Made crop growing cycles significantly longer, especially for long-cycle plants like corn.<br />
*<s>Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).</s> Added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Added global sell price factor for apparel (70%).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:57, 27 May 2017 (UTC)<br />
*<s>Because it was way OP, chemfuel can no longer be made from haygrass.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.<br />
*<s>Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*<s>Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells </s> Added, though it appears that total market value of its materials is more expensive than before. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*<s>Sun lamps now turn themselves off when plants are resting.</s> Added. Note that energy consumption is increased when it is on, possible to compensate.<br />
*<s>Equipment rack is now a general shelf which can hold pretty much anything.</s> Redirected Equipment rack page to the [[Shelf]] page with A17 content. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.<br />
*<s>Jade is not small any more.</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Other bases regenerate their trade stock less often.<br />
*Changed flammability for fur and leather to 100%, and for meat to 50%.<br />
*<s>Manhunter pack incident can now use any kind of animal.</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Rebalanced all trader stock generation.<br />
*Traders will generate with fewer extreme quality items.<br />
*Pawns missing heads will have visually missing heads.<br />
*It’s no longer possible to create a settlement directly adjacent to an existing settlement.<br />
*Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.<br />
*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.<br />
*Gear tab now displays item stack masses.<br />
*Caravans now generate a lot tougher.<br />
*All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.<br />
*Catharsis thought is more powerful but shorter in duration.<br />
*Redesigned stats so that in almost all cases, high numbers are better.<br />
*Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.<br />
*Ship part crash incident now scatters rubble and chunks around the crash site.<br />
*<s>Healroot grows wild now, in some biomes.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.<br />
*<s>There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).</s><br />
*Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*Reworked surgery failure into three modes – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.<br />
*Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.<br />
*The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though *high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.<br />
*Rebalanced plant growth timings.<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*Animals carrying inventory now have visible packs on.<br />
*Added new separate bills to stonecut each type of stone.<br />
*<s> Prisoners are now temporarily marked “guilty” when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties. </s> ADded. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*Faction names are now much more interesting and varied, and are separate from specific community names.<br />
*<s>New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.</s> Previously added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*New alert: Unhappy nudity<br />
*Backstories can be translated now<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
*Added proper chick peeping sounds.<br />
*<s> You can now only request one trader per 4 days from a faction. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*<s>Colonists now get mood boosts for defeating big enemies or enemy faction leaders.</s> Completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).<br />
*<s>Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons.<br />
*<strike>Pawns generated below age 20 now have no adulthood backstory.</strike> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:38, 18 March 2017 (UTC)<br />
*<s> New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).<br />
*<s>Game now warns you when you order slaughter of a bonded animal (because of the mood impact).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.<br />
*<s>Rich soil is darker in color and so easier to see. </s> Added. - Not sure who. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:54, 11 May 2017 (UTC)<br />
*Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.<br />
*<s> In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming. </s> Completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:54, 11 May 2017 (UTC)<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Combat ====<br />
* [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.<br />
<br />
==== Health ====<br />
* [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.<br />
* <s>[12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from the health tab.</s> Previously added.<br />
<br />
==== Work and Skills ====<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* [10a] Reduced skill degradation rate.<br />
* [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.<br />
* [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.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [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).<br />
* [11b] Colonists now harvest planted trees on their own.<br />
* <s>[12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:03, 18 April 2017 (UTC)<br />
<br />
==== Storyteller changes ====<br />
* [11a] Randy’s event chances are affected by population (somewhat).<br />
* [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations<br />
* [12] Slightly relaxed threat frequency for Cassandra.<br />
<br />
=== Game Objects ===<br />
<br />
==== Items ====<br />
<br />
* [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. -Partially completed regarding meals. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:37, 19 April 2017 (UTC)<br />
* <s>[12] Art for elephant tusk.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:58, 18 April 2017 (UTC)<br />
* <s>[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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:58, 18 April 2017 (UTC)<br />
<br />
==== Buildings ====<br />
{{Collapse|<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
* <s>[12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:47, 18 April 2017 (UTC)<br />
* [12] Furniture can now be art engraved.<br />
* <s> [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses. </s> Added. Note that art is added upon burial. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:35, 19 April 2017 (UTC)<br />
* <s>[12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.</s> Previously added already.<br />
* <s>[12] Colonists will visit graves of dead colonists for a joy activity.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:07, 27 February 2017 (UTC)<br />
* [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).<br />
}}<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
==== Plants ====<br />
* <s>[12] Refactored and slightly rebalanced crop yields so crops want a bit more space.</s> Should be up to date by now, plant info is updated regularly. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:10, 24 May 2017 (UTC)<br />
<br />
==== Animals ====<br />
''' Now that everything here is just about completed, this list isn't of much use and will be deleted. ''' [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:38, 27 May 2017 (UTC)<br />
<br />
{{Collapse|<br />
* <s>[12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Added amniotic fluid spray to birth.</s> DONE ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:56, 11 May 2017 (UTC)<br />
* <s>[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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Animals have different market values at different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Very young ages are written in months, days, or hours.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Pawns have different graphics for different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Pawns have different call/anger/wounded/death sounds for different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Only mature animals are milkable.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Some animals give birth to litters. Probability of different child counts is defined on a curve.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Some kinds of animals get names upon being tamed.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Added a toggle to display colony animal names on the map like colonists.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Fertilized eggs count down over time and hatch when ready.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] You can rescue downed animals (tame or wild) and carry them to an animal bed.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Tamers drop unused food after a while.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:38, 27 May 2017 (UTC)<br />
* <s>[12] Added male deer graphic with antlers.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Animal training can take several steps.</s><br />
* <s>[12] Animal training trainables are indented on the list under their prerequisites.</s> Trivial UI detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Trainables do not show on the training ITab if they can never be done by the selected animal.</s> Trivial UI detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Added <trainableTags> so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.</s> Minor modding detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s> [12] Obeying animals only attack enemies very close to their master. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Wildness is output on info card with explanation.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:22, 20 May 2017 (UTC)<br />
* <s>[12] Colony starts with a random pet.</s> Already added in 'Scenario system'. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Rebalanced animal hunger rates.</s> Should be up to date by now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Animals produce animal filth, proportional to body size, inversely proportional to petness.</s> Added, with 'petness' replaced with 'wildness'. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:02, 1 May 2017 (UTC)<br />
* <s>[12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:02, 1 May 2017 (UTC)<br />
* <s>[12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
}}<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* <s>[11a] Added copy/paste functionality for storage zone/building settings.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:42, 9 April 2017 (UTC)<br />
* [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.<br />
* [11a] You can now perform surgery on guests. Violating surgery will anger their faction.<br />
* [11b] Mods config page shows load order of mods.<br />
* [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.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Refactored how Hediffs are randomly given for birthdays and at other times.<br />
* [12] Game will auto-reset mods config on startup crash to try to recover.<br />
* [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.<br />
}}</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Plants&diff=49755Plants2017-06-06T13:59:38Z<p>Nitrodev: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{Plants_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
<br />
<br />
{{Tocright}}<br />
{{Info|Plants come in varieties that are either cultivated or grow wild. Cultivated plants are planted by colonists in a [[growing zone]] or a [[hydroponics basin]], mainly for food. Wild plants grow naturally throughout the map. Some wild plants spread themselves via seeds. Animals mostly graze on wild plants but will happily eat cultivated crops as well. {{asof|A14}} decorative plants are no longer good animal feed, due to reduced nutrition value. They leave ash on the ground when burnt.<br />
}}<br />
<br />
== Growth Rate Factors ==<br />
<br />
===Fertility===<br />
Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. A plant with a <fertilityFactorGrowthRate> of 0 will not care if it is planted on fertile soil or sand; it will grow at the same rate on any terrain tile that will accept its roots. In contrast, a plant with a <fertilityFactorGrowthRate> of 1 will not grow so well if it is planted on anything less fertile than standard soil.<br />
*Sand: 6%<br />
*Gravel and Marshy soil: 70%<br />
*Soil and Lichen-covered dirt: 100%<br />
*Fertile soil: 140%<br />
*Hydroponics: 230%<br />
<br />
<big>{{math|''(GRF(F)) Growth Rate Factor: Fertility {{=}} 1 + ( fertilityFactorGrowthRate &times; (Terrain Fertility &minus; 1))}}</big><br />
<br />
===Temperature===<br />
For normal growth rate, plants require [[temperature]] between {{Temperature|10}} and {{Temperature|42}}. Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|10}}, and by 6.25% for each degree above {{Temperature|42}}. The plant's info window will show 'Out of ideal temperature range (growing at xx% of normal speed)'. Plants will not grow when the temperature falls below {{Temperature|1}} or rises above {{Temperature|57}}. The plant's info window will show 'Out of ideal temperature range (not growing)'. If the temperature drops below {{Temperature|-10}}, it will either die or lose its leaves, depending on the type of plant. Leafless plants cannot grow, and will take a full day to regrow their leaves after the temperature rises back above {{Temperature|-2}}.<br />
<br />
<big>{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (Temperature(T)) &divide; 10 {{X|&nbsp;|24}}; Temperature(T) < 10C}}<br><br />
{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} 1 {{X|&nbsp;|45}} ; 10C ≤ Temperature(T) ≤ 42C}}<br><br />
{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (58C &minus; Temperature(T)) &divide; 15 ; 42C < Temperature(T) }}</big><br><br />
<br />
===Light===<br />
Plants typically require at least 50% [[Environment#Light|light]] to grow. This minimum light value can be modified by changing a plant's <growMinGlow> value. When a plant lacks adequate light its info window indicates this with the text <tt>'Needs light level: ##%'</tt>. At adequate light levels (50% standard), plant growth rate will start to rise. A plant's growth rate will increase until it reaches its optimal light level (100% standard). A plant's optimal light level can be modified by changing its <growOptimalGlow> value.<br> In areas which lack light, usually indoors with a hydroponics basin, a [[Sun lamp|sun lamp]] provides 100% light. Plants may even grow at a modest 20% rate when lit by a standard lamp which provides 60% light.<br><br />
<br />
<big>{{math|''(GRF(L)) Growth Rate Factor: Light {{=}} (Light(L) &minus; growMinGlow) &divide; (growOptimalGlow &minus; growMinGlow)}}</big><br><br />
<br />
==Rest==<br />
<div style="float:right">[[File:Plants-Growing_Time.png]]</div><br />
All plants rest from hour 19 through hour 4. More accurately, plants rest for 45% of the day, leaving 55% of the day for growing.<br><br />
During the plant resting time period, plants will not grow no matter the light level.<br><br />
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 0.55<br><br />
<br />
<big>{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &times; 0.55) {{=}} 33,000 Ticks}}</big><br><br />
{{clr}}<br />
<br />
==Instant Growth==<br />
All plants receive an instantaneous growth of 5% when sown/planted.<br><br />
This is relevant because it means that all plants only need to grow 95% from the moment they are planted to become fully grown (100%).<br><br />
You'll see this show up in a later equation as a new value: Growth Remaining<br><br />
You can use this value to help determine how long a plant has left before it is fully grown.<br><br />
<br />
<big>{{math|''Growth Remaining {{=}} (1 &minus; 0.05)}} {{=}} 0.95 ; Plant was just sown/planted<br><br />
{{math|''Growth Remaining {{=}} (1 &minus; Current Growth)}} ; Plant was sown/planted some time ago</big><br><br />
<br />
==Actual Growth Time==<br />
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.<br><br />
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or "Growth Time" listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.<br><br />
For example: A Raspberry Bush (3:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), will take approximately 5.18 actual in-game days to grow.<br><br />
It is important to remember this when setting up your growing zones.<br />
<br />
<big>{{math|''Actual Growth Time {{=}} (Growth Remaining &times; 60,000 Ticks/Day &times; growDays) &divide; (Growing Ticks/Day &times; GRF(F) &times; GRF(T) &times; GRF(L))}}</big><br><br />
<br />
==Lifespan==<br />
The lifespan of a plant is calculated by simply multiplying the plant's growDays by its lifespanFraction.<br><br />
Most vanilla plants have a default lifespanFraction of 3; Roses being the exception, with a lifespanFraction of 7.<br><br />
Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity.<br />
<br />
=== Domesticated Plants ===<br />
{{#ask: [[Category: Domesticated plants]]<br />
| ?Grow Days<br />
| ?Harvest Yield<br />
| ?Real Grow Days<br />
| ?Nutrition per Day = Nutrition Per Day (normal)<br />
| ?Nutrition per Day (140) = Nutrition Per Day (fertile)<br />
| ?Nutrition per Day (70) = Nutrition Per Day (gravel)<br />
| ?Nutrition per Day (230) = Nutrition Per Day (hydroponic)<br />
| ?Fertility Sensitivity<br />
}}<br />
<br />
{{math|''Real Grow Days'' {{=}} Grow Days &divide; 0.55}}<br />
<br />
{{math|''Nutrition per Day'' {{=}} Harvest Yield &times; Nutrition (0.05) &divide; Real Grow Days}}<br />
<br />
=== Decorative Plants ===<br />
{{#ask: [[Category: Decorative plants]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
=== Wild Plants ===<br />
{{#ask: [[Category: Wild plants]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
== Trees ==<br />
{{#ask: [[Category: Trees]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
{{math|''Yield per Day' {{=}} Yield &times; (1 &minus; Plant Resting<ref>This is the fraction of the day were plants don't grow, 0.45 is used in above calculation. [[Plant|Plants]] for more information</ref>)&times;[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> &times; Fertility Factor) + 1 &minus; Fertility Factor) &divide; Growth Time]}}<br />
<br />
{{math|''Plants per Colonist' {{=}} Hunger<ref>This is 0.8 , [[Saturation]] for more information</ref> &divide; (Yield per Day &times; Nutrition<ref>This is 0.05 for raw food, [[Food]] for more information</ref>)}}<br />
<references/><br />
<noinclude><br />
{{nav|plant|wide}}<br />
<noinclude/><br />
<br />
[[Category:Plants]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Structure&diff=49754Structure2017-06-06T13:59:15Z<p>Nitrodev: </p>
<hr />
<div><noinclude><br />
<!--Top Nav Box--><br />
{| align=center<br />
| {{Architect_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
</noinclude><br />
{{TOCright}}<br />
<br />
Colonists can build structures of a various materials, each with different beauty, flammability and hit-points. Enclosed areas will automatically prompt colonists to build a roof unless you apply a no roof region, or if the structure is too large (over 400 cells). Structures leave ash on the ground when burnt.<br />
<br />
== Autodoors ==<br />
<br />
Autodoors have powered operation to allow people to move through it without slowing down (with the exception of stone doors). They require a constant 50W charge to operate. A powered autodoor opens four times as quickly. An unpowered one acts just like a standard door. Autodoors have the same max hit points of a standard door of the same material. A powered door requires at least ~57.69% base speed to not slow colonists down, while unpowered doors require 4x that speed (which excludes all unpowered doors). Like standard doors, autodoors divide rooms for the purpose of bedrooms and ratings. Autodoors require 40 steel, 25 materials and 2 components to construct.<br />
<br/><br />
{| {{STDT| sortable c_25 text-center}}<br />
! Material !! HP !! Cost !! Steel Cost !! Work Required !! Flammability !! Opening Speed !! Value <ref>Not sellable.</ref><br />
|-<br />
![[Resources|Gold]]<br />
| 150 || | 400 || | 35 || | 24 || | 20% || | 100% || | $7630.00<br />
|-<br />
![[Resources|Granite Blocks]]<br />
| 425 || | 40 || | 35 || | 93 || | 0% || | 45% || | $167.20<br />
|-<br />
![[Resources|Limestone Blocks]]<br />
| 390 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20<br />
|-<br />
![[Resources|Marble Blocks]]<br />
| 300 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20<br />
|-<br />
![[Resources|Plasteel]]<br />
| 700 || | 40 || | 35 || | 18 || | 10% || | 100% || | $1,163.20<br />
|-<br />
![[Resources|Sandstone Blocks]]<br />
| 350 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20<br />
|-<br />
![[Resources|Silver]]<br />
| 175 || | 400 || | 35 || | 18 || | 20% || | 100% || | $883.20<br />
|-<br />
![[Resources|Steel]]<br />
| 250 || | 75 || | - || | 18 || | 20% || | 100% || | $163.20<br />
|-<br />
![[Resources|Slate Blocks]]<br />
| 325 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20<br />
|-<br />
![[Resources|Uranium]]<br />
| 625 || | 400 || | 35 || | 64 || | 0% || | 90% || | $3,130.00<br />
|-<br />
![[Resources|Jade]]<br />
| 125 || | 40 || | 35 || | 64 || | 0% || | 90% || | $2,645.00<br />
|-<br />
![[Resources|Wood Logs]]<br />
| 100 || | 40 || | 35 || | 13 || | 100% || | 120% || | $139.20<br />
|}<br />
<br/><br />
<references/><br />
<br />
== Doors ==<br />
<br />
Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to auto-doors which open on demand and allow faster passage. A door can be locked by marking it forbidden. Colonists can't use locked doors. Visitors and colony animals can pass through doors, even if locked. A door can be marked to 'Hold open' so that the next time it's opened it will stay open.<br />
<br/><br />
{| {{STDT| sortable c_25 text-center}}<br />
! Material !! HP !! Cost !! Work Required !! Flammability !! Opening Speed !! Value <ref>Not sellable.</ref><br />
|-<br />
![[Resources|Gold]]<br />
| 150 || | 250 || | 19 || | 20% || | 100% || | $7505.00<br />
|-<br />
![[Resources|Granite Blocks]]<br />
| 425 || | 25 || | 74 || | 0% || | 45% || | $62.70<br />
|-<br />
![[Resources|Limestone Blocks]]<br />
| 390 || | 25 || | 74 || | 0% || | 45% || | $57.70<br />
|-<br />
![[Resources|Marble Blocks]]<br />
| 300 || | 25 || | 74 || | 0% || | 45% || | $57.70<br />
|-<br />
![[Resources|Plasteel]]<br />
| 700 || | 25 || | 14 || | 10% || | 100% || | $685.20<br />
|-<br />
![[Resources|Sandstone Blocks]]<br />
| 350 || | 25 || | 74 || | 0% || | 45% || | $57.70<br />
|-<br />
![[Resources|Silver]]<br />
| 175 || | 250 || | 14 || | 20% || | 100% || | $510.20<br />
|-<br />
![[Resources|Steel]]<br />
| 250 || | 25 || | 14 || | 20% || | 100% || | $60.20<br />
|-<br />
![[Resources|Slate Blocks]]<br />
| 325 || | 25 || | 74 || | 0% || | 45% || | $57.70<br />
|-<br />
![[Resources|Uranium]]<br />
| 625 || | 250 || | 50 || | 0% || | 90% || | $2,510.20<br />
|-<br />
![[Resources|Jade]]<br />
| 125 || | 25 || | 50 || | 0% || | 90% || | $2,515.00<br />
|-<br />
![[Resources|Wood Logs]]<br />
| 100 || | 25 || | 10 || | 100% || | 120% || | $45.20<br />
|}<br />
<br/><br />
<references/><br />
<br />
== Roof == <br />
<br />
[[File:Roof 8 extentions.png|300px|right]]<br />
<br />
<br />
The current [[Version#Current_Version_:_Alpha_16|game version]] allows a roof extension of up to 6 cells from a wall, so interiors have a maximum size of 12 cells on the shortest side. Rooms built larger than this will remain unroofed (colonist buildings) or result in a roof collapse (mined rooms, or when demolishing pillars). Larger rooms can be built with the use of single-wall pillars.<br/><br />
<br />
<br />
=== Roof deconstruction ===<br />
<br />
This process is dangerous as any collapse can have a fatal result if inappropriately handled, colonist can easily get hurt. Casualties will cause [[Thoughts#Death|negative thoughts]].<br />
<br />
== Walls ==<br />
<br />
An impassable wall, capable of holding up a roof if the space between supporting walls and beams is not too far away. <br />
Walls can be built out of any material and [[Power conduit]]s may be constructed on an existing wall. Walls require 5 materials to construct.<br />
<br/><br />
{| {{STDT| sortable c_25 text-center}}<br />
! Material !! HP !! Cost !! Work Required !! Flammability !! Value <ref>Not sellable.</ref><br />
|-<br />
![[Resources|Gold]]<br />
| 210 || | 50 || | 4 || | 20% || | $1500.00<br />
|-<br />
![[Resources|Granite Blocks]]<br />
| 595 || | 5 || | 22 || | 0% || | $15.72<br />
|-<br />
![[Resources|Limestone Blocks]]<br />
| 540 || | 5 || | 22 || | 0% || | $14.72<br />
|-<br />
![[Resources|Marble Blocks]]<br />
| 420 || | 5 || | 22 || | 0% || | $14.72<br />
|-<br />
![[Resources|Plasteel]]<br />
| 980 || | 5 || | 5 || | 10% || | $136.20<br />
|-<br />
![[Resources|Sandstone Blocks]]<br />
| 490 || | 5 || | 22 || | 0% || | $14.72<br />
|-<br />
![[Resources|Silver]]<br />
| 245 || | 50 || | 3 || | 20% || | $100.72<br />
|-<br />
![[Resources|Slate Blocks]]<br />
| 455 || | 5 || | 22 || | 0% || | $14.72<br />
|-<br />
![[Resources|Steel]]<br />
| 350 || | 5 || | 3 || | 20% || | $10.60<br />
|-<br />
![[Resources|Uranium]]<br />
| 875 || | 50 || | 5 || | 0% || | $500.00<br />
|-<br />
![[Resources|Jade]]<br />
| 125 || | 5 || | 5 || | 0% || | $505.00<br />
|-<br />
![[Resources|Wood Logs]]<br />
| 140 || | 5 || | 2 || | 100% || | $7.42<br />
|}<br />
<references/><br />
<br />
<br />
[[Category:Architect]]<br />
[[Category:Structure]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=Plants&diff=49753Plants2017-06-06T13:57:36Z<p>Nitrodev: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{Plants_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
<br />
<br />
{{Tocright}}<br />
{{Info|Plants come in varieties that are either cultivated or grow wild. Cultivated plants are planted by colonists in a [[growing zone]] or a [[hydroponics basin]], mainly for food. Wild plants grow naturally throughout the map. Some wild plants spread themselves via seeds. Animals mostly graze on wild plants but will happily eat cultivated crops as well. {{asof|A14}} decorative plants are no longer good animal feed, due to reduced nutrition value. They leave Ash on the ground when burnt.<br />
}}<br />
<br />
== Growth Rate Factors ==<br />
<br />
===Fertility===<br />
Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. A plant with a <fertilityFactorGrowthRate> of 0 will not care if it is planted on fertile soil or sand; it will grow at the same rate on any terrain tile that will accept its roots. In contrast, a plant with a <fertilityFactorGrowthRate> of 1 will not grow so well if it is planted on anything less fertile than standard soil.<br />
*Sand: 6%<br />
*Gravel and Marshy soil: 70%<br />
*Soil and Lichen-covered dirt: 100%<br />
*Fertile soil: 140%<br />
*Hydroponics: 230%<br />
<br />
<big>{{math|''(GRF(F)) Growth Rate Factor: Fertility {{=}} 1 + ( fertilityFactorGrowthRate &times; (Terrain Fertility &minus; 1))}}</big><br />
<br />
===Temperature===<br />
For normal growth rate, plants require [[temperature]] between {{Temperature|10}} and {{Temperature|42}}. Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|10}}, and by 6.25% for each degree above {{Temperature|42}}. The plant's info window will show 'Out of ideal temperature range (growing at xx% of normal speed)'. Plants will not grow when the temperature falls below {{Temperature|1}} or rises above {{Temperature|57}}. The plant's info window will show 'Out of ideal temperature range (not growing)'. If the temperature drops below {{Temperature|-10}}, it will either die or lose its leaves, depending on the type of plant. Leafless plants cannot grow, and will take a full day to regrow their leaves after the temperature rises back above {{Temperature|-2}}.<br />
<br />
<big>{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (Temperature(T)) &divide; 10 {{X|&nbsp;|24}}; Temperature(T) < 10C}}<br><br />
{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} 1 {{X|&nbsp;|45}} ; 10C ≤ Temperature(T) ≤ 42C}}<br><br />
{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (58C &minus; Temperature(T)) &divide; 15 ; 42C < Temperature(T) }}</big><br><br />
<br />
===Light===<br />
Plants typically require at least 50% [[Environment#Light|light]] to grow. This minimum light value can be modified by changing a plant's <growMinGlow> value. When a plant lacks adequate light its info window indicates this with the text <tt>'Needs light level: ##%'</tt>. At adequate light levels (50% standard), plant growth rate will start to rise. A plant's growth rate will increase until it reaches its optimal light level (100% standard). A plant's optimal light level can be modified by changing its <growOptimalGlow> value.<br> In areas which lack light, usually indoors with a hydroponics basin, a [[Sun lamp|sun lamp]] provides 100% light. Plants may even grow at a modest 20% rate when lit by a standard lamp which provides 60% light.<br><br />
<br />
<big>{{math|''(GRF(L)) Growth Rate Factor: Light {{=}} (Light(L) &minus; growMinGlow) &divide; (growOptimalGlow &minus; growMinGlow)}}</big><br><br />
<br />
==Rest==<br />
<div style="float:right">[[File:Plants-Growing_Time.png]]</div><br />
All plants rest from hour 19 through hour 4. More accurately, plants rest for 45% of the day, leaving 55% of the day for growing.<br><br />
During the plant resting time period, plants will not grow no matter the light level.<br><br />
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 0.55<br><br />
<br />
<big>{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &times; 0.55) {{=}} 33,000 Ticks}}</big><br><br />
{{clr}}<br />
<br />
==Instant Growth==<br />
All plants receive an instantaneous growth of 5% when sown/planted.<br><br />
This is relevant because it means that all plants only need to grow 95% from the moment they are planted to become fully grown (100%).<br><br />
You'll see this show up in a later equation as a new value: Growth Remaining<br><br />
You can use this value to help determine how long a plant has left before it is fully grown.<br><br />
<br />
<big>{{math|''Growth Remaining {{=}} (1 &minus; 0.05)}} {{=}} 0.95 ; Plant was just sown/planted<br><br />
{{math|''Growth Remaining {{=}} (1 &minus; Current Growth)}} ; Plant was sown/planted some time ago</big><br><br />
<br />
==Actual Growth Time==<br />
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.<br><br />
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or "Growth Time" listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.<br><br />
For example: A Raspberry Bush (3:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), will take approximately 5.18 actual in-game days to grow.<br><br />
It is important to remember this when setting up your growing zones.<br />
<br />
<big>{{math|''Actual Growth Time {{=}} (Growth Remaining &times; 60,000 Ticks/Day &times; growDays) &divide; (Growing Ticks/Day &times; GRF(F) &times; GRF(T) &times; GRF(L))}}</big><br><br />
<br />
==Lifespan==<br />
The lifespan of a plant is calculated by simply multiplying the plant's growDays by its lifespanFraction.<br><br />
Most vanilla plants have a default lifespanFraction of 3; Roses being the exception, with a lifespanFraction of 7.<br><br />
Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity.<br />
<br />
=== Domesticated Plants ===<br />
{{#ask: [[Category: Domesticated plants]]<br />
| ?Grow Days<br />
| ?Harvest Yield<br />
| ?Real Grow Days<br />
| ?Nutrition per Day = Nutrition Per Day (normal)<br />
| ?Nutrition per Day (140) = Nutrition Per Day (fertile)<br />
| ?Nutrition per Day (70) = Nutrition Per Day (gravel)<br />
| ?Nutrition per Day (230) = Nutrition Per Day (hydroponic)<br />
| ?Fertility Sensitivity<br />
}}<br />
<br />
{{math|''Real Grow Days'' {{=}} Grow Days &divide; 0.55}}<br />
<br />
{{math|''Nutrition per Day'' {{=}} Harvest Yield &times; Nutrition (0.05) &divide; Real Grow Days}}<br />
<br />
=== Decorative Plants ===<br />
{{#ask: [[Category: Decorative plants]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
=== Wild Plants ===<br />
{{#ask: [[Category: Wild plants]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
== Trees ==<br />
{{#ask: [[Category: Trees]]<br />
| ?Name<br />
| ?Beauty<br />
| ?Minimum Yield<br />
| ?Maximum Yield<br />
| ?Product<br />
| ?Growth Time<br />
| ?Fertility Factor<br />
}}<br />
<br />
{{math|''Yield per Day' {{=}} Yield &times; (1 &minus; Plant Resting<ref>This is the fraction of the day were plants don't grow, 0.45 is used in above calculation. [[Plant|Plants]] for more information</ref>)&times;[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> &times; Fertility Factor) + 1 &minus; Fertility Factor) &divide; Growth Time]}}<br />
<br />
{{math|''Plants per Colonist' {{=}} Hunger<ref>This is 0.8 , [[Saturation]] for more information</ref> &divide; (Yield per Day &times; Nutrition<ref>This is 0.05 for raw food, [[Food]] for more information</ref>)}}<br />
<references/><br />
<noinclude><br />
{{nav|plant|wide}}<br />
<noinclude/><br />
<br />
[[Category:Plants]]</div>Nitrodevhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=49752RimWorld Wiki:To-do2017-06-06T13:54:10Z<p>Nitrodev: /* Other new stuff */</p>
<hr />
<div>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.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
==Wiki consistency==<br />
* Probably time to come up with some wiki standards, a tutorial.<br />
* <s>Make a documentation page for this [[Template:Define]] and [[Template:Define/Mass]] (Don't worry about the second one if you don't know what it means, either PM me or I will most likely have already done it) [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 11:23, 30 December 2016 (UTC)</s>Done by me [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 05:12, 14 January 2017 (UTC)<br />
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].<br />
* Pages should stop using the outdated [[Template:Infobox main]]<br />
* Need a plant template sub category for [[Template:Infobox/Thing]]<br />
<br />
==Outdated pages and pages under construction==<br />
Could admins also please clean up any unnecessary pages in these two categories?<br />
===Outdated===<br />
{{collapse|<br />
{{#ask: [[Category: outdated]]<br />
}}<br />
}}<br />
===Under Construction===<br />
{{collapse|<br />
{{#ask: [[Category:Unfinished pages]]}}<br />
}}<br />
==List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*Cleaning up the to-do list: This page is cluttered-up and needs to be cleaned. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 02:14, 2 May 2017 (UTC)<br />
**Cleaned up entries that have already been completed 3 months or earlier ago. If it shouldn't be done please revert. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 10:05, 5 May 2017 (UTC)<br />
*Guidance: <s>How to perform implant, surgery, operation.</s> Adding content to most of the guides, in general. ''-Most of the guides here could use some love. I've created a [[Guides]] page which leads to other guides. We need people to work on them as well.'' [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:56, 5 May 2017 (UTC)<br />
*'''Mass''': Masses for many of the items are incomplete. See [[User:Spdskatr]] for more information. [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 22:19, 25 December 2016 (UTC)<br />
*'''Quickstart_Guide''': Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress. [[User:Darkphoenyx27|Darkphoenyx27]]<br />
*''Events page'': Needs updating/more descriptions. <br />
*''AI storyteller'': Needs updating. '''I updated all the code specifics for Alpha 13, don't know if anything else needs updating''' 16 May 2016 [[User:Peppsen|Peppsen]] ([[User talk:Peppsen|talk]])<br />
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. <br />
*''Alpha 9 Updates'': Nearly all Alpha 9 updates have been added but a few still remain.<br />
*''Alpha 10 updates'': "Joy System" All of the newly implemented features and tweaks<br />
*''Alpha 11 Updates'': "Sappers and Traps" Same as above but for Alpha 11<br />
*''Alpha 12 Updates'': "Animal Taming" All changes from blog post are listed below.<br />
*<s>''Mods'': Please keep adding mods from the forum to the Alpha 8 mod list</s> Don't think this is necessary for this wiki. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 10:01, 5 May 2017 (UTC)<br />
*'''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''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])<br />
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]<br />
*''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. [[User:elStrages|elStrages]]<br />
*''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 [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
*"Drafting": Soldier page needs to be removed and drafting should be expanded. [[User:CheesusGamer|CheesusGamer]]<br />
** ''feedback here''<br />
*** 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 <em>human body part</em>. 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 part<em>s</em>'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)<br />
* 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? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
** I started a short how-to on properties and queries on my [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)<br />
* Need a page describing cleanness and how it affects health/infections. [[User:Freakycrafter|Freakycrafter]]<br />
* Provide the minimal specifications to play the game. (I can't create a new page for this, but you can find the specs at store.steampowered.com/app/294100/. --[[User:Shatterhand|Shatterhand]] ([[User talk:Shatterhand|talk]]) 20:42, 21 December 2016 (UTC)<br />
*''Insect infestations'' There is almost no information on the entire wiki about infestations, insect jelly, insect meat, jelly farming, etc. The only mention is [[Events#Infestation]] and what little info is on the individual spider pages, like [[Megaspider]]. -Created Infestation page, still needs work though. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:03, 21 May 2017 (UTC)<br />
<br />
==Updates needed for Alpha 17==<br />
<br />
Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>) any items you see are completed and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:12, 25 May 2017 (UTC)<br />
<br />
=== Roads and rivers ===<br />
*<s>World now generates with roads and rivers</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Some roads generate with things alongside, like concrete barriers or ancient lampposts</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>There are four sizes of river: huge river, large river, river, and creek </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Rivers and roads generate on local maps as expected.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:46, 6 June 2017 (UTC)<br />
*<s>Stone roads generate using local stone and a new flagstone terrain type.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:44, 6 June 2017 (UTC)<br />
*<s>Visitors, caravans, traders, and raiders tend to arrive and leave on the roads. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, *often).<br />
<br />
=== World quests ===<br />
*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.<br />
*New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.<br />
*<s>New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended. -Created page, under construction. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 09:20, 27 May 2017 (UTC)<br />
*New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.<br />
<br />
=== Other new stuff ===<br />
*Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting. -Created page, under construction. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Characters can now tend their own wounds (with a penalty to effectiveness). </s> Already added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*<s>Added bowler hat.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:13, 27 May 2017 (UTC)<br />
*<s>Corpses now leak black corpse bile while rotting.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:13, 27 May 2017 (UTC)<br />
*<s>Vents can be opened and closed with a flick action.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:41, 27 May 2017 (UTC)<br />
*Add option to render hats only on the main game map (but not on the portraits in the pawn bar).<br />
*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.<br />
*<s>You can now create your own packaged survival meals (with appropriate research and ingredients). </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
*All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.<br />
*Added a “caravan packing spot” so you can tell your caravans where to assemble.<br />
*<s>When trees burn, the leave behind burned tree stumps.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:54, 6 June 2017 (UTC)<br />
*When structures and plants burn, they leave behind ash.<br />
*<s>Carpets and wooden floors can now burn.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 20:26, 26 May 2017 (UTC)<br />
*New training lessons for explaining shield belts, and how door opening speed is affected by material type.<br />
*<s>Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:23, 27 May 2017 (UTC)<br />
*<s>New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:17, 27 May 2017 (UTC)<br />
*<s>New chain shotgun weapon</s> -Added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
<br />
=== Modding ===<br />
*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).<br />
*Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*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.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Trade price spread made much wider, but social skill also has a much greater effect on it.<br />
*<s>Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:35, 27 May 2017 (UTC)<br />
*<s>Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:35, 27 May 2017 (UTC)<br />
*Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.<br />
*Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
*Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.<br />
<br />
=== AI ===<br />
*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.<br />
*Raider with mega-weapons will now avoid friendly fire<br />
*<s>Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 03:19, 27 May 2017 (UTC)<br />
*<s>Sapper groups will now continue digging even while defending from attack.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 03:19, 27 May 2017 (UTC)<br />
*<s>Animals flee when harmed.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:18, 27 May 2017 (UTC)<br />
*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.<br />
*<s>Raiders will no longer compulsively attack doors.</s> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:21, 27 May 2017 (UTC)<br />
*Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).<br />
*<s>Doctors now tend heavy bleeding injuries and diseases near lethal severity first.</s> Already added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 01:00, 27 May 2017 (UTC)<br />
<br />
=== Misc Changes ===<br />
{{Collapse|<br />
*Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.<br />
*<s>Buy/sell price spread for trading is much wider (150%/50%).</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Drugs are now slower to produce, slower to grow, and heavier.<br />
*<s>Cannibalism is harder on mood.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*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.<br />
*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.<br />
*New graphics for some floor types and things (stone floors, stone chunks, etc).<br />
*Made crop growing cycles significantly longer, especially for long-cycle plants like corn.<br />
*<s>Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).</s> Added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Added global sell price factor for apparel (70%).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:57, 27 May 2017 (UTC)<br />
*<s>Because it was way OP, chemfuel can no longer be made from haygrass.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.<br />
*<s>Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*<s>Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells </s> Added, though it appears that total market value of its materials is more expensive than before. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*<s>Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 08:52, 27 May 2017 (UTC)<br />
*<s>Sun lamps now turn themselves off when plants are resting.</s> Added. Note that energy consumption is increased when it is on, possible to compensate.<br />
*<s>Equipment rack is now a general shelf which can hold pretty much anything.</s> Redirected Equipment rack page to the [[Shelf]] page with A17 content. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.<br />
*<s>Jade is not small any more.</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Other bases regenerate their trade stock less often.<br />
*Changed flammability for fur and leather to 100%, and for meat to 50%.<br />
*<s>Manhunter pack incident can now use any kind of animal.</s> Previously added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Rebalanced all trader stock generation.<br />
*Traders will generate with fewer extreme quality items.<br />
*Pawns missing heads will have visually missing heads.<br />
*It’s no longer possible to create a settlement directly adjacent to an existing settlement.<br />
*Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.<br />
*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.<br />
*Gear tab now displays item stack masses.<br />
*Caravans now generate a lot tougher.<br />
*All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.<br />
*Catharsis thought is more powerful but shorter in duration.<br />
*Redesigned stats so that in almost all cases, high numbers are better.<br />
*Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.<br />
*Ship part crash incident now scatters rubble and chunks around the crash site.<br />
*<s>Healroot grows wild now, in some biomes.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:19, 27 May 2017 (UTC)<br />
*Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.<br />
*<s>There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).</s><br />
*Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.<br />
}}<br />
<br />
==Updates needed for Alpha 16==<br />
<br />
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 <nowiki><strike></nowiki> <strike>strikethough</strike> <nowiki></strike></nowiki> (or <nowiki><s></nowiki> <s>strikethrough</s> <nowiki></s></nowiki>)any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures <nowiki>~~~~</nowiki>]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)<br />
<br />
=== Miscellaneous Changes ===<br />
<br />
*Reworked surgery failure into three modes – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.<br />
*Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.<br />
*The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though *high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.<br />
*Rebalanced plant growth timings.<br />
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.<br />
*Animals carrying inventory now have visible packs on.<br />
*Added new separate bills to stonecut each type of stone.<br />
*<s> Prisoners are now temporarily marked “guilty” when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties. </s> ADded. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*Faction names are now much more interesting and varied, and are separate from specific community names.<br />
*<s>New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.</s> Previously added by someone else. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*New alert: Unhappy nudity<br />
*Backstories can be translated now<br />
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.<br />
*Added proper chick peeping sounds.<br />
*<s> You can now only request one trader per 4 days from a faction. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*<s>Colonists now get mood boosts for defeating big enemies or enemy faction leaders.</s> Completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).<br />
*<s>Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons.<br />
*<strike>Pawns generated below age 20 now have no adulthood backstory.</strike> [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:38, 18 March 2017 (UTC)<br />
*<s> New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:34, 1 May 2017 (UTC)<br />
*Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).<br />
*<s>Game now warns you when you order slaughter of a bonded animal (because of the mood impact).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:48, 11 May 2017 (UTC)<br />
*Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.<br />
*<s>Rich soil is darker in color and so easier to see. </s> Added. - Not sure who. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:54, 11 May 2017 (UTC)<br />
*Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.<br />
*<s> In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming. </s> Completed. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 13:54, 11 May 2017 (UTC)<br />
<br />
== Updates from Previous Alphas ==<br />
<br />
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.<br />
<br />
=== Basics and Concepts ===<br />
<br />
==== Combat ====<br />
* [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.<br />
<br />
==== Health ====<br />
* [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.<br />
* <s>[12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from the health tab.</s> Previously added.<br />
<br />
==== Work and Skills ====<br />
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.<br />
* [10a] Reduced skill degradation rate.<br />
* [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.<br />
* [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.<br />
* [10a] You can now set a minimum skill level on bills.<br />
* [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).<br />
* [11b] Colonists now harvest planted trees on their own.<br />
* <s>[12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 06:03, 18 April 2017 (UTC)<br />
<br />
==== Storyteller changes ====<br />
* [11a] Randy’s event chances are affected by population (somewhat).<br />
* [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations<br />
* [12] Slightly relaxed threat frequency for Cassandra.<br />
<br />
=== Game Objects ===<br />
<br />
==== Items ====<br />
<br />
* [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. -Partially completed regarding meals. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:37, 19 April 2017 (UTC)<br />
* <s>[12] Art for elephant tusk.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:58, 18 April 2017 (UTC)<br />
* <s>[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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:58, 18 April 2017 (UTC)<br />
<br />
==== Buildings ====<br />
{{Collapse|<br />
* [11b] Smelt slag recipe can use do until you have X.<br />
* <s>[12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:47, 18 April 2017 (UTC)<br />
* [12] Furniture can now be art engraved.<br />
* <s> [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses. </s> Added. Note that art is added upon burial. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:35, 19 April 2017 (UTC)<br />
* <s>[12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.</s> Previously added already.<br />
* <s>[12] Colonists will visit graves of dead colonists for a joy activity.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:07, 27 February 2017 (UTC)<br />
* [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).<br />
}}<br />
<br />
==== Characters ====<br />
* [11a] Guests are smarter and no longer walk out of the colony bleeding.<br />
<br />
==== Plants ====<br />
* <s>[12] Refactored and slightly rebalanced crop yields so crops want a bit more space.</s> Should be up to date by now, plant info is updated regularly. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:10, 24 May 2017 (UTC)<br />
<br />
==== Animals ====<br />
''' Now that everything here is just about completed, this list isn't of much use and will be deleted. ''' [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:38, 27 May 2017 (UTC)<br />
<br />
{{Collapse|<br />
* <s>[12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Added amniotic fluid spray to birth.</s> DONE ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:56, 11 May 2017 (UTC)<br />
* <s>[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.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Animals have different market values at different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Very young ages are written in months, days, or hours.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Pawns have different graphics for different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Pawns have different call/anger/wounded/death sounds for different life stages.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Only mature animals are milkable.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 07:11, 13 April 2017 (UTC)<br />
* <s>[12] Some animals give birth to litters. Probability of different child counts is defined on a curve.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Some kinds of animals get names upon being tamed.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Added a toggle to display colony animal names on the map like colonists.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Fertilized eggs count down over time and hatch when ready.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] You can rescue downed animals (tame or wild) and carry them to an animal bed.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Tamers drop unused food after a while.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 04:38, 27 May 2017 (UTC)<br />
* <s>[12] Added male deer graphic with antlers.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:29, 23 May 2017 (UTC)<br />
* <s>[12] Animal training can take several steps.</s><br />
* <s>[12] Animal training trainables are indented on the list under their prerequisites.</s> Trivial UI detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Trainables do not show on the training ITab if they can never be done by the selected animal.</s> Trivial UI detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Added <trainableTags> so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.</s> Minor modding detail - no need to document. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s> [12] Obeying animals only attack enemies very close to their master. </s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Wildness is output on info card with explanation.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:22, 20 May 2017 (UTC)<br />
* <s>[12] Colony starts with a random pet.</s> Already added in 'Scenario system'. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
* <s>[12] Rebalanced animal hunger rates.</s> Should be up to date by now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:06, 24 May 2017 (UTC)<br />
* <s>[12] Animals produce animal filth, proportional to body size, inversely proportional to petness.</s> Added, with 'petness' replaced with 'wildness'. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:02, 1 May 2017 (UTC)<br />
* <s>[12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 06:02, 1 May 2017 (UTC)<br />
* <s>[12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).</s> Added. [[User:PigeonGuru|PigeonGuru]] ([[User talk:PigeonGuru|talk]]) 05:31, 19 April 2017 (UTC)<br />
}}<br />
<br />
=== Other ===<br />
{{Collapse|<br />
* <s>[11a] Added copy/paste functionality for storage zone/building settings.</s> DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:42, 9 April 2017 (UTC)<br />
* [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.<br />
* [11a] You can now perform surgery on guests. Violating surgery will anger their faction.<br />
* [11b] Mods config page shows load order of mods.<br />
* [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.<br />
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.<br />
* [12] Refactored how Hediffs are randomly given for birthdays and at other times.<br />
* [12] Game will auto-reset mods config on startup crash to try to recover.<br />
* [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.<br />
}}</div>Nitrodev