https://rimworldwiki.com/api.php?action=feedcontributions&user=Jimyoda&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-19T07:45:47ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Dark_carpet&diff=98735Dark carpet2022-01-18T19:58:23Z<p>Jimyoda: Redirected page to Carpet</p>
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<div>#REDIRECT[[Carpet]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=User:Pawelnougoed&diff=97894User:Pawelnougoed2021-12-17T18:32:58Z<p>Jimyoda: Created user page.</p>
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<div></div>Jimyodahttps://rimworldwiki.com/index.php?title=Category:Unobtainable_items&diff=97824Category:Unobtainable items2021-12-10T15:18:09Z<p>Jimyoda: Added category.</p>
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<div>{{Main|Unobtainable items}}<br />
<br />
[[Category:Items]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Human&diff=97762Human2021-12-07T03:25:27Z<p>Jimyoda: Undo revision 97761 by Jimyoda Can't set Maturity template without extra editing, and this parameter isn't really relevant for humans anyway.</p>
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<div>{{Rewrite|reason=Cleanup}}{{image wanted}}<br />
{{infobox main|animal|<br />
|name = Human<br />
|image = Thrasher1557.png|Human<br />
|description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.<br />
|type = Animal<br />
|type2 = Human<br />
|movespeed = 4.6<br />
|baseleatheramount = 75<br />
|min comfortable temperature = 16<br />
|max comfortable temperature = 26<br />
|marketvalue = 1750<br />
|bodysize = 1<br />
|healthscale = 1<br />
|hungerrate = 1<br />
|diet = omnivorous<br />
|leathername = human leather<br />
|wildness = 0.75<br />
|manhuntertame = 0.1<br />
|manhunter = 0.5<br />
|gestation = 30<br />
|offspring = 1-3<br />
|avg offspring = 1.072<br />
|lifespan = 80<br />
<!--|maturityage = 18--><br />
|attack1dmg = 8.2<br />
|attack1type = Blunt<br />
|attack1cool = 2<br />
|attack1part = left fist<br />
|attack1stun = 14<br />
|attack2dmg = 8.2<br />
|attack2type = Blunt<br />
|attack2cool = 2<br />
|attack2part = right fist<br />
|attack2stun = 14<br />
|attack3dmg = 8.2<br />
|attack3type = Bite<br />
|attack3cool = 2<br />
|attack3part = teeth<br />
|attack3chancefactor = 0.07<br />
|attack4dmg = 5<br />
|attack4type = Blunt<br />
|attack4cool = 2<br />
|attack4part = head<br />
|attack4chancefactor = 0.2<br />
}}<br />
{{TOCright}}<br />
Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial. <br />
<br />
== Diet ==<br />
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]].<br />
<br />
== Combat ==<br />
Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. <br />
<br />
== Body Parts ==<br />
[[File:Anatomy of the pawn.png]]<br />
{{rewrite}}<br />
<br />
=== Head ===<br />
*Effects:<br />
**Houses other organs<br />
*Health: 30<br />
*Lethal if destroyed/removed.<br />
<br />
While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]], and sufficient damage may render a colonist unconscious forever, unless cured with the panacea that is the [[Healer mech serum]]. <br />
<br />
==== Skull ====<br />
*Effects:<br />
**Houses Brain<br />
*Health: 30<br />
*Lethal if shattered.<br />
Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).<br />
<br />
===== Brain =====<br />
*Effects:<br />
**Consciousness<br />
**Sight<br />
**Hearing<br />
**Moving<br />
**Manipulation<br />
*Health: 10<br />
*Lethal if destroyed/removed.<br />
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]]. It has a high chance to scar, rendering a human unconscious. <br />
<br />
===== Eyes =====<br />
*Effects:<br />
**Sight<br />
*Health: 10<br />
Includes :<br />
*Right Eye<br />
*Left Eye<br />
Eyes are required for [[#Sight|seeing]]. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with [[bionic eye|bionic]] or [[archotech eye]], though they are rather expensive, but better than the original.<br />
<br />
===== Ears =====<br />
*Effects:<br />
**Hearing<br />
*Health: 10<br />
Includes :<br />
*Right Ear<br />
*Left Ear<br />
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a [[cochlear implant]] or the [[bionic ear]]. Some ear function is required for trading and wardening. Lowered hearing impacts trade prices. However, colonists who cannot hear can still interact socially with other colonists.<br />
<br />
Currently, loud noises like gunshots do not inflict pain or damage on the ears.<br />
<br />
===== Nose =====<br />
*Effects:<br />
**None<br />
*Health: 10<br />
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. It is only replaceable with the [[Aesthetic nose]] added by the [[Royalty DLC]]. If you do not own the DLC, your pawn will just have to go around looking like Voldemort. <br />
<br />
===== Jaw =====<br />
*Effects:<br />
**Eating<br />
**Talking<br />
*Health: 20<br />
Functions for [[#Eating|eating]] and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a [[denture]], which is less efficient.<br />
<br />
=== Torso ===<br />
*Effects:<br />
**Living in General<br />
*Health: 40<br />
*Core Part<br />
*Lethal if destroyed<br />
The torso is the [[core part]] of a colonist. It is a container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.<br />
<br />
==== Neck ====<br />
*Effects:<br />
**Breathing<br />
**Eating<br />
**Talking<br />
*Health: 30<br />
*Lethal if destroyed/removed.<br />
Technically part of the torso, it connects the head to the torso. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].<br />
<br />
==== Clavicle ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 25<br />
Includes :<br />
*Right Clavicle<br />
*Left Clavicle<br />
The clavicles are the bones between the [[#Neck|neck]] and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.<br />
<br />
==== Spine ====<br />
*Effects:<br />
**Manipulation<br />
**Moving<br />
*Health: 35<br />
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a [[bionic spine]], which gives 100% effectiveness.<br />
<br />
==== Pelvis ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis, except with the [[Healer mech serum]].<br />
<br />
==== Sternum ====<br />
*Health: 25<br />
Front part of the [[#Rib|rib cage]].<br />
<br />
==== Ribcage ====<br />
*Health: 30<br />
Damage to ribcage is relatively harmless and only causes pain.<br />
Loss of ribcage pending tests<br />
<br />
==== Lung ====<br />
*Effects:<br />
**Breathing<br />
**Health: 20<br />
Includes :<br />
*Right Lung<br />
*Left Lung<br />
*Lethal if both lungs lost.<br />
<br />
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate [[trader]]s occasionally have organs for sale.<br />
<br />
==== Stomach ====<br />
*Effects:<br />
**Eating<br />
**Metabolism<br />
*Health: 25<br />
The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.<br />
<br />
==== Heart ====<br />
*Effects:<br />
**Blood Pumping<br />
*Health: 20<br />
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.<br />
<br />
Hearts can be harvested and transplanted. They can be replaced with a [[Prosthetic heart]] or [[Bionic heart]]. The heart can be harvested without killing the donor by installing a cheap [[Prosthetic heart]], so that the liver can also be harvested. Slave traders occasionally have these organs for sale.<br />
<br />
==== Kidney ====<br />
*Effects:<br />
**Blood Filtration<br />
**Health: 20<br />
Includes :<br />
*Right Kidney<br />
*Left Kidney<br />
*Lethal if both lost<br />
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.<br />
<br />
=== Arm ===<br />
*Effects:<br />
**Manipulation<br />
*Health: 30<br />
Includes :<br />
*Right Arm<br />
*Left Arm<br />
Arms are required for [[#Working|working]], and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a [[simple prosthetic arm]], a more expensive [[bionic arm]], or even an uncraftable [[Archotech arm]]. Simple versions are only 50% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. Lack of both arms renders humans unable to work.<br />
<br />
==== Humerus ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 25<br />
Includes :<br />
*Right Humerus<br />
*Left Humerus<br />
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do [[#Working|work]]. Definitely not funny.<br />
<br />
==== Radius ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 20<br />
Includes :<br />
*Right Radius<br />
*Left Radius<br />
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the affected arm if shattered.<br />
<br />
==== Hand ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 20<br />
Includes :<br />
*Right Hand<br />
*Left Hand<br />
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[power claw]] or a [[field hand]] bought from traders or crafted after researching [[Research#Specialized limbs|Specialized limbs]]. Both provide 100% bodypart efficency but 8% [[moving|movement]] penalty. [[Field hand]] increases [[Plant Work Speed|Plant work speed]] by 160% and [[power claw]] is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to [[:File:No hands stripping.png|strip without hands]].<br />
<br />
===== Fingers =====<br />
*Effects:<br />
**Manipulation<br />
*Health: 7<br />
Includes :<br />
*Right Thumb<br />
*Right Index Finger<br />
*Right Middle Finger<br />
*Right Ring Finger<br />
*Right Pinky<br />
*Left Thumb<br />
*Left Index Finger<br />
*Left Middle Finger<br />
*Left Ring Finger<br />
*Left Pinky<br />
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to [[manipulation]].<br />
<br />
=== Leg ===<br />
*Effects:<br />
**Moving<br />
*Health: 30<br />
Includes :<br />
*Right Leg<br />
*Left Leg<br />
Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a [[peg leg]], [[simple prosthetic leg]], a more expensive [[bionic leg]], or even the uncraftable [[Archotech leg]]. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. <br />
<br />
==== Tibia ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
Includes :<br />
*Right Tibia<br />
*Left Tibia<br />
Lower leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg]], or an [[Archotech leg]].<br />
<br />
==== Femur ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
Includes :<br />
*Right Femur<br />
*Left Femur<br />
Upper leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg]], or an [[Archotech leg]].<br />
<br />
==== Foot ====<br />
*Effects:<br />
**Moving<br />
*Health: 20<br />
Includes :<br />
*Right Foot<br />
*Left Foot<br />
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. They can be replaced with a [[Wooden foot]], or a leg replacement.<br />
<br />
===== Toes =====<br />
*Effects:<br />
**Moving<br />
*Health: 7<br />
Includes :<br />
*Right Little Toe<br />
*Right Fourth Toe<br />
*Right Middle Toe<br />
*Right Second Toe<br />
*Right Big Toe<br />
*Left Little Toe<br />
*Left Fourth Toe<br />
*Left Middle Toe<br />
*Left Second Toe<br />
*Left Big Toe<br />
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount (a small 4%). They are replaced with a [[Wooden foot]] or a leg replacement.<br />
<br />
<references /><br />
<br />
== Body Part Groups ==<br />
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.<br />
<br />
{{:Table of Human Body Part Groups}}<br />
<br />
== Body Parts (Summary) ==<br />
Being biological creatures, humans have a lot of body parts that work together to make them tick.<br />
<br />
Special Notes:<br />
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.<br />
{{:Table of Human Body Parts}}<br />
<br />
== Butchering ==<br />
Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.<br />
<br />
==Trivia==<br />
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.<br />
<br />
==Version History==<br />
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Human&diff=97761Human2021-12-07T03:13:43Z<p>Jimyoda: Fixed Maturity Age parameter. Set it to 18. The property type is number; 18+ is not a number and so was not an acceptable value.</p>
<hr />
<div>{{Rewrite|reason=Cleanup}}{{image wanted}}<br />
{{infobox main|animal|<br />
|name = Human<br />
|image = Thrasher1557.png|Human<br />
|description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.<br />
|type = Animal<br />
|type2 = Human<br />
|movespeed = 4.6<br />
|baseleatheramount = 75<br />
|min comfortable temperature = 16<br />
|max comfortable temperature = 26<br />
|marketvalue = 1750<br />
|bodysize = 1<br />
|healthscale = 1<br />
|hungerrate = 1<br />
|diet = omnivorous<br />
|leathername = human leather<br />
|wildness = 0.75<br />
|manhuntertame = 0.1<br />
|manhunter = 0.5<br />
|gestation = 30<br />
|offspring = 1-3<br />
|avg offspring = 1.072<br />
|lifespan = 80<br />
|maturityage = 18<br />
|attack1dmg = 8.2<br />
|attack1type = Blunt<br />
|attack1cool = 2<br />
|attack1part = left fist<br />
|attack1stun = 14<br />
|attack2dmg = 8.2<br />
|attack2type = Blunt<br />
|attack2cool = 2<br />
|attack2part = right fist<br />
|attack2stun = 14<br />
|attack3dmg = 8.2<br />
|attack3type = Bite<br />
|attack3cool = 2<br />
|attack3part = teeth<br />
|attack3chancefactor = 0.07<br />
|attack4dmg = 5<br />
|attack4type = Blunt<br />
|attack4cool = 2<br />
|attack4part = head<br />
|attack4chancefactor = 0.2<br />
}}<br />
{{TOCright}}<br />
Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial. <br />
<br />
== Diet ==<br />
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]].<br />
<br />
== Combat ==<br />
Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. <br />
<br />
== Body Parts ==<br />
[[File:Anatomy of the pawn.png]]<br />
{{rewrite}}<br />
<br />
=== Head ===<br />
*Effects:<br />
**Houses other organs<br />
*Health: 30<br />
*Lethal if destroyed/removed.<br />
<br />
While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]], and sufficient damage may render a colonist unconscious forever, unless cured with the panacea that is the [[Healer mech serum]]. <br />
<br />
==== Skull ====<br />
*Effects:<br />
**Houses Brain<br />
*Health: 30<br />
*Lethal if shattered.<br />
Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).<br />
<br />
===== Brain =====<br />
*Effects:<br />
**Consciousness<br />
**Sight<br />
**Hearing<br />
**Moving<br />
**Manipulation<br />
*Health: 10<br />
*Lethal if destroyed/removed.<br />
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]]. It has a high chance to scar, rendering a human unconscious. <br />
<br />
===== Eyes =====<br />
*Effects:<br />
**Sight<br />
*Health: 10<br />
Includes :<br />
*Right Eye<br />
*Left Eye<br />
Eyes are required for [[#Sight|seeing]]. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with [[bionic eye|bionic]] or [[archotech eye]], though they are rather expensive, but better than the original.<br />
<br />
===== Ears =====<br />
*Effects:<br />
**Hearing<br />
*Health: 10<br />
Includes :<br />
*Right Ear<br />
*Left Ear<br />
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a [[cochlear implant]] or the [[bionic ear]]. Some ear function is required for trading and wardening. Lowered hearing impacts trade prices. However, colonists who cannot hear can still interact socially with other colonists.<br />
<br />
Currently, loud noises like gunshots do not inflict pain or damage on the ears.<br />
<br />
===== Nose =====<br />
*Effects:<br />
**None<br />
*Health: 10<br />
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. It is only replaceable with the [[Aesthetic nose]] added by the [[Royalty DLC]]. If you do not own the DLC, your pawn will just have to go around looking like Voldemort. <br />
<br />
===== Jaw =====<br />
*Effects:<br />
**Eating<br />
**Talking<br />
*Health: 20<br />
Functions for [[#Eating|eating]] and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a [[denture]], which is less efficient.<br />
<br />
=== Torso ===<br />
*Effects:<br />
**Living in General<br />
*Health: 40<br />
*Core Part<br />
*Lethal if destroyed<br />
The torso is the [[core part]] of a colonist. It is a container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.<br />
<br />
==== Neck ====<br />
*Effects:<br />
**Breathing<br />
**Eating<br />
**Talking<br />
*Health: 30<br />
*Lethal if destroyed/removed.<br />
Technically part of the torso, it connects the head to the torso. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].<br />
<br />
==== Clavicle ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 25<br />
Includes :<br />
*Right Clavicle<br />
*Left Clavicle<br />
The clavicles are the bones between the [[#Neck|neck]] and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.<br />
<br />
==== Spine ====<br />
*Effects:<br />
**Manipulation<br />
**Moving<br />
*Health: 35<br />
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a [[bionic spine]], which gives 100% effectiveness.<br />
<br />
==== Pelvis ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis, except with the [[Healer mech serum]].<br />
<br />
==== Sternum ====<br />
*Health: 25<br />
Front part of the [[#Rib|rib cage]].<br />
<br />
==== Ribcage ====<br />
*Health: 30<br />
Damage to ribcage is relatively harmless and only causes pain.<br />
Loss of ribcage pending tests<br />
<br />
==== Lung ====<br />
*Effects:<br />
**Breathing<br />
**Health: 20<br />
Includes :<br />
*Right Lung<br />
*Left Lung<br />
*Lethal if both lungs lost.<br />
<br />
Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate [[trader]]s occasionally have organs for sale.<br />
<br />
==== Stomach ====<br />
*Effects:<br />
**Eating<br />
**Metabolism<br />
*Health: 25<br />
The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.<br />
<br />
==== Heart ====<br />
*Effects:<br />
**Blood Pumping<br />
*Health: 20<br />
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.<br />
<br />
Hearts can be harvested and transplanted. They can be replaced with a [[Prosthetic heart]] or [[Bionic heart]]. The heart can be harvested without killing the donor by installing a cheap [[Prosthetic heart]], so that the liver can also be harvested. Slave traders occasionally have these organs for sale.<br />
<br />
==== Kidney ====<br />
*Effects:<br />
**Blood Filtration<br />
**Health: 20<br />
Includes :<br />
*Right Kidney<br />
*Left Kidney<br />
*Lethal if both lost<br />
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.<br />
<br />
=== Arm ===<br />
*Effects:<br />
**Manipulation<br />
*Health: 30<br />
Includes :<br />
*Right Arm<br />
*Left Arm<br />
Arms are required for [[#Working|working]], and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a [[simple prosthetic arm]], a more expensive [[bionic arm]], or even an uncraftable [[Archotech arm]]. Simple versions are only 50% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. Lack of both arms renders humans unable to work.<br />
<br />
==== Humerus ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 25<br />
Includes :<br />
*Right Humerus<br />
*Left Humerus<br />
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do [[#Working|work]]. Definitely not funny.<br />
<br />
==== Radius ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 20<br />
Includes :<br />
*Right Radius<br />
*Left Radius<br />
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the affected arm if shattered.<br />
<br />
==== Hand ====<br />
*Effects:<br />
**Manipulation<br />
*Health: 20<br />
Includes :<br />
*Right Hand<br />
*Left Hand<br />
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[power claw]] or a [[field hand]] bought from traders or crafted after researching [[Research#Specialized limbs|Specialized limbs]]. Both provide 100% bodypart efficency but 8% [[moving|movement]] penalty. [[Field hand]] increases [[Plant Work Speed|Plant work speed]] by 160% and [[power claw]] is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to [[:File:No hands stripping.png|strip without hands]].<br />
<br />
===== Fingers =====<br />
*Effects:<br />
**Manipulation<br />
*Health: 7<br />
Includes :<br />
*Right Thumb<br />
*Right Index Finger<br />
*Right Middle Finger<br />
*Right Ring Finger<br />
*Right Pinky<br />
*Left Thumb<br />
*Left Index Finger<br />
*Left Middle Finger<br />
*Left Ring Finger<br />
*Left Pinky<br />
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to [[manipulation]].<br />
<br />
=== Leg ===<br />
*Effects:<br />
**Moving<br />
*Health: 30<br />
Includes :<br />
*Right Leg<br />
*Left Leg<br />
Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a [[peg leg]], [[simple prosthetic leg]], a more expensive [[bionic leg]], or even the uncraftable [[Archotech leg]]. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. <br />
<br />
==== Tibia ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
Includes :<br />
*Right Tibia<br />
*Left Tibia<br />
Lower leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg]], or an [[Archotech leg]].<br />
<br />
==== Femur ====<br />
*Effects:<br />
**Moving<br />
*Health: 25<br />
Includes :<br />
*Right Femur<br />
*Left Femur<br />
Upper leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg]], or an [[Archotech leg]].<br />
<br />
==== Foot ====<br />
*Effects:<br />
**Moving<br />
*Health: 20<br />
Includes :<br />
*Right Foot<br />
*Left Foot<br />
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. They can be replaced with a [[Wooden foot]], or a leg replacement.<br />
<br />
===== Toes =====<br />
*Effects:<br />
**Moving<br />
*Health: 7<br />
Includes :<br />
*Right Little Toe<br />
*Right Fourth Toe<br />
*Right Middle Toe<br />
*Right Second Toe<br />
*Right Big Toe<br />
*Left Little Toe<br />
*Left Fourth Toe<br />
*Left Middle Toe<br />
*Left Second Toe<br />
*Left Big Toe<br />
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount (a small 4%). They are replaced with a [[Wooden foot]] or a leg replacement.<br />
<br />
<references /><br />
<br />
== Body Part Groups ==<br />
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.<br />
<br />
{{:Table of Human Body Part Groups}}<br />
<br />
== Body Parts (Summary) ==<br />
Being biological creatures, humans have a lot of body parts that work together to make them tick.<br />
<br />
Special Notes:<br />
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.<br />
{{:Table of Human Body Parts}}<br />
<br />
== Butchering ==<br />
Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.<br />
<br />
==Trivia==<br />
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.<br />
<br />
==Version History==<br />
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Shield_belt&diff=97667Shield belt2021-12-03T17:31:08Z<p>Jimyoda: </p>
<hr />
<div>{{infobox main<br />
| name = Shield belt<br />
| image = ShieldBelt.png|Shield belt<br />
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.<br />
| type = Gear<br />
| type2 = Utility<br />
| hp = 100<br />
| marketvalue = 390<br />
| mass base = 3<br />
| production facility 1 = Machining table<br />
| research = Shields<br />
| work to make = 14000<br />
| resource 1 = Steel<br />
| resource 1 amount = 50<br />
| resource 2 = Plasteel<br />
| resource 2 amount = 20<br />
| resource 3 = Component<br />
| resource 3 amount = 2<br />
| skill 1 = Crafting<br />
| skill 1 level = 6<br />
| coverage = Waist<br />
| layer = Belt<br />
| defName = Apparel_ShieldBelt<br />
| thingCategories = ApparelUtility<br />
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper<br />
| tags = BeltDefense<br />
}}<br />
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.<br />
<br />
== Acquisition ==<br />
As a complicated piece of technology, Shield Belts can only be made at the [[machining table]] and requires [[Research#Shields|Shields]] to be researched in order to be constructed. Crafting the belt requires {{Required Resources}}s, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.<br />
<br />
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raiders]].<br />
<br />
== Summary ==<br />
Shield belts stop damage from incoming ranged attacks and explosions, at the cost of depleting charge. Belts have a charge dependent on their [[quality]], normally being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. It will also negate all damage from a single projectile even if the damage would be sufficient to completely deplete the shield's charge with more to spare. Also note that it does not prevent them from being set on fire{{Check Tag|Fact Check|Flame damage only ignites pawns if they take damage - does a shield prevent this ignition?}}, or staggering from being hit by weapons with sufficient [[stopping power]]. <br />
<br />
Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shields charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. In either case, it takes {{ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.<br />
<br />
Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them in melee however. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.<br />
<br />
=== Quality table ===<br />
The following table lists how much protection a shield belt provides at each [[quality]] level.<br />
<div><li style="display: inline-table;"><br />
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}<br />
{| {{STDT| c_12 text-center}}<br />
!Quality<br />
!Awful<br />
!Poor<br />
!Normal<br />
!Good<br />
!Excellent<br />
!Masterwork<br />
!Legendary<br />
|- <br />
!Maximum charge<br />
|{{#expr:{{#var:basecharge}}*0.6*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*0.8*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.0*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.2*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.4*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.7*100 round 1}}<br />
|{{#expr:{{#var:basecharge}}*2.1*100 round 1}}<br />
|- newline<br />
!Damage capacity<br />
|{{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}<br />
|{{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}<br />
|- newline<br />
!Recharge rate (energy per second)<br />
|{{#expr:{{#var:baseregen}}*0.9*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*0.95*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*1.00*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*1.05*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*1.10*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*1.2*100 round 1}}<br />
|{{#expr:{{#var:baseregen}}*1.3*100 round 1}}<br />
|- newline<br />
!Market Value<br />
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }}{{icon|silver}}<br />
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }}{{icon|silver}}<br />
|{{#expr: {{Market Value|{{P|Market Value Base}}}} }}{{icon|silver}}<br />
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}>{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{icon|silver}}<br />
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}>{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}}{{icon|silver}}<br />
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}>{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}}{{icon|silver}}<br />
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}>{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}}{{icon|silver}}<br />
|}<br />
</li><div><br />
=== Visuals ===<br />
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.<br />
<gallery widths="210px" heights="210px" class="center" mode="nolines"><br />
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).<br />
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).</gallery><br />
<br />
== Analysis ==<br />
{{Stub|reason=Analysis section needs rewrite for tone/content/meaningful strategies}}<br />
The shield belt is a vital piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them. Once in melee range, melee pawns can be devastating as their [[DPS]] with a dedicated melee weapon will significantly outclass that of ranged enemies forced to melee attack with their ranged weapon.<br />
<br />
As shield belts constantly recharge so long as they are not broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.<br />
<br />
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits. Shield users can even be used to tank explosives, however care must be taken against [[doomsday rocket launcher|doomsday]]s and [[triple rocket launcher]]s, as the first shot may break the shield and allow the pawn to be caught by the secondary explosions. <br />
<br />
The shield belt can be used in combination with [[Locust armor]] {{RoyaltyIcon}} to provide an equivalent to the [[Jump pack]] {{RoyaltyIcon}} while still being able to equip the shield belt, while the shield belt is used to compensate for the very low sharp armor of the locust armor.<br />
<br />
== Version History ==<br />
* [[Version/0.9.722|0.9.722]] - added.<br />
* Prior to Alpha 17 it was called the '''Personal shield'''. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture.<br />
* In Beta 19 its crafting cost and market value is greatly reduced.<br />
<br />
Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.<br />
<br />
<gallery><br />
PersonalShield.png|Original Personal Shield sprite<br />
</gallery><br />
<br />
{{nav|utility|wide}}<br />
[[Category:Armor]]<br />
[[Category:Utility]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Rough-hewn_stone&diff=97541Rough-hewn stone2021-11-29T15:33:24Z<p>Jimyoda: </p>
<hr />
<div>{{Stub}}{{Image wanted}}{{infobox main|structure|<br />
| name = Rough-hewn stone<br />
| description = <br />
| image = Rough hewn stone.png|Rough-hewn stone<br />
| info = <br />
| type = Floor<br />
| type2 = <br />
| placeable = False<br />
| size = 1 ˣ 1<br />
| speed = 0.87<br />
| beauty = -1<br />
| flammability = 0<br />
| marketvalue = 0<br />
}}<br />
This [[floor]] type is automatically created where mountain tiles have been mined away.<br />
<br />
==See also==<br />
* [[Environment#Terrain|Terrain]]<br />
<br />
[[Category:Floor]]<br />
[[Category:Terrain]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Property:Calculated_Market_Value&diff=93440Property:Calculated Market Value2021-09-30T15:22:42Z<p>Jimyoda: Set property type.</p>
<hr />
<div>[[has type::boolean]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=User:Hades3623&diff=92754User:Hades36232021-09-21T19:12:29Z<p>Jimyoda: Created user page.</p>
<hr />
<div></div>Jimyodahttps://rimworldwiki.com/index.php?title=Table&diff=92713Table2021-09-20T14:59:21Z<p>Jimyoda: Set NOTOC. TOC not needed on short pages.</p>
<hr />
<div>__NOTOC__<br />
'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining [[Room stats|room]]. They come in four sizes:<br />
* [[Table (1x2)]]<br />
* [[Table (2x2)]]<br />
* [[Table (2x4)]]<br />
* [[Table (3x3)]]<br />
<br />
== Mechanics ==<br />
When placed adjacent to a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the "Ate without table" bad [[thought]], and gives them good thoughts if your dining room has high [[impressiveness]].<br />
<br />
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a -3 mood hit. Larger colonies may benefit from building a second dining room, or have scattered tables, especially next to a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns in a more favorable position).<br />
<br />
Tables are set by default as gathering spots. Colonists will gather here to socialize for recreation, especially when idle. This should be toggled off on all tables except for the one in the rec room. Not toggling can cause people to recreate and have parties in the middle of an ugly, dirty mining site, making everybody unhappy.<br />
<br />
[[File:Gather spot.png|64px]]<br />
<br />
== Acquisition ==<br />
Tables can be built from [[Stuff]] (([[Wood]]/[[Metals]]/[[Stone]]). Tables can also be bought from [[Trade#Types_of_traders|traders]] and found in [[ruins]].<br />
<br />
== Comparison ==<br />
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.<br />
<br />
If you don't want to build multiple tables, you can stagger the recreation schedule of colonists to make sure they don't take all of the space on a table.<br />
<br />
{| {{STDT|sortable c_12 align-center}}<br />
! Name<br />
! Cost<br />
! Work to build<br />
! Beauty<br />
! Market value<br />
! Seats<br />
! Mass<br />
! Max hit points<br />
|-<br />
! [[Table (1x2)]]<br />
| {{Required Resources|Table (1x2)||simple=1}}<br />
| {{ticks/seconds | {{Q|Table (1x2)|Work To Make}} }}<br />
| {{Q|Table (1x2)|Beauty}}<br />
| {{Market Value Calculator|Table (1x2)|Wood}} {{Icon Small|silver}}<br />
| 6<br />
| {{Q|Table (1x2)|Mass Base}} kg<br />
| {{Q|Table (1x2)|Max Hit Points Base}}<br />
|-<br />
! [[Table (2x2)]]<br />
| {{Required Resources|Table (2x2)||simple=1}}<br />
| {{ticks/seconds | {{Q|Table (2x2)|Work To Make}} }}<br />
| {{Q|Table (2x2)|Beauty}}<br />
| {{Market Value Calculator|Table (2x2)|Wood}} {{Icon Small|silver}}<br />
| 8<br />
| {{Q|Table (2x2)|Mass Base}} kg<br />
| {{Q|Table (2x2)|Max Hit Points Base}}<br />
|-<br />
! [[Table (2x4)]]<br />
| {{Required Resources|Table (2x4)||simple=1}}<br />
| {{ticks/seconds | {{Q|Table (2x4)|Work To Make}} }}<br />
| {{Q|Table (2x4)|Beauty}}<br />
| {{Market Value Calculator|Table (2x4)|Wood}} {{Icon Small|silver}}<br />
| 12<br />
| {{Q|Table (2x4)|Mass Base}} kg<br />
| {{Q|Table (2x4)|Max Hit Points Base}}<br />
|-<br />
! [[Table (3x3)]]<br />
| {{Required Resources|Table (3x3)||simple=1}}<br />
| {{ticks/seconds | {{Q|Table (3x3)|Work To Make}} }}<br />
| {{Q|Table (3x3)|Beauty}}<br />
| {{Market Value Calculator|Table (3x3)|Wood}} {{Icon Small|silver}}<br />
| 12<br />
| {{Q|Table (3x3)|Mass Base}} kg<br />
| {{Q|Table (3x3)|Max Hit Points Base}}<br />
|}<br />
<br />
== Version history ==<br />
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.<br />
<br />
{{nav|furniture|wide}}<br />
[[Category:Furniture]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Template:Leather&diff=92141Template:Leather2021-09-13T14:49:23Z<p>Jimyoda: Added transclusion tags to suppress template itself from showing in list of leathers.</p>
<hr />
<div><includeonly>{{Textile|Leather|Leathers}}</includeonly></div>Jimyodahttps://rimworldwiki.com/index.php?title=Menus&diff=91989Menus2021-09-09T15:44:14Z<p>Jimyoda: N.B. is a term probably not known by many readers. Changed to Note for clarity.</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Menus_Nav}}<br />
|}<br />
----<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 />
{{Main|Architect}}<br />
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]<br />
[[File:ArchitectMenu.png|frameless|none]]<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 />
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]<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. For tasks with the same priority, tasks on the left will be performed first.<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 red (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. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.<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 />
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.<br />
<br />
===Work types===<br />
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.<br />
{| class="wikitable sortable"<br />
|-<br />
! Work type !! Description !! Relevant skill !! Category<br />
|- id="Firefight"<br />
| '''Firefight''' || Firefighters extinguish fires in the home area. Firefighters can't extinguish fires outside the home area || none || none<br />
|- id="Patient"<br />
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. <br/><br/>See the 'bed rest' task to set the priority for non-disease injuries. || none || none<br />
|- id="Doctor"<br />
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.<br/>Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.<br />
<br />
* Tend to patients with urgent needs. '''Priority:''' 110<br />
* Tend to patients. '''Priority:''' 100<br />
* Tend to self. '''Priority:''' 90<br />
* Feed patients. '''Priority:''' 80<br />
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70<br />
* Rescue downed allies to bed. '''Priority:''' 60<br />
* Tend to animals. '''Priority:''' 50<br />
* Feed animals (patient animals only). '''Priority:''' 40<br />
* Operate on animals. '''Priority:''' 30<br />
* Take patients to bed for operations. '''Priority:''' 20<br />
* Visit sick people . '''Priority:''' 10<br />
<br />
|| [[Skills#Medical|Medical]] || Caring<br><br>Social (Visiting only)<br />
|- id="Bed rest"<br />
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]]. This is separate from a colonist's need to sleep to replenish rest. || none || none<br />
|- id="Basic"<br />
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. <br />
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500<br />
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100<br />
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50<br />
&#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''<br />
|| none || none<br />
|- id="Warden"<br />
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.<br />
* Execute prisoners. '''Priority:''' 110<br />
* Release prisoners. '''Priority:''' 100<br />
* Take prisoners to bed. '''Priority:''' 90<br />
* Feed prisoners. '''Priority:''' 80<br />
* Deliver food to prisoners. '''Priority:''' 70<br />
* Chat with prisoners. '''Priority:''' 60<br />
|| none || none<br />
|- id="Handle"<br />
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. <br/><br/> ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. <br />
<br />
* Feed animals. '''Priority:''' 150<br />
* Slaughter animals. '''Priority:''' 100<br />
* Milk animals. '''Priority:''' 90<br />
* Shear animals. '''Priority:''' 85<br />
* Tame animals. '''Priority:''' 80<br />
* Train animals. '''Priority:''' 70<br />
|| [[Skills#Animals|Animals]] || Animals<br />
|- id="Cook"<br />
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. <br />
<br />
* Cook meals at stove. '''Priority:''' 100<br />
* Cook meals at [[campfire]]. '''Priority:''' 97<br />
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90<br />
* Fill food [[hopper]]s. '''Priority:''' 50<br />
* [[Brewery|Brew]] liquors. '''Priority:''' 30<br />
<br />
|| [[Skills#Cooking|Cooking]] || Skilled labor<br />
|- id="Hunt"<br />
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] || Violent<br />
|- id="Construct"<br />
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. <br />
<br />
* Fix broken-down buildings. '''Priority:''' 120<br />
* Uninstall structures. '''Priority:''' 110<br />
* [[Build roof area|Build roofs]]. '''Priority:''' 100<br />
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90<br />
* Construct placed frames. '''Priority:''' 80<br />
* Deliver resources to frames. '''Priority:''' 70<br />
* Deliver resources to blueprints. '''Priority:''' 60<br />
* Deconstruct structures. '''Priority:''' 50<br />
* Repair damaged things. '''Priority:''' 40<br />
* Remove floors. '''Priority:''' 30<br />
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20<br />
* Smooth walls. '''Priority:''' 10<br />
|| [[Skills#Construction|Construction]] || Skilled labor<br />
|- id="Grow"<br />
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. <br />
<br />
* Harvest crops. '''Priority:''' 100<br />
* Sow crops. '''Priority:''' 50<br />
|| [[Skills#Plants|Plants]] || Skilled labor<br />
|- id="Mine"<br />
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. <br />
<br />
* Mine. '''Priority:''' 100<br />
* Drill at [[deep drill]]. '''Priority:''' 50<br />
|| [[Skills#Mining|Mining]] || Skilled labor<br />
|- id="Plant cut"<br />
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor<br />
|- id="Smith"<br />
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] <br />
<br />
* Make weapons (at [[smithy]]). '''Priority:''' 115<br />
* Make things at [[machining table]]. '''Priority:''' 75<br />
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50<br />
<br />
|| [[Skills#Crafting|Crafting]] || Skilled labor<br />
|- id="Tailor"<br />
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor<br />
|- id="Art"<br />
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic<br />
|- id="Craft"<br />
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. <br />
<br />
* Make things at [[crafting spot]]. '''Priority:''' 100<br />
* Work at [[refinery]]. '''Priority:''' 97<br />
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95<br />
* Make [[stone blocks]]. '''Priority:''' 90<br />
* [[Electric smelter|Smelt]] items. '''Priority:''' 80<br />
|| [[Skills#Crafting|Crafting]] || Skilled labor<br><Br>Intellectual (Synthesize only)<br />
|- id="Haul"<br />
| '''Haul''' || Haulers do a number of things, including:<br />
* Rearm turrets. '''Priority:''' 150<br />
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140<br />
* Unload [[Pack animal|carriers]]. '''Priority:''' 130<br />
* Load [[caravan]]. '''Priority:''' 120<br />
* Load [[transport pod|transporters]]. '''Priority:''' 110<br />
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100<br />
* Haul corpses. '''Priority:''' 90<br />
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40<br />
* Do bills at campfire (such as burning drugs). '''Priority:''' 30<br />
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20<br />
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19<br />
* Haul general things. '''Priority:''' 15<br />
* Deliver resources to frames. '''Priority:''' 10<br />
* Deliver resources to blueprints. '''Priority:''' 9<br />
* Merge things. '''Priority:''' 5<br />
|| none || Dumb labor<br />
|- id="Clean"<br />
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.<br />
* Clear [[snow]]. '''Priority:''' 10<br />
* Clean [[filth]]. '''Priority:''' 5<br />
|| none || Dumb labor<br />
|- id="Research"<br />
| '''Research''' || <br />
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100<br />
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50<br />
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50<br />
|| [[Skills#Intellectual|Intellectual]] || Intellectual<br />
|}<br />
<br />
==Schedule==<br />
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]<br />
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day. Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.<br />
<br />
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.<br />
<br />
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 am), and the rest of the time at night as anything. The "anything time" minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the "night owl at day" debuff and maximize the "night owl at night" buff.<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, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.<br />
{{clear}}<br />
<br />
==Assign==<br />
<br />
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' 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 +20 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. (Note: Pawns on a [[Drugs|drug binge]] or with a [[Traits|chemical fascination or chemical interest]] trait may ignore these restrictions and take drugs at will.)<br />
<br />
If a colonist has drug-related trait it is conveniently noted on the drug policy.<br />
<br />
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.<br />
<br />
==Animals==<br />
{{Main|Animals}}<br />
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]<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. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.<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. The zone option is not available for farm animals, only displaying which pen an animal is in.<br />
* The <tt>[Manage areas...]</tt> button at the top of the window opens another window to edit allowed areas.<br />
{{clear}}<br />
<br />
==Wildlife==<br />
The wildlife window lists all non-tamed animals on the map. Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it. The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator. There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.<br />
<br />
Predator animals will hunt and eat vulnerable animals and colonists. Checking this menu often and killing any predators that arrive is a good way to keep the map safe.<br />
<br />
==Research==<br />
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]<br />
{{Main|Research}}<br />
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.<br />
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.<br />
{{clear}}<br />
<br />
==Quests==<br />
{{Main|Quests}}<br />
The quests menu has different tabs that can show available, active, and historical quests. Available quests can be accepted here, with most quests having a time limit before expiry. There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.<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}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the "form caravan" button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.<br />
<br />
<br />
== Ideology ==<br />
{{Ideology|No category}}<br />
{{Stub|section=1}}<br />
{{Main|Ideoligion}}<br />
<br />
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.<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 />
==Factions==<br />
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]<br />
{{Main|Factions}}<br />
<br />
There are many different kinds of factions in the game besides your own. The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.<br />
{{clear}}<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 playthrough (Does not record the seed used to generate your world map)<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 [[Permadeath]] enabled, the functions are as follows:<br />
*Review scenario - Displays the conditions of your current playthrough<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 />
<br />
== Version History ==<br />
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.<br />
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.<br />
[[Category:RimWorld game]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Darktorch&diff=91808Darktorch2021-09-08T16:55:33Z<p>Jimyoda: Created page.</p>
<hr />
<div></div>Jimyodahttps://rimworldwiki.com/index.php?title=Blight&diff=90825Blight2021-08-31T15:23:19Z<p>Jimyoda: Added category.</p>
<hr />
<div>[[File:Crop blight.png|400px|thumb|right|Blighted [[potato plant]]s with a bubble-shaped yellow indicator above them.]]<br />
<br />
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.<br />
<br />
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while losing health points and dying.<br />
<br />
== Evolution ==<br />
Blight starts on ''one'' of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December of 2020). 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 />
== Unaffected Plants ==<br />
[[Tree]]s, [[Wild Plants|wild]], and [[Decorative Plants|decorative]] plants are immune to blight, as well as [[domesticated plants]] with a 15-day or longer growing period (e.g. [[devilstrand mushroom]], [[cocoa tree]], etc.).<br />
<br />
== Removal == <br />
To stop blight, the affected plants need to be manually selected for cutting (using the right-click plant cut command, or in the Orders tab of the [[Architect]] menu), or burned with [[Molotov cocktails]] or [[Incendiary launcher]]s, though burning the plants may be inaccurate and kill plants that are not blighted.<br />
<br />
The advised method to deal with a blight outbreak is to set up a plant cutting order for all blighted plants and quickly set plant cutting to priority 1 for everybody. Once the blight has been dealt with, reset the priorities.<br />
<br />
== Mitigation strategy ==<br />
To mitigate the effects of blight, it is recommended to leave 3-square wide strips between crops, left empty or planted with species not affected by blight.<br />
<br />
<br />
[[Category:Game mechanics]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&diff=89909RimWorld Wiki talk:Community portal2021-08-20T16:46:15Z<p>Jimyoda: </p>
<hr />
<div>== Page Creation Permissions ==<br />
What does it take to get page creation permissions?<br />
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)<br />
:Also interested in finding out this info, especially ''TALK'' pages. The "[[Community portal]]" says under '''Want to discuss stuff?''' "If you want to discuss anything specific to an article, you can use the Discussion page for that article.", but if an article's talk page is still empty that's not really possible: unregistered users are shown <span style="background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em">🔒 You currently are not able to participate. You can try logging in.</span> and newly-registered users are shown <span style="background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em">🔒 You currently are not able to participate, because you do not have the required rights.</span> -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)<br />
<br />
::The answer is everywhere (it's the most FAQ):<br />
::Under '''"How to help out"''' within this same page:<br />
::*You can also create "New pages" for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.<br />
::In [[:Help:Basics]]: <br />
::*Under '''"Creating New Articles"''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.<br />
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.<br />
::...and also...<br />
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)<br />
<br />
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?<br />
:::New members can't even create their own(!) user page or user talk page.<br />
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.<br />
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?<br />
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.<br />
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human. [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)<br />
<br />
:::I have 10 edits but I still can't create new pages :| --[[User:Bitbyte|Bitbyte]] ([[User talk:Bitbyte|talk]]) 10:07, 20 August 2021 (UTC)<br />
::::&#8627; I checked your user rights/groups. The system currently has you as an autoconfirmed user. If page creation is working yet it'll just take a little more time.<br />
<br />
== Getting edit permissions for MediaWiki:Common.css ==<br />
What's the process for getting permission to update the CSS? I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:<br />
[[File:Css update infobox comparison.png|thumb|center]]<br />
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)<br />
<br />
== Formatting guideline for "Weapon" pages ==<br />
<br />
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)<br />
<br />
[[:User:Yoshida Keiji/Sandbox3]]<br />
<br />
== Formatting guideline for Biome guides ==<br />
<br />
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)<br />
<br />
== Thoughts for the future (frontpage, templates, SMW) ==<br />
<br />
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.<br />
<br />
=== Images ===<br />
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.<br />
<br />
Because most "things" have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add "live" shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.<br />
<br />
=== Frontpage ===<br />
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?<br />
<br />
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.<br />
<br />
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?<br />
<br />
:I don't think there was much of a "decision" regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.<br />
<br />
=== Templates ===<br />
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: <code>This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.</code><br />
<br />
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.<br />
<br />
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&action=edit around this] as a new user :D<br />
<br />
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.<br />
<br />
=== Cargo ===<br />
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. <br />
<br />
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.<br />
<br />
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). <br />
<br />
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.<br />
<br />
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. <br />
<br />
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)<br />
<br />
:(Brief draft here that can be deleted later)<br />
<br />
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)<br />
<br />
:Interesting. Tried to check how quickly pages are generated by using ''Edit -> Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)<br />
<br />
== Anyone know how to disable the spammy 'thanks for X' notifications? ==<br />
<br />
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)<br />
<br />
== Uploading images doesn't work even after 10 edits ==<br />
<br />
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.<br />
<br />
:Unfortunately the upgrading of user privileges is automated and annoyingly slow. I think an administrator could do it manually, but by its likely to have resolved itself by the time they see and respond to this. Give it time and should allow you to do it. Personally I think the user account requirements are a little overbearing and act as disincentives to casual editors but there's not much I can do to fix them. In the mean time, if I can help let me know. Side note, don't forget to sign your posts with 4 ~'s like this:<nowiki>~~~~</nowiki> [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:01, 27 September 2020 (UTC)<br />
<br />
:: Roger that! Thank you [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 05:57, 27 September 2020 (UTC)<br />
<br />
:::Btw, good work on [[Body Parts]]. I've never had cause to look closely at it, and god it was a mess [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 06:21, 27 September 2020 (UTC)<br />
::::Aw, you're too kind! I was a copy-editor for my school's yearbook and currently am for my company's newsletter; god knows I've spent enough time benefiting from this wiki to give some of my skills back. I'm still working up the gumption to tackle the page on supported mods... which still references 1.1 😂😭 [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 22:33, 28 September 2020 (UTC)<br />
<br />
<br />
== Greetings, from the unofficial Rimworld Discord server! ==<br />
<br />
We're currently experiencing an issue with troubleshooter burnout, due to people coming into the server and refusing to read any of the pins or FAQ information, <br />
sometimes refusing to do as we ask to help figure out their issues, and just a general flood that is starting to overwhelm our volunteers.<br />
<br />
It's been proposed during discussions about the issue, that we put something on the internet that is actually searchable, such as on a wiki or what have you, <br />
to facilitate people potentially doing basic troubleshooting tasks themselves, before coming to us with the issue. We were hoping you'd be amenable to having <br />
a page created on the official wiki, specifically for modding troubleshooting. The hope is that, with something people can actually look up themselves, <br />
it would stem the tide a little, or at least give us something outside the Discord to point at. How say you all, if I may inquire?<br />
<br />
Hope you're all safe and well.<br />
Trisscar<br />
<br />
Edit: I should mention we'd be the ones maintaining it, not expecting yall to take on more work outta the blue. Figured asking permission was an idea though. XD<br />
<br />
:The wiki hosts a number of pages about modding (though some are admittedly outdated) and guides are common as well. I see no reason it shouldn't be on here, ultimately the wiki is meant to be an aid to the user base. Any pages will still be under the normal rules and moderation ofc and dedicated wikis like the SoS2 and Bestiary wikis are still better places for actual mod content, but what this proposes seems sound. <br />
:You won't have page creation privileges yet because you're a new user (you need a min num of edits, can't change that on my end), so I've created your user page so you can experiment. If you have a specific page you'd like created, let me know by linking it here, or stickking something on my talk page. It should probably be the in [[Modding Tutorials]] namespace, for example [[Modding Tutorials/Example page name]]. :Lastly you can sign posts with 4 ~'s like this <nowiki>~~~~</nowiki> [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 20:33, 13 December 2020 (UTC) Wiki Mod.<br />
<br />
::Ahh aight, thanks much. I'll get the troubleshooters talking about what we want in there and get to editing shortly. [[User:Trisscar|Trisscar]] ([[User talk:Trisscar|talk]]) 02:40, 15 December 2020 (UTC)Trisscar<br />
<br />
:::Good luck and if you have any issues don't hesitate to ask [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:10, 15 December 2020 (UTC)<br />
<br />
== How to help out? ==<br />
* Upload and add some images! Visit '''[[Special:Upload]]'''. Add them <nowiki>[[</nowiki>[[:Category:Images]]<nowiki>]]</nowiki>.<br />
The only problem is it's not possible to create new pages...<br />
<br />
This image [https://i.imgur.com/w49Uz19.png] should go in [[Fine stone tile]] with the caption <code><nowiki>Fine tiles (from left to right: [[sandstone blocks|sandstone]], [[granite blocks|granite]], [[limestone blocks|limestone]], [[slate blocks|slate]], [[marble blocks|marble]]).</nowiki></code><br />
<br />
<span class="nowrap">[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]</span> 14:24, 7 August 2021 (UTC)<br />
<br />
<br />
: You can only upload files or create new pages once you're autoconfirmed by the bot. That happens a little while after you make 10 edits. Its annoying but unfortunately not something I can change. If you prefer I can upload the file once I'm somewhere I can easily convert from webp to something the wiki recognizes (another annoying thing I can't fix), but feel free to make the requisite edits yourself if you're willing. If you have any further issues, feel free to post kn my talk page or message me on discord, I'm fairly active on the Unofficial Rimworld Discord as well. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 23:01, 7 August 2021 (UTC)<br />
<br />
::Done, feel free to change it as you feel appropriate. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:55, 8 August 2021 (UTC)<br />
<br />
:::Thanks [[User:Harakoni|Harakoni]], I wasn't aware of the autoconfirmed thingy. I guess it it sthe same thing for my own user page.<br />
:::You edit on [[Fine stone tile]] looks fine.<br />
:::Regards, <span class="nowrap">[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]</span> 11:34, 8 August 2021 (UTC)</div>Jimyodahttps://rimworldwiki.com/index.php?title=Slavery&diff=88881Slavery2021-08-06T14:29:24Z<p>Jimyoda: Per standard formatting, headers are generally sentence case.</p>
<hr />
<div>{{Stub}}<br />
While '''slavery''' technically exists in the base game, the [[Ideology]] DLC significantly adds to the system, allowing them to work and perform tasks. Slaves in base game RimWorld can only be sold for profit, with no other use.<br />
<br />
==Core==<br />
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -5, stacking up to -25 for 3 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colony-wide) sell as many slaves as possible.<br />
<br />
==Ideology==<br />
{{Ideology}}<br />
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.<br />
<br />
'''Pros:'''<br />
* No need for [[recreation]]<br />
* Slave specific expectations meaning higher base mood<br />
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.<br />
* Will never insult or social fight with non-slave pawns<br />
* <add others here><br />
'''Cons:'''<br />
* Prison rebellions <br />
* New incapabilities: cannot hunt, make art, research or warden. Currently unclear if they can do other social activities like trade.<br />
* Suffers a -15% penalty to [[Global Work Speed]] which in turn reduces:<br />
{{#ask: [[Global Work Speed Factor::true]]}}<br />
<br />
=== Acquiring slaves ===<br />
Slaves can be created by reducing the will of a prisoner to zero.<br />
<br />
=== Slave relationships ===<br />
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.<br />
<br />
=== Slave rebellion ===<br />
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.<br />
<br />
==== Suppression ====<br />
Slave collars and body straps increase suppression. <br />
Marine armor and duster decrease suppression<br />
<br />
===== Terror =====<br />
===== Authority =====<br />
Effects of dusters, authority caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual<br />
<br />
==Version history==<br />
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.<br />
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days.<br />
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.</div>Jimyodahttps://rimworldwiki.com/index.php?title=Slavery&diff=88880Slavery2021-08-06T14:04:47Z<p>Jimyoda: </p>
<hr />
<div>{{Stub}}<br />
While '''slavery''' technically exists in the base game, the [[Ideology]] DLC significantly adds to the system, allowing them to work and perform tasks. Slaves in base game RimWorld can only be sold for profit, with no other use.<br />
<br />
==Core==<br />
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -5, stacking up to -25 for 3 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colony-wide) sell as many slaves as possible.<br />
<br />
==Ideology==<br />
{{Ideology}}<br />
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.<br />
<br />
'''Pros:'''<br />
* No need for [[recreation]]<br />
* Slave specific expectations meaning higher base mood<br />
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.<br />
* Will never insult or social fight with non-slave pawns<br />
* <add others here><br />
'''Cons:'''<br />
* Prison rebellions <br />
* New incapabilities: cannot hunt, make art, research or warden. Currently unclear if they can do other social activities like trade.<br />
* Suffers a -15% penalty to [[Global Work Speed]] which in turn reduces:<br />
{{#ask: [[Global Work Speed Factor::true]]}}<br />
<br />
<br />
<br />
=== Acquiring Slaves ===<br />
Slaves can be created by reducing the will of a prisoner to zero.<br />
<br />
=== Slave Relationships ===<br />
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.<br />
<br />
=== Slave Rebellion ===<br />
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.<br />
==== Suppression ====<br />
Slave collars and body straps increase suppression. <br />
Marine armor and duster decrease suppression<br />
===== Terror =====<br />
===== Authority =====<br />
Effects of dusters, authority caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual<br />
<br />
==Version history==<br />
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.<br />
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days.<br />
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.</div>Jimyodahttps://rimworldwiki.com/index.php?title=Slavery&diff=88879Slavery2021-08-06T14:01:46Z<p>Jimyoda: </p>
<hr />
<div>{{Stub}}<br />
While '''slavery''' technically exists in the base game, the [[Ideology]] DLC significantly adds to the system, allowing them to work and perform tasks. Slaves in base game RimWorld can only be sold for profit, with no other use.<br />
<br />
==Core==<br />
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -5, stacking up to -25 for 3 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colonywide) sell as many slaves as possible.<br />
<br />
==Ideology==<br />
{{Ideology}}<br />
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.<br />
<br />
'''Pros:'''<br />
* No need for [[recreation]]<br />
* Slave specific expectations meaning higher base mood<br />
* Ignore all work type incapabilities except that which slavery itself adds. menaing pawns with many incapabilities can actually be more useful as slaves.<br />
* Will never insult or social fight with non-slave pawns<br />
* <add others here><br />
'''Cons:'''<br />
* Prison rebellions <br />
* New incapabilities: cannot hunt, make art, research or warden. Currently unclear if they can do other social activities like trade.<br />
* Suffers a -15% penalty to [[Global Work Speed]] which in turn reduces:<br />
{{#ask: [[Global Work Speed Factor::true]]}}<br />
<br />
<br />
<br />
=== Acquiring Slaves ===<br />
Slaves can be created by reducing the will of a prisoner to zero.<br />
<br />
=== Slave Relationships ===<br />
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.<br />
<br />
=== Slave Rebellion ===<br />
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.<br />
==== Suppression ====<br />
Slave collars and body straps increase suppression. <br />
Marine armor and duster decrease suppression<br />
===== Terror =====<br />
===== Authority =====<br />
Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual<br />
<br />
==Version history==<br />
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9.<br />
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days.<br />
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.</div>Jimyodahttps://rimworldwiki.com/index.php?title=Carrier&diff=88414Carrier2021-07-30T21:31:07Z<p>Jimyoda: </p>
<hr />
<div>{{Ideology}}{{Stub}}{{infobox main|animal|<br />
| name = Carrier<br />
| image = Carrier.png<br />
| description = A dryad caste specialized in carrying items. Under human influence, it can help haul things where they need to go.<br />
| type = Animals<br />
| type2 = Dryads<br />
| bodysize = 0.67<br />
| healthscale = 0.80<br />
| hungerrate = 0.00<br />
| movespeed = 2.40<br />
| attack1dmg = 9<br />
| attack1type = bite<br />
| attack1part = teeth<br />
| attack1cool = 100<br />
| attack2dmg = 8<br />
| attack2type = scratch<br />
| attack2part = frontpaw<br />
| attack2cool = 100<br />
| manhunter = .25<br />
| manhuntertame = 0<br />
| diet = none<br />
| trainable = advanced<br />
| wildness = 0<br />
| gestation = <br />
| lifespan = 80<br />
| maturityage = <br />
| armorblunt = <br />
| armorsharp = <br />
| marketvalue = 1<br />
| meatname = immature dryad meat<br />
| leathername = <br />
| leatheryield = <br />
| massadult =<br />
| min comfortable temperature = -50<br />
| max comfortable temperature = 50<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Carriers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. These chunky helpers will haul things where they need to go.<br />
==Note==<br />
While their trainability is advanced, they cannot be taught any skills other than hauling, and thus will not follow their master into battle.<br />
<br />
Unlike other animals with the hauling training, these dryads will constantly haul as long as there's hauling to do, rather than at random intervals. They can carry 50 units of any item (carrying capacity), and are rather slow, moving about half as fast as a human. Overall better than a human at hauling, because 4 of them will haul all day long for however much work it is to prune the tree.<br />
<br />
==Version history==<br />
* [[Ideology DLC]] Release - Added.<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Dryad]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Tinctoria&diff=87589Tinctoria2021-07-23T14:51:58Z<p>Jimyoda: </p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Tinctoria<br />
| image = Tinctoria.png|Tinctoria<br />
| description = <br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = <br />
| cover = <br />
| beauty = <br />
| flammability = <br />
| grow days = <br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = <br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = <br />
| fertility sensitivity = <br />
| nutrition = <br />
| sowTags = <br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Tinctoria''' is ??<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:Waf9en0z76qrip3h&topic_postId=wak1st6ai8ezv159&topic_revId=wak1st6ai8ezv159&action=single-viewTopic:Waf9en0z76qrip3h2021-06-09T18:56:51Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Waf9en0z76qrip3h&topic_showPostId=wak1st6ai8ezv159#flow-post-wak1st6ai8ezv159">commented</a> on "New Pages" (<em>Right, the recommended way is to create your own sandbox. In the search box, enter your username immediately followed by /sandbox. On the...</em>)</span>Jimyodahttps://rimworldwiki.com/index.php?title=Version/1.2.3005&diff=86397Version/1.2.30052021-05-25T00:41:58Z<p>Jimyoda: Created page with "{{Version Nav}} ''Released May 24, 2021'' Hey everyone - Just another languages and names update here. This version updates community-created language data and adds the late..."</p>
<hr />
<div>{{Version Nav}}<br />
''Released May 24, 2021''<br />
<br />
Hey everyone - Just another languages and names update here.<br />
<br />
This version updates community-created language data and adds the latest batch of names from users who bought the Name in Game version of RimWorld. There have been no functionality changes. All savegames and mods should be compatible.<br />
<br />
EDIT: In addition, the version 1.1 beta branches have been combined into one, called version-1.1. If you're playing with content or mods from 1.1, this is the branch you should switch to. Sorry if this interrupted your play!</div>Jimyodahttps://rimworldwiki.com/index.php?title=About_RimWorld&diff=86159About RimWorld2021-05-18T03:03:12Z<p>Jimyoda: </p>
<hr />
<div>{{TOCright}}<br />
<br />
'''A sci-fi colony sim driven by an intelligent AI storyteller.'''<br />
----<br />
'''RimWorld''' follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of ''[https://en.wikipedia.org/wiki/Firefly_(TV_series) Firefly]'', the deep simulation of ''[https://en.wikipedia.org/wiki/Dwarf_Fortress Dwarf Fortress]'', and the epic scale of ''[https://en.wikipedia.org/wiki/Dune_(video_game) Dune]'' and ''[https://en.wikipedia.org/wiki/Warhammer_40,000 Warhammer 40,000]''.<br />
<br />
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunneling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.<br />
<br />
<br />
{{#ev:youtube|3tDrxOASUog|600}}<br />
<br />
RimWorld is available for ''Windows'', ''Mac'' and ''Linux'' and can be [https://rimworldgame.com purchased directly from the developer]. The game is distributed by DRM-free download. RimWorld is developed by [https://tynansylvester.com/ Tynan Sylvester] and [https://ludeon.com/blog/ Ludeon Studios], and they've been improving it since its first public release on November 4, 2013.<br />
<br />
== The AI Storyteller ==<br />
RimWorld is not designed as a competitive strategy game, but as a ''story generator''. It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony. The game creates events like pirate raids, trader arrivals, and other [[events]]. But these events aren't random. RimWorld uses an ''AI Storyteller'' (modeled after the AI Director from Left 4 Dead) who analyzes your situation and decides which event she thinks will make the best story.<br />
<br />
There are three storytellers to choose from: The carefully-paced [[Cassandra Classic]], the slower-paced, building-oriented [[Phoebe Chillax]], and the totally unpredictable [[Randy Random]].<br />
<br />
== A motley crew ==<br />
In RimWorld, your colonists are not professional settlers – they’re survivors from a crashed passenger liner. They'll be accountants, homemakers, journalists, cooks, nobles, urchins, and soldiers.<br />
<br />
A nobleman will be great at social skills (for recruiting prisoners or negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically-engineered assassin can do nothing but kill – but he does that very well.<br />
<br />
Each character has personality [[traits]]. Neurotic colonists work faster, but are more stressed and prone to mental breaks. Abrasive characters will interact poorly and harm the mood of those around them. A nudist loves to be naked, while a cannibal gets a rush from consuming human flesh.<br />
<br />
Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.<br />
<br />
You’ll acquire more colonists by taking in refugees, capturing people in combat and turning them to your side, buying them from slave traders, rescuing them, or taking in migrants.<br />
<br />
== Health modeling ==<br />
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still run on the other three!<br />
<br />
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.<br />
<br />
Diseases are a serious threat. Open wounds will get infected. Flu and plague can appear anywhere, and tropical rainforest areas are rife with malaria and sleeping sickness. As colonists age, they can develop chronic conditions like cataracts or bad backs.<br />
<br />
== Seasons and temperature ==<br />
Temperatures are modeled both outdoors and indoors. As the seasons turn, the outdoor temperatures will rise and fall. Plants only grow in some temperatures. When it gets cold, it will snow. People can get hypothermia or heatstroke.<br />
<br />
You can control indoor temperatures with heaters and air conditioners to aid survival and comfort, or prevent food from rotting. You can even build deadly temperature traps to cook enemies alive.<br />
<br />
== World generation and biomes ==<br />
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle.<br />
<br />
Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. The challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a short growing season.<br />
<br />
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and more, as well as exotic alien-like lifeforms.<br />
<br />
== The tactics engine ==<br />
RimWorld uses an engine that was originally developed to power a tactical combat sim similar to ''Jagged Alliance 2''. This means it has a lot of features designed to make small-team firefights interesting. For example:<br />
<br />
* There's a cover system that models low cover and leaning around corners.<br />
* There's a really nuanced algorithm for determining and reporting hit chances based on distance, skill, weapon, lighting, angle, and cover.<br />
* Weapons have some pretty deep stats.<br />
* The AI plans and executes tactical moves like flanking while trying to stay out of the enemy's line of fire. It uses a number of heuristic algorithms to analyze the battlefield and use the space effectively. It works with allies and avoids bunching up.<br />
<br />
Because of how important cover and positioning are in gunfights, combat interacts deeply with the colony's layout and structure. Players have to think about how they want to position their constructions to maximum advantage in future firefights, and it's possible to build a wide variety of base configurations for maximum tactical advantage against diverse foes. Combat in general is a lot more interesting than the traditional trading of blows you might expect in a base-building game.<br />
<br />
== The teaching system ==<br />
This kind of game can be really hard to learn. So Ludeon Studios have created an adaptive teaching system that watches your actions to figure out which parts of the game you understand, and teaches the parts you're missing. If you don't understand a control, the game will notice and help you out unobtrusively. If you already know something, the game won't interrupt you.<br />
<br />
RimWorld also uses a notification system to make sure you don't miss anything that needs looking at. If you're low on food, or a colonist is about to go berserk, a message hovers in the corner of the screen informing you of the fact. No more getting annihilated because you missed some little detail. If you get annihilated, it'll be for a totally legitimate reason.<br />
<br />
== Psychology ==<br />
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If a colonist is too stressed, they might lash out or break down.<br />
<br />
When a colonist becomes too stressed, they may suffer a [[mental break]]. Some will give up and wander the colony for a time. Some will leave. And some will, in dwarfish fashion, become psychotic and throw a violent tantrum.<br />
<br />
== The universe ==<br />
The RimWorld universe consists of a variety of planets including:<br />
* Glitterworlds - these are high-tech planets with advanced society and culture. They are the most idyllic and sought-after locations for space travelers to settle, and have low rates of crime, poverty and unemployment. Glitterworlds export many products, of which several are notable in the game. These include [[Armor#Power Armor|power armor]], [[Spacer Weapons|spacer weapons]], [[Joywire|joywire technology]] and, of course, [[glitterworld medicine]].<br />
<br />
* Midworlds - planets that would be the most familiar to a modern reader. These places are much like present-day Earth.<br />
<br />
* Rimworlds - planets that lie at the outer edge of known space, far from the civilized core worlds.<br />
<br />
RimWorld is the story of survivors on one of these rimworlds. The flavor of RimWorld is a mix between hard sci-fi and the Old West. The planet is vast and mostly empty, and there are no strong civilizing authorities anywhere nearby. You're on your own.<br />
<br />
The core idea in the RimWorld universe is diversity of human conditions. In this setting, humanity is spread across the galaxy, yet lacks any way of traveling or communicating faster than light. Combined with the fact that stellar civilizations regress (due to war or plague) as often as they progress, this means that someone traveling between stars may end up interacting with people at any level of development, from pre-agricultural tribes to transcendent machine gods.<br />
<br />
Your starting colonists in RimWorld [[scenario system|crashlanded scenario]] are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a shotgun, a charged-shot pulse rifle, and a biomechanical killing machine.<br />
<br />
== See also ==<br />
* [[Basics]]<br />
* [[Colony Building Guide]]<br />
<br />
<br />
[[Category:RimWorld game]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W75h43qb1w6s8y31&topic_postId=w7eqhdrq10eui8p9&topic_revId=w7eqhdrq10eui8p9&action=single-viewTopic:W75h43qb1w6s8y312021-04-19T22:07:03Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W75h43qb1w6s8y31&topic_showPostId=w7eqhdrq10eui8p9#flow-post-w7eqhdrq10eui8p9">commented</a> on "Please teach me the more in depth things of wiki editing" (<em>Call a template by enclosing it in braces like this: {{template}} Some templates take parameters, like {{delete|reason=The item on this p...</em>)</span>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W75h43qb1w6s8y31&topic_postId=w75klphizspqsdql&topic_revId=w75klphizspqsdql&action=single-viewTopic:W75h43qb1w6s8y312021-04-15T19:23:36Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W75h43qb1w6s8y31&topic_showPostId=w75klphizspqsdql#flow-post-w75klphizspqsdql">commented</a> on "Please teach me the more in depth things of wiki editing" (<em>Usually when adding an infobox to a page I find another page that's very similar. So if adding a melee weapon, I'll find another melee we...</em>)</span>Jimyodahttps://rimworldwiki.com/index.php?title=Battery&diff=84313Battery2021-04-12T20:27:00Z<p>Jimyoda: Suppressed infobox transclusion.</p>
<hr />
<div><noinclude>{{rewrite|reason=Format standardizations and independence fixes required as [[Power]] relies on this page}}{{infobox main|building|<br />
|name = Battery<br />
|image = Battery.jpg|Battery<br />
|description = Stores electricity for later use. Charged batteries explode when exposed to rain or fire.<br />
|type = Buildings<br />
|type2 = Power<br />
|placeable = Yes<br />
|size = 1 ˣ 2<br />
|hp = 100<br />
|efficiency = 50%<br />
|power = <br />
|work to make = 800<br />
|resource 1 = Steel<br />
|resource 1 amount = 70 <br />
|resource 2 = Component <br />
|resource 2 amount = 2<br />
|deconstruct yield = {{icon|metal|52}} + {{icon|component|1}}<br />
| skill 1 = Construction<br />
| skill 1 level = 6<br />
|beauty = -15<br />
|mass base = 20<br />
|flammability = 1.0<br />
|cover = 0.4<br />
}}</noinclude><br />
{{Info|The '''battery''' is an electric device that can even out the power supply on an electric grid. It will provide enough power to compensate for any deficit, while charge remains. If there is surplus power, the battery will recharge, but only at 50% efficiency (half the energy is lost). The charge capacity is 600 Watt-days. Batteries self-discharge at a rate of 5 W, even while disconnected, and need to be operated under a roof to keep them dry (rain or snowfall will quickly cause an explosion).}}<br />
<br />
== Usage ==<br />
'''Batteries are built, moved and stored like other kinds of movable furniture.''' They will keep their charge while stored ("minified") or disconnected, only discharging at the normal rate of 5 W (self-discharge).<br />
<br />
With regards to power production, they behave like the other electric buildings in the game. All power consumers can connect to batteries in the same way as to other power sources: within a 5-tile radius, a device can directly connect to a battery (or array of batteries), without power conduits in between.<br />
<br />
In order to charge a battery, it has to be directly connected to a power grid with excess power. It is not possible to connect to batteries "through" power consumers (this is because consumers can not be connected to more than one power grid at the same time).<br />
<br />
Just like the other power producing buildings, a battery '''acts as a power conduit''' on the 2 tiles it covers.<br />
<br />
Installed batteries '''can not be switched off manually'''. As long as at least one consumer is connected, the battery will provide power during a deficit, and also be vulnerable to the short-circuit event.<br />
<br />
Installed batteries '''need to be kept dry'''. If outdoors, a roof has to be built over the tiles occupied by the battery. If a battery becomes wet (either due to rain or snowfall), there is a very high chance of a short circuit, causing an explosion and fire (probably spreading to adjacent batteries and connected devices). At least the rain will usually extinguish the fire...<br />
<br />
Damage to a battery does not change its other properties and does not cause discharge (eg. a 1 hitpoint battery has the same capacity and wattage as a 100 hitpoint battery).<br />
<br />
== Batteries as power supplies ==<br />
Consumers can connect to batteries directly, up to a distance of 5 tiles away, by using the ''reconnect'' action on the consumer until it is connected to the battery.<br />
<br />
The battery can also be connected to a power grid like any other power generator. Simply placing the battery next to a generator, power conduit, switch or another battery will connect it to the respective power grid.<br />
<br />
As a power supply, the battery behaves just like any other power source in the game (eg. generators or solar panels), but each battery will deliver an unlimited amount of power. This means that any ''wattage'' can be delivered until the battery is completely discharged. It makes the battery not only convenient as buffers for wind turbines and solar panels, but also to cover arbitrary spikes in power usage, usually caused by turret arrays and other heavy power consumers that are only brought on-line sporadically.<br />
<br />
The power output of a battery is theoretically unlimited. Even a huge colony that demands, say, 30,000 W of power can be powered by a single battery (but only for about 1 in-game hour if the battery is fully charged). Adding more batteries is only necessary to lengthen the time span.<br />
<br />
If more than one battery is on the same power grid, all batteries with remaining charge will share the power load evenly.<br />
<br />
The maximum amount of energy provided per battery is 600 Wd (''watt-days'') for a fully charged battery. Eg. if exactly 595 W were drawn, a single battery would last exactly 1 in-game day (taking into account the 5 W of self-discharge). If only 295 W are drawn, it lasts for 2 days, etc. Since maximum power draw is unlimited it is – theoretically – possible to empty a full battery in 1 tick of game time (instantly).<br />
<br />
A disconnected battery will discharge at a rate of 5 W. This means that a fully charged battery can be stored for 120 days (2 in-game years) until depleted.<br />
<br />
== Charging ==<br />
Batteries charge automatically while connected to a power grid with excess power. Selecting the battery will show the current charge status in the information window.<br />
<br />
The power used for charging is unlimited, ie. charging batteries will always draw all power that is not used by other consumers, so they never cause a power deficiency on the grid. All batteries on a grid will share charging power fairly.<br />
<br />
Only half the power used for charging is stored as energy, ie. the ''charge efficiency'' is 50%. In other words, to fully charge an empty battery, 1200 Wd of energy must be provided (in addition to a constant 5 W to cover the self-discharge), but only 600 Wd will get stored.<br />
<br />
As an example, connecting an empty battery to a power grid with exactly 1205 W of available power will charge it to full in exactly 1 in-game day. If more power was available, charging would complete more quickly. 5 W of charging power would keep the battery at exactly the present charge level, merely nullifying the self-discharge.<br />
<br />
In practice, the self-discharge can usually be ignored.<br />
<br />
== Constructing, moving and storing ==<br />
Batteries behave exactly like other furniture items in the game: they have to be constructed on solid terrain, using the construction skill. It takes 14 work units to build, and can be done even at construction level 0.<br />
<br />
After construction, they can be uninstalled like furniture, and then moved to storage, taken to a character's inventory or on a caravan. Uninstalling and reinstalling does not cause additional charge loss, beyond the 5 W of self-discharge that always applies.<br />
<br />
It is possible to take charged batteries on caravans as a power source for camps and newly founded colonies.<br />
<br />
Batteries that are not installed can be stored in the open, also in rain or snowfall, as they can not short circuit. Like other furniture, they are not subject to ''decay''.<br />
<br />
== Hazards ==<br />
'''Batteries are very likely to explode in rain and snowfall'''. This can be completely avoided by keeping installed batteries under a roof; keeping them indoors is not necessary. The resulting explosion will not cause any discharge, but it will heavily damage the battery, and possibly surrounding structures as well, also causing a fire.<br />
<br />
'''Batteries make the [[Events#Faulty Conduit Explosion|short circuit]] event ("Zzztt...") more dangerous:''' all affected batteries will instantly discharge, causing an explosion in addition to the fire that is normally caused by the event. The more batteries are connected, the larger the explosion. However: ''"Zzztt" happens to conduits, not batteries.'' A short circuit can still happen in a zero-battery power grid, but will only cause a one-tile fire and no explosion. Empty batteries will not affect the event.<br />
<br />
It is not the batteries that explode, but a random area around the affected power-conduit. This could be right next to a battery, or a long distance away from it.<br />
<br />
The short circuit event can be completely avoided if there are no ''power conduits'' connected to the battery. You can disconnect the batteries from the main power grid with a power switch. The switch needs to be placed directly next to the battery array, separating the power conduits on the main grid from the batteries. The batteries are only protected if the switch is turned off, separating the connection. This makes the solution impractical for batteries that need to be always online.<br />
<br />
[[File:Zero_conduit_freezer.jpg|300px|thumb|right|Batteries connect directly to the wind turbine and the attached coolers, with no conduits. This power grid will only "Zzztt" if the batteries get rained on.]]<br />
<br />
It is also possible to avoid building any ''power conduits'' at all. This is only feasible for small, self-contained installations. The batteries themselves, as well as other power generating buildings, have built-in power conduits, but these are immune to short circuits. Because appliances can directly connect to batteries and generators, you can construct conduit-free power grids with some careful planning.<br />
<br />
If the above measures are impractical, [[firefoam popper]]s should be installed where an explosion would cause a lot of damage, such as inside a hydroponics facility or a storage area.<br />
<br />
Battery performance is not affected by temperature. Somewhat contrary to the in-game description, the battery is not more susceptible to heat than other, comparable flammable structures. Even the most extreme heat waves will not make a battery explode or catch fire. It is therefore not necessary to keep batteries climatized.<br />
<br />
== Strategy ==<br />
Batteries are useful in most colonies, even if the colony does not rely on unstable power sources like [[solar panel]]s and [[wind turbine]]s.<br />
<br />
If only renewable energy is used, at least one battery is mandatory, because sufficient power supply can never be guaranteed. Solar panels produce no power during the night and during an eclipse, and wind turbines are completely unreliable. If the colony has no other backup power source, it is highly recommended to keep some additional batteries behind a [[power switch]] on a separate network (see ''Hazards'' above), so they can be brought online in the case of a ''short circuit'' event.<br />
<br />
Alternatively, some batteries can also be stored in a warehouse, and then placed down anywhere on the power grid on demand. This makes switches unnecessary.<br />
<br />
Batteries can also be used to make fueled generators more economical. These generators provide constant power, but they also burn their fuel at a constant rate – no matter how much power is actually used. If you connect some batteries, you can at least catch half of the otherwise wasted energy, and then disable the generator until the batteries run dry. This will save 100% of the fuel for the time the generator is offline. This is especially helpful in the early game, where you might not even have enough power draw to fully load a single generator, and fuel will be usually scarce as well.<br />
<br />
The energy stored by even a single battery is very high. 600 Wd are enough to power, for example, three [[cooler]]s at full power draw for an entire day, with no other source of power available. Therefore, building a lot of batteries ("just to be safe") is not necessary, or even harmful. Unless you take complex and expensive measures to avoid the ''short circuit'' event, having too many batteries online is a liability. Examine closely how much energy storage you need, and do not build more than that. <br />
<br />
When you calculate the battery capacity that is necessary when using renewable energy, keep in mind that charge efficiency is only 50%. That is, only half of any excess energy will be effectively usable. This is particularly relevant when planning a greenhouse setup, of [[hydroponics basin]]s and a [[sun lamp]]. The ''sun lamp'' will draw 2900 W during the day, and 0 W during the night, for an average demand of 1450 W. However, it is not sufficient to generate only 1450 W at all times, hoping that a 3-battery array will even out the difference in power draw. This is because during the night, only half of the extra 1450 W will effectively charge the batteries, storing 8,700 Wh of energy (~360 Wd). This will only be enough to power the sun-lamp for 6 hours during the day. For the remaining 6 hours, the missing 1450 W will have to be provided by other means (usually a solar panel). Simply adding more batteries will not change this. Two batteries will provide enough buffering in this scenario.<br />
<br />
The example setup, including 24 hydroponics basins, can be fully powered by one geothermal generator and a solar panel, connected to a single buffer battery.<br />
<br />
Even in colonies that do not use wind or solar energy, batteries are useful to cover spikes in power usage, usually caused by turret arrays and devices like crematoriums, smelters and mineral scanners that are only brought online intermittently. A battery can cover arbitrarily high power needs, the size of the array only changes for how long that is possible.<br />
<br />
As an example, an array of 20 mini-turrets and 4 autocannon turrets draws 3200 W of power. Instead of building another geothermal generator that would cover this, even a single charged battery can power this entire setup for more than 4 in-game hours. An array of 5 batteries can power the defenses for an entire in-game day. The battery array should be isolated with two power switches from the security grid and main power grid. This makes it then also very easy to power the entire setup with a single switch, as well as keep the batteries safe from the ''short circuit'' event.<br />
<br />
</onlyinclude><br />
<noinclude><br />
== Version history ==<br />
* [[Version/0.0.245|0.0.245]] - Charged batteries now explode while burning.<br />
</noinclude><br />
<br />
{{nav|power|wide}}<br />
[[Category:Buildings]]<br />
[[Category:Power]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=84312RimWorld Wiki:To-do2021-04-12T20:20:08Z<p>Jimyoda: /* Pages wanted */ Added monument as wanted page.</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 and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be rewritten]]''<br />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
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===Image(s) wanted===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages that need images]]''<br />
{{#ask: [[Category:Pages that need images]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<br />
<br />
* [[Monument]] (Royalty DLC)<br />
<br />
===Stubs===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Stubs]]''<br />
{{#ask: [[Category:Stubs]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
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===Pages to be Moved===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be moved]]''<br />
{{#ask: [[Category:Pages to be moved]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
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===Pages to be Recoded===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#ask: [[Category:Pages to be recoded]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
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===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#ask: [[Category:Pages using duplicate arguments in template calls]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* <s>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.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:02, 12 April 2021 (UTC)<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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<br />
* Fix: Insect [[glowpod]]s 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: Pawn can get random [[inspiration]] while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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 [[Psycasts#skip|skip]] them.<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: Incorrect calculation for [[packaged survival meal]] bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:46, 8 April 2021 (UTC)<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**<s>[[Husky]] body sizes reduced slightly</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:50, 6 April 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=84311RimWorld Wiki:To-do2021-04-12T20:02:44Z<p>Jimyoda: /* New stuff: Royalty expansion */</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 and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be rewritten]]''<br />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Image(s) wanted===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages that need images]]''<br />
{{#ask: [[Category:Pages that need images]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<br />
<br />
===Stubs===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Stubs]]''<br />
{{#ask: [[Category:Stubs]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
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===Pages to be Moved===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be moved]]''<br />
{{#ask: [[Category:Pages to be moved]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#ask: [[Category:Pages to be recoded]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#ask: [[Category:Pages using duplicate arguments in template calls]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* <s>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.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:02, 12 April 2021 (UTC)<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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<br />
* Fix: Insect [[glowpod]]s 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: Pawn can get random [[inspiration]] while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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 [[Psycasts#skip|skip]] them.<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: Incorrect calculation for [[packaged survival meal]] bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:46, 8 April 2021 (UTC)<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**<s>[[Husky]] body sizes reduced slightly</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:50, 6 April 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_postId=w6yohmrkm54kwh3h&topic_revId=w6yohmrkm54kwh3h&action=single-viewTopic:W6s8q6l7mogzjedp2021-04-12T17:08:23Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_showPostId=w6yohmrkm54kwh3h#flow-post-w6yohmrkm54kwh3h">commented</a> on "https://rimworldwiki.com/wiki/Thoughts/Situation_Needs" (<em>If you don't have page creation rights yet then feel free to experiment using the Sandbox.</em>)</span>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_postId=w6sdryg0jb9zp30t&topic_revId=w6sdvj5n45h8uob1&action=single-viewTopic:W6s8q6l7mogzjedp2021-04-09T21:19:13Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_showPostId=w6sdryg0jb9zp30t#flow-post-w6sdryg0jb9zp30t">post</a> on "https://rimworldwiki.com/wiki/Thoughts/Situation_Needs"</span>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_postId=w6sdryg0jb9zp30t&topic_revId=w6sdtk6ng7o0fte5&action=single-viewTopic:W6s8q6l7mogzjedp2021-04-09T21:18:14Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_showPostId=w6sdryg0jb9zp30t#flow-post-w6sdryg0jb9zp30t">post</a> on "https://rimworldwiki.com/wiki/Thoughts/Situation_Needs"</span>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_postId=w6sdryg0jb9zp30t&topic_revId=w6sdslat3u3jhnyl&action=single-viewTopic:W6s8q6l7mogzjedp2021-04-09T21:17:45Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_showPostId=w6sdryg0jb9zp30t#flow-post-w6sdryg0jb9zp30t">post</a> on "https://rimworldwiki.com/wiki/Thoughts/Situation_Needs"</span>Jimyodahttps://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_postId=w6sdryg0jb9zp30t&topic_revId=w6sdryg0jb9zp30t&action=single-viewTopic:W6s8q6l7mogzjedp2021-04-09T21:17:26Z<span class="plainlinks"><a href="/wiki/User:Jimyoda" class="mw-userlink" title="User:Jimyoda"><bdi>Jimyoda</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jimyoda" class="mw-usertoollinks-talk" title="User talk:Jimyoda">talk</a> | <a href="/wiki/Special:Contributions/Jimyoda" class="mw-usertoollinks-contribs" title="Special:Contributions/Jimyoda">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W6s8q6l7mogzjedp&topic_showPostId=w6sdryg0jb9zp30t#flow-post-w6sdryg0jb9zp30t">commented</a> on "https://rimworldwiki.com/wiki/Thoughts/Situation_Needs" (<em>Usually left-aligned looks much better than center-aligned, but in this case not necessarily. Here, left-aligned looks proper but somewha...</em>)</span>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=84202RimWorld Wiki:To-do2021-04-08T04:46:16Z<p>Jimyoda: /* Balance */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
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===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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
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* [[Lightning]]<br />
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* [[Meditation spot]]<br />
* [[Ship landing beacon]]<br />
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===Stubs===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Stubs]]''<br />
{{#cargo_query:<br />
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|where=_categories HOLDS 'Stubs'<br />
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===Pages to be Moved===<br />
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{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>You can only sow trees which grow naturally in the local biome. This includes saguaro cactus.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 04:46, 8 April 2021 (UTC)<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**<s>[[Husky]] body sizes reduced slightly</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:50, 6 April 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83986RimWorld Wiki:To-do2021-04-06T22:21:52Z<p>Jimyoda: /* Balance */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**<s>[[Husky]] body sizes reduced slightly</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:50, 6 April 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Thoughts/Situation_General&diff=83985Thoughts/Situation General2021-04-06T22:21:01Z<p>Jimyoda: </p>
<hr />
<div><!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.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 />
! [[Mood#In darkness| In darkness]]<br />
| I've been in the dark for a while. I don't like it.<br /> ''Nullifying [[traits]]: Undergrounder, Night owl || -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Ratty apparel| Ratty apparel]]<br />
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Tattered apparel| Tattered apparel]]<br />
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Wearing wrong genders apparel| Wearing <other gender's> apparel]]<br />
| I'm wearing apparel that was clearly made for <other gender>s! This is embarrassing.|| -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Dead man's <name>| Dead man's <name>]]<br />
| I am wearing apparel that someone died in. It creeps me out and feels dirty.<br /> ''Nullifying [[traits]]: Bloodlust || -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Dead man's <name> (+1)| Dead man's <name> (+1)]]<br />
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.<br /> ''Nullifying [[traits]]: Bloodlust || -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Dead man's <name> (+2)| Dead man's <name> (+2)]]<br />
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.<br /> ''Nullifying [[traits]]: Bloodlust || -8 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Dead man's <name> etc| Dead man's <name> etc]]<br />
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.<br /> ''Nullifying [[traits]]: Bloodlust || -14 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name>| Human leather <name>]]<br />
| Wearing human leather is disturbing. Who could do this?<br /> ''Nullifying [[traits]]: Bloodlust, Cannibal || -2 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> (+1)| Human leather <name> (+1)]]<br />
| I'm dressed like an insane person.<br /> ''Nullifying [[traits]]: Bloodlust, Cannibal || -4 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> (+2)| Human leather <name> (+2)]]<br />
| I think there may be a face on my clothes. Oh, no, my clothes *are* a face.<br /> ''Nullifying [[traits]]: Bloodlust, Cannibal || -6 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> etc| Human leather <name> etc]]<br />
| I look like a freak from a horror show, and I feel like I'm in a horror show.<br /> ''Nullifying [[traits]]: Bloodlust, Cannibal || -8 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name>| Human leather <name>]]<br />
| I enjoy wearing the suffering of others. <br> ''Applicable [[traits]]: Bloodlust, Cannibal || +2 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> (+1)| Human leather <name> (+1)]]<br />
| This will scare them. All will know my power. <br> ''Applicable [[traits]]: Bloodlust, Cannibal|| +4 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> (+2)| Human leather <name> (+2)]]<br />
| The faces on my clothes aren't smiling, but they make *me* happy. <br> ''Applicable [[traits]]: Bloodlust, Cannibal|| +6 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Human leather <name> etc| Human leather <name> etc]]<br />
| The flesh! The flesh signals my triumph! <br> ''Applicable [[traits]]: Bloodlust, Cannibal|| +8 || N/A || 1 || N/A<br />
|-<br />
<br />
! [[Mood#Sick| Sick]]<br />
| I don't feel very well, I'm sick. || -5 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Cold| Chilly]]<br />
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Cold| Cold]]<br />
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Cold| Numbing cold]]<br />
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Cold| Absolutely freezing]]<br />
| My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. || -16 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Hot| Sweaty]]<br />
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Hot| Hot]]<br />
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Hot| Sweltering hot]]<br />
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A<br />
|-<br />
! [[Mood#Hot| Blistering hot]]<br />
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A<br />
|}<br />
<noinclude>[[Category:Thoughts]]</noinclude></div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83969RimWorld Wiki:To-do2021-04-06T02:50:50Z<p>Jimyoda: /* Animal */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**<s>[[Husky]] body sizes reduced slightly</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:50, 6 April 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83951RimWorld Wiki:To-do2021-04-05T16:53:53Z<p>Jimyoda: /* Adjustments */</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 />
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''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be rewritten]]''<br />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
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===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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
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===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<br />
*<s>Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins.</s> Internal change, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:53, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83950RimWorld Wiki:To-do2021-04-05T16:50:18Z<p>Jimyoda: /* Adjustments */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<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 />
*<s>Added new body impact visual effects for when a creature gets hit by a projectile.</s> Minor graphic detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 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 />
*<s>[[Stomach]] is no longer a vital organ.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*<s>Insect hives slowly heal over the course of days.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*<s>Trade price improvement from negotiator is now reported on the trade screen.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*<s>Pawns now sometimes take the family name of their partner upon marriage.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Endings&diff=83949Endings2021-04-05T16:49:09Z<p>Jimyoda: /* Ship Launch */</p>
<hr />
<div><!--{{TOCright}}--><br />
While RimWorld can be played for several hours or indefinitely, the game can come to an end in a few different ways.<br />
<p>''For endgame tips, see [[Advanced_Endgame_Guide#Ending_the_game|Advanced Endgame Guide - Ending the game]].''</p><br />
<br />
===Colony End===<br />
If and when the final [[colonist]] is lost (dead, kidnapped or left the planet), the game will present a message that everyone is dead or gone. You can exit to the main menu or 'Keep playing'. If you continue playing, there is very little to do, but time continues to pass and events still trigger. If the 'wanderer joins' or 'refugee chased' events trigger, you can resume playing.<br />
<br />
===Ship Launch===<br />
If a [[ship|spaceship]] is constructed you can load some or all of the colonists into the [[ship cryptosleep casket]]s to depart the planet.<br />
<p> To launch the ship, select the [[ship computer core]] and click the 'Launch ship' button. Starting up the ship takes 15 days, during which your colony will be attacked frequently. Any colonists not on the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.</p><br />
<br />
=== Journey Offer ===<br />
<br />
After a short time the game will present a message that a friendly AI has offered you passage on his spaceship. The location is marked on the world map by a purple flag (or circle when zoomed in) and will be a considerable distance away. You can send colonists there by [[caravan]] or land in by [[transport pod]], but the long journey will take many legs. <br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Charlon Whitestone.png|'''Charlon Whitestone friendly AI'''<br />
File:Journey destination.png|'''Journey destination'''<br />
</gallery><br />
<br />
Launching the friendly ship is much the same as launching a colony ship.<br />
<br />
To launch the ship, select the group of colonists at the journey destination and click the 'Take off' button. Any colonists not with the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.<br />
<br />
=== Leave with the Stellarch (Royalty DLC) ===<br />
<br />
An alternative game ending with the DLC "Royalty", it gives you the quest "Royal Ascent" in which you must have the Stellarch himself visit your colony together with 4 of his personal guards and you must house them for 12 days. You need to have a Count or Countess as well as having enough throne & Bedrooms for your nobility that meets their standards as well as an extra for the Stellarch himself. While the Stellarch is visiting you must keep him safe from harm and keep his mood above 25%.<br />
<br />
[[Category:Game mechanics]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Events&diff=83948Events2021-04-05T16:45:59Z<p>Jimyoda: /* Marriage is on! */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{Rewrite}}<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 supplies airdropped in to build 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. Once the attackers are all dead or retreated, 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 in an open space 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. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. 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 />
==== Too deep: Infestation ====<br />
<br />
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony. This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations. It seems to happen only at deep drills currently being used.<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 (though 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. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while 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.<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. Psychically insane animals are not [[Scaria]] infected.<br />
<br />
== Special ==<br />
Special events may have prerequisites or only occur during certain circumstances.<br />
<br />
=== About: Launching the ship ===<br />
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].<br />
<br />
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built. Once turned on, the number of raids will greatly increase for the next 15 days.<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 caskets 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 you are allied with at least one other faction.<br />
<br />
Allied 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 relations, or the allied faction may send them on their own at no cost to relations. 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.(Outdated Textures)]]<br />
<br />
This event can only happen once per playthrough. Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.<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. If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.<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 and the necessary research (ship cryptosleep caskets).<br />
<br />
{{clear}}<br />
<br />
=== Man in black ===<br />
<br />
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. <br />
<br />
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)<br />
<br />
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.<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 humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.<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.<br />
<br />
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.<br />
<br />
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 />
=== Reactor ready ===<br />
<br />
You have completed the 15 day warm up period for starting a [[ship reactor]]. If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.<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 and 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. Damage is dealt to the head and shoulders. 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 />
=== Trauma savant ===<br />
<br />
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.<br />
<br />
A colonist 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 />
===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. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow.<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 />
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.<br />
<br />
==Small Threats==<br />
<br />
===(Animal) Revenge===<br />
<br />
An animal that was harmed will go mad and target whomever hurt it. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in "no immediate danger." However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.<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 />
[[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]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) 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 />
As of 1.0, the incident now only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]].<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 manually selected for cutting or burned.<br />
<br />
The blight starts at 10% severity, on 20% of your plants (40% initial plants affected has been witnessed in December of 2020). 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 />
{{clear}}<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 />
==== Defoliator Ship ====<br />
<br />
A crashed defoliator 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 Defoliator 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 pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner 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 between 1.5 and 3.5 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 pawns 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.<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 />
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.<br />
<br />
=== Eclipse ===<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 />
It lasts between 0.75 and 1.25 days.<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 and 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. It lasts between 0.075 and 0.1 days.<br />
<br />
[[File:FlashstormScreenshot.png|400px]]<br />
<br />
=== Heat wave ===<br />
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for between 1.5 and 3.5 days. It only occurs when the map's summer temperature is at least 20&nbsp;°C.<br />
<br />
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals. It is often necessary to immediately build [[passive cooler]]s to deal with the heat.<br />
<br />
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors. Appropriate apparel will not avoid the mood debuff from "sleeping in the heat".<br />
<br />
Colonists will complain about the heat, especially when 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.<br />
<br />
Some animals will leave the map if the temperature is too far outside their comfortable range. Visiting colonists and traders will also leave.<br />
<br />
=== Hostile: (Faction) ===<br />
<br />
Relations with a rough outlander union or a rough tribe will decay over time. If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.<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, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.<br />
<br />
Colonists or prisoners having a break may 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.<br />
<br />
Depending on the nature of the mental break, there are several ways to handle the situation:<br />
* Wall the person in – this is only possible if they wander to a suitable location.<br />
* Try to arrest them. They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff ("I was arrested!") after you release them from jail.<br />
* Wait out the situation - This takes a while for most minor breaks. <br />
<br />
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that). <br />
<br />
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.<br />
<br />
After the break ends, the affected person will get a substantial mood ''buff'' of +40 ("Catharsis"["It feels good to unbottle my feelings"]) that lasts several days. This usually, effectively, makes them immune to further mental breaks for the duration. If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).<br />
<br />
=== (Name): Heart attack ===<br />
<br />
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and 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 />
=== (Pawn) hit trap ===<br />
<br />
One of your dumb colonists or animals stepped on one of your traps and managed to set it off. <br />
<br />
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.<br />
<br />
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.<br />
<br />
=== (Predator) hunting (Pawn) ===<br />
<br />
A wild predator has targeted one of your colonists or animals for killing and eating! You may want to get this colonist or animal to safety. Drafted colonists will defend themselves. To defend your animals, if there is enough distance, zone them to safety. Otherwise, move a drafted colonist to fire on the predator.<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. Using bare fists or blunt weapons is advised when containing a prison break. 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 />
'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 />
Lasts between 0.75 and 1.75 days.<br />
<br />
=== Rejected proposal ===<br />
<br />
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days. They 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 devices to stop working for the duration of the event.<br />
<br />
* Colonies that rely on turrets for defense will become vulnerable to raids.<br />
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside. If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.<br />
* Heaters and coolers will stop working. If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.<br />
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.<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 />
* Occasionally trade ships may arrive during the event, and it is wise to check out the Comms Console or risk getting the "they left" notification while unaware of their presence.<br />
<br />
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days.<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 an entire season.''"<br />
<br />
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.<br />
<br />
Toxic fallout causes [[Ailments#Toxic Buildup|toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[Injury#Old Age|dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]], carcinomae can be removed surgically.<br />
<br />
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]]. Trees are affected, which can lead to a wood shortage.<br />
<br />
Animals (both domesticated and wild) are also affected by toxic buildup, and will eventually die. This normally means that all wildlife on the map is wiped out during the event. Animals killed with "moderate" or higher toxic buildup will only leave "rotten" bodies that are unsuitable for consumption. Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials. Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. <br />
<br />
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open. Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze. This will protect them from the toxic fallout, and not require you to feed them manually.<br />
<br />
A notification will appear once the fallout has stopped. It lasts from between 2.5 and 10.5 days and will not occur before Day 60 of the colony. <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 produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not 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. It lasts between 7.5 and 40 days.<br />
<br />
== Generally Good ==<br />
<br />
=== AI Core Offer ===<br />
<br />
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship. They will want 1500 silver for this information. However, you can only make this request at the comms console with factions which have at least +40 relations.<br />
<br />
=== Allied: (Faction) ===<br />
<br />
Relations with another faction have risen above +75 and you are now allied with them. They may now [[Events#Friendlies|assist you]] against mutual enemies.<br />
<br />
=== Ambrosia sprout ===<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 [[Ambrosia|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 />
It can only happen in the following [[biomes]]:<br />
* [[Tropical rainforest]]<br />
* [[Tropical swamp]]<br />
* [[Temperate forest]]<br />
* [[Temperate swamp]]<br />
* [[Boreal forest]]<br />
* [[Arid shrubland]]<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 tame, and immediately joins the colony.<br />
<br />
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.<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 and otherwise lasts from 0.125 to 0.35 days.<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), having successful [[#Peace talks|peace talks]] 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 />
This event only occurs in the following biomes:<br />
* [[Sea ice]]<br />
* [[Ice sheet]]<br />
* [[Tundra]]<br />
* [[Desert]]<br />
* [[Extreme desert]]<br />
<br />
=== Inspiration: (Type) ===<br />
<br />
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill. The inspiration usually lasts for around eight days.<br />
<br />
Inspirations can only occur if the colonist is in a very good mood.<br />
<br />
=== Legendary Work ===<br />
<br />
One of your colonists has produced an object of legendary [[quality]].<br />
<br />
=== Marriage is on! ===<br />
A couple that has been together for a while 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. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.<br />
<br />
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved. This can be a major productivity boost, and lead to inspirations across the colony. Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.<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 buff from the event. A quick "draft" and "undraft" should be enough to coerce all capable colonists to attend. Colonists on 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 />
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.<br />
[[File:Marriage is on.png|400px]]<br />
<br />
=== Masterwork ===<br />
One of your colonists has created an item of masterwork quality.<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. They recieve mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.<br />
<br />
=== New recruit ===<br />
<br />
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport_pod_crash|transport pod crash]] victim chooses to join your faction.<br />
<br />
=== Party ===<br />
<br />
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges. 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 will by default 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 in time don't get the mood buffs.<br />
<br />
If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off."<br />
<br />
=== Psychic soothe ===<br />
<br />
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. The event lasts between 1.5 and 3.0 days. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].<br />
<br />
The positive effect will be attenuated by [[psychic foil helmet]]s. Make sure to take them off all colonists for the duration of the event.<br />
<br />
[[File:Psychic soothe.png|400px|left]]<br />
{{clear}}<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) ===<br />
<br />
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.<br />
<br />
You need to build [[orbital trade beacon]]s before contacting them 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 />
=== (Trader type) from (Faction) ===<br />
<br />
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.<br />
<br />
=== Transport pod crash ===<br />
<br />
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods 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 they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.<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 non-hostile 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 (wo)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 with a minimum animals skill of 10 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. It is possible for your colonists the cheat on their lovers who aren't members of your faction.<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 a while 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, the map tile will read: Meteorite (incoming).<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 />
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while 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 />
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more [[ship chunk]]s fall onto the map. They can be deconstructed for [[component]]s and a small amount of [[steel]]. Rarely they can punch through roofs, damaging structures near it. Extremely rarely they can land right on top of a colonist, killing them.<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 />
=== Summer ===<br />
<br />
This event merely informs you that you are ill-prepared for the winter. Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.<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 />
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.<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 a while. 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 />
{{for|a guide to survive these events|World Quests Guide}}<br />
<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 will time 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 are 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, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.<br />
<br />
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.<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 quest ===<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 and 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 />
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 worth 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 wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.<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 />
=== 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, powered and being used.<br />
<br />
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.<br />
<br />
Once colonists reach the spot, a temporary map will be generated with the precious resource 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 />
=== Rescuee joins ===<br />
<br />
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your 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 even possible for animals to lie in wait.<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 />
{{clear}}<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 />
=== Bonded animal's death ===<br />
<br />
Both of these bonded death events were simplified into the [[Events#Death:_(Pawn)]] event.<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 />
<br />
Both of these bonded death events were simplified into the [[Events#Death:_(Pawn)]] event.<br />
<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 />
<br />
=== Breakdown: (Machine) ===<br />
<br />
In previous versions, this was its own event. Now it's just a notification.<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 />
=== 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 />
== Version history ==<br />
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added<br />
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic_winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic_soothe|Psychic sooth]], [[Events#Manhunter_Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.<br />
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter_Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.<br />
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.<br />
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense <br />
[[Category:Game mechanics]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83947RimWorld Wiki:To-do2021-04-05T16:33:39Z<p>Jimyoda: /* Adjustments */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<br />
}}<br />
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===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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<br />
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===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 />
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===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
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===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 />
*<s>Split tribe into two [[factions]], the gentle tribe (naturally neutral) and fierce tribe (naturally hostile).</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:33, 5 April 2021 (UTC)<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83946RimWorld Wiki:To-do2021-04-05T16:32:21Z<p>Jimyoda: /* Adjustments */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83945RimWorld Wiki:To-do2021-04-05T16:30:27Z<p>Jimyoda: /* New features */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83944RimWorld Wiki:To-do2021-04-05T16:29:21Z<p>Jimyoda: /* New features */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
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===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
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===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*<s>New [[Quests]] tab provides information about available, active, and historical quests.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:29, 5 April 2021 (UTC)<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83943RimWorld Wiki:To-do2021-04-05T16:04:07Z<p>Jimyoda: /* New features */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
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===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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
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* [[Lightning]]<br />
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* [[Meditation spot]]<br />
* [[Ship landing beacon]]<br />
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===Stubs===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Stubs]]''<br />
{{#cargo_query:<br />
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|where=_categories HOLDS 'Stubs'<br />
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===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*New [[Quests]] tab provides information about available, active, and historical quests.<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
*<s>Added [[Wooden hand]]</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:04, 5 April 2021 (UTC)<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83942RimWorld Wiki:To-do2021-04-05T15:46:40Z<p>Jimyoda: /* Training and feedback */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* <s>Rename difficulty: "The price of survival is blood" to "Blood and dust".</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<br />
* <s>Added warning message when designating an anima tree for cutting.</s> Minor UI feature, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:46, 5 April 2021 (UTC)<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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*New [[Quests]] tab provides information about available, active, and historical quests.<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83918RimWorld Wiki:To-do2021-04-02T19:14:07Z<p>Jimyoda: /* Adjustments */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*New [[Quests]] tab provides information about available, active, and historical quests.<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=83917RimWorld Wiki:To-do2021-04-02T19:07:58Z<p>Jimyoda: /* Update 1.2.2753 */</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 />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 500<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 />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please do 10 edits to be autoconfrimed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while'''<br />
* [[Goose egg (fert.)]]<br />
* [[Goose egg (unfert.)]]<br />
<br />
* [[Lightning]]<br />
<br />
* [[Meditation spot]]<br />
* [[Ship landing beacon]]<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 />
===Pages to be Moved===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be moved]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be moved'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages to be recoded'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#cargo_query:<br />
tables=_pageData<br />
|fields=_pageName<br />
|where=_categories HOLDS 'Pages using duplicate arguments in template calls'<br />
|group by=_pageName<br />
|format=ul<br />
|columns=3<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified_articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified_articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<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 />
* <s>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)</s><br />
** We have several query-based custom tables now, so we're all set. (This comment can be removed at the next cleanup.) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:01, 13 February 2021 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<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 />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (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 />
* <s>[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.</s><br />
** Cargo plugin was installed and some work started but then abandoned. Think the conversion ill-advised anyway, as it's a monumental task for this wiki and... if it's not broken, don't fix it. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:43, 13 February 2021 (UTC)<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 />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Update 1.2.2753 ==<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* We now display a text mote when a player pawn gains a new level in a skill.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* <s>Mods can now be tagged as translations in the workshop.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* <s>Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:07, 2 April 2021 (UTC)<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Add some text content to refugee hospitality quest.<br />
* Recipes for crafted things now show work to make in their info card.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Adjust text and icon for the 'Take drug' command.<br />
* In custom difficulty settings, rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
* Move 'take to inventory' column over just to the right of the drug name.<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Ensure all the mech cluster buildings wake up once it was attacked<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* We now show the player a feedback message when calling resources to a caravan.<br />
* Trade requests will no longer request [[patchleather]].<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Bestowing ceremony text now says that player is expected to keep bestower safe.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Use phrase "Force equip" instead of "Force wear" when referring to utility-slot apparel items.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* Shield renaming for clarity and consistency. "Mortar shield" is now "mech high-shield". "Bullet shield" is now "mech low-shield". "Broadshield pack" is now "low-shield pack". "Broadshield projector" is now "burnout low-shield". No code or defNames were changed.<br />
* Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto-rebuild doesn't work on bridges.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: [[Apparel]] scoring algorithm ignores heat armor.<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Using explanation text meant for anima tree (after letting letting it being enhanced with shrines) on other focus objects.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: [[Healer mech serum]] heals love<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* 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 />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<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 />
* 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 />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<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 />
* Certain sounds now change speed if game speed changes, so they stay in sync with on-screen motion.<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 />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
* Change threat text color to a lighter red for better readability. Applied it to more text where it makes sense.<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 />
<br />
===Bugfixes===<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: 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: Pawns interrupting their throne meditation for other jobs.<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: Pawn can get random inspiration while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<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: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a transhumanist.<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<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: 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: 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: Incorrect calculation for packaged survival meal bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with smoke launchers who shouldn't.<br />
<br />
===Improvements===<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 />
* 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 />
* 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 />
* Remove [[psylink neuroformer]] from traders (but most still buy it).<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 />
* <s>Reduce blood rot severity per day gain from 60% to 40%.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:28, 2 April 2021 (UTC)<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 />
===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 />
<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 />
*New [[Quests]] tab provides information about available, active, and historical quests.<br />
*Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added a bunch of new [[backstories]] across multiple categories.<br />
*Added heatstroke alert for colonists and tame animals.<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 />
<br />
===Adjustments===<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 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 />
*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 />
*Added the ability for world sites to have unknown parts.<br />
*Rebalanced mechanoid bodypart coverages<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 />
*Smelting, burning and destruction review. [[Plate armor]] is now smeltable, except for wooden plate armor which is burnable. Apparels from [[hyperweave]] or [[devilstrand]] can no longer be burnt, can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<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 />
*Credits now list the memory of colonists who died.<br />
<br />
=== Fixes ===<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: 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: Can’t give a rescued addict their drug without angering their faction.<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 <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: 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: Even if campfire runs out of fuel during cooking, cooking continues.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<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: 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: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<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 />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<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 />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<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 />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*[[Nutrient paste dispenser]]s are now orange when they can be used by prisoners<br />
*Doing passionate work now affects mood instead of recreation<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 />
*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 />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Combined ribs into rib cage<br />
*Animals' melee damage now scales with life stage<br />
*[[Grave]]s now show the person's date of death<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<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 />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<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 />
*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 />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*Equalized [[mood]] penalties for being too hot and too cold.<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 />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<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 />
*[[Deep drill]]s cost more and mine slower.<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 />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<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 />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**All insects main attack cooldowns 2.5 -> 2.9<br />
**<s>[[Wolf]] trainable intelligence Advanced -> Intermediate</s> Either this was never changed or was later reverted to Advanced. No change needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC) <br />
**Wolf bite damage 11 -> 12<br />
**Wolf scratch usage commonality 100% -> 50% per side<br />
**Wolf nuzzle interval 120 -> 240 hours<br />
**[[Husky]] body sizes reduced slightly<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<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 />
<br />
====Drugs====<br />
**<s>Hop plant min grow skill 7 -> 3</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
**<s>Alcohol severity per day -1.0 -> 0.75, so it lasts longer</s><br />
**<s>Alcohol mood gains all increase +2</s> Already updated. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:30, 14 March 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>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.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>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).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<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 />
<br />
[[Category:Wiki maintenance]]</div>Jimyodahttps://rimworldwiki.com/index.php?title=Skills&diff=83916Skills2021-04-02T19:05:09Z<p>Jimyoda: /* Decay */</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
<br />
{{TOCright}}<br />
Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]].<br />
<br />
= Learning skills =<br />
{{see also|Training}}<br />
<br />
All skills are acquired and improved by performing their associated work types or tasks. Doing so will earn the character ''experience points'' per skill, which in turn will ''level up'' the skills. The resulting ''skill level'' then improves the performance in all associated tasks and types of work. Skills are levelled up individually, and there is no single "character level" as in many role playing games.<br />
<br />
In some cases, special tactics can be employed to more effectively steer the skill training in the colony, especially during periods of low work in colony development. See the [[Training|main article]] on skill training for more information.<br />
<br />
== Skills vs work types ==<br />
<br />
Skills and work types (or "tasks") are two different, but related, concepts. In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' "tailor" and "smith", for example, are associated with the ''crafting skill''. Some tasks listed on the work tab do not even have an associated ''skill'' (eg. "haul", "clean" and "firefight").<br />
<br />
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). All these aspects are important for deciding how to assign tasks and types of work.<br />
<br />
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill).<br />
<br />
== Game mechanics related to skills and levels ==<br />
<br />
Skill levelling in ''Rimworld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached.<br />
<br />
Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill. This means that '''skill training is more effective the lower the skill level is.'''<br />
<br />
As an example, consider the influence of ''mining skill'' on ''mining speed'': 12% additional mining speed is granted (additively, and relative to a "base speed") by each skill level. However, each additional 12% costs more and more XP, which translates into more and more time spent mining. The same principle applies to many other skills, such as researching and the ''intellectual'' skill.<br />
<br />
An exception can be made for the '''artisan''' skills: ''crafting'' (ie. smithing and tailoring), ''artistic'' and ''construction''. A high level in these skills allows creating items of exceptional quality (''excellent'' or better), and gives a good chance to create a ''legendary'' item when the pawn is ''inspired''. Items get disproportionately more valuable at high quality levels. This may compensate for the lost efficiency when training a master in a skill.<br />
<br />
=== Skill point acquisition strategy ===<br />
<br />
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.<br />
<br />
For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 ("solid professional"). This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert.<br />
<br />
=== Decay ===<br />
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. XP is lost at a faster and faster rate with higher skill levels. This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.<br />
<br />
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20. This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed! Working faster does not make it easier or faster to gain XP, or compensate the decay loss.<br />
<br />
So the higher you go, the harder it becomes to even maintain the current skill level. This is why actual "legendary masters" are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).<br />
<br />
= List of skills =<br />
<br />
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency. How much experience is gained depends on the ''passion'' for the skill. See [[Skills#Passion|passion]] below.<br />
<br />
On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common.<br />
<br />
== Animals ==<br />
{{For|a list of skills that animals can learn|Animals#Training}}<br />
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.<br />
<br />
Higher ''animals'' skill has the following benefits:<br />
* Chance to tame a wild animal increases. Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.<br />
* Chance to successfully train a domesticated animal increases.<br />
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.<br />
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races. The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.<br />
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating. It still requires ''shooting'' skill for the colonist to be able to kill the animal.<br />
{{#ask: [[Category:Stat]] [[Skill::Animals]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
== Artistic ==<br />
<br />
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]]. <br />
<br />
Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture.<br />
<br />
The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.<br />
{{#ask: [[Category:Stat]] [[Skill::Artistic]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
== Construction ==<br />
<br />
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:<br />
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts. If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill. Many structures require a minimum skill to make.<br />
* Deconstructing existing structures back into raw materials.<br />
* Building and tearing down roofs.<br />
* Laying and removing flooring, like carpet, concrete and stone tiles.<br />
* Smoothing rock walls and stone floors.<br />
<br />
Higher ''construction'' skill will<br />
* allow the construction of more difficult to build structures.<br />
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.<br />
* reduce the chance of a construction effort to be "botched", which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted). The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.<br />
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.<br />
<br />
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.<br />
<br />
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Construction]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
== Cooking ==<br />
The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.<br />
<br />
Cooking and butchering increase cooking skill. It is also trained by making [[smokeleaf joint]]s at a drug lab.<br />
<br />
A cooking skill of at least 6 is required to make a [[fine meal]].<br/><br />
A cooking skill of at least 10 is required to make a [[lavish meal]].<br />
<br />
* ''Each skill level increases cooking speed by 11% (additively).''<br />
* ''Each skill level increases butchering speed by 10% (additively).''<br />
* ''Each skill level increases meat and leather amount by 2.5% (additively), up to a maximum of 100%.''<br />
<br />
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Simple Meal<br />
| 60<br />
|-<br />
| Fine Meal<br />
| 110<br />
|-<br />
| Lavish meal<br />
| 160<br />
|-<br />
| Pemmican<br />
| 80<br />
|}<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Cooking]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
== Crafting ==<br />
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.<br />
<br />
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].<br />
<br />
The crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s. It also determines the amount of resources produced.<br />
<br />
''Each point decreases crafting time by 10%''<br />
<br />
''Each point increases the resource yield by 2.5%''<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Crafting]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
== Medical ==<br />
{{Main Article|Doctoring}}<br />
<br />
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. <br />
<br />
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain. Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.<br />
<br />
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient. The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''. It is not advisable to let an incapacitated doctor perform surgery.<br />
<br />
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.<br />
<br />
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. This costs 1 medicine per procedure, but only requires [[herbal medicine]]. The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.<br />
<br />
Performing ''surgery'' trains the ''medical'' skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Medical]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
== Melee ==<br />
The melee skill determines a characters' chance to:<br />
* Land a hit in melee (''see [[Melee Hit Chance]]'')<br />
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')<br />
The tables below are post-processed chances for a healthy pawn.<br />
<br />
{{col-begin|width=60}}<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to hit'''</div><br />
{| {{STDT| c_12 text-center}}<br />
!Skill Level<br />
!Standard<br />
!Brawler<br />
!Skill Level<br />
!Standard<br />
!Brawler<br />
|-<br />
!0<br />
|50%<br />
|62%<br />
! -<br />
| -<br />
| -<br />
|-<br />
!1<br />
|53%<br />
|65%<br />
!11<br />
|81%<br />
|85%<br />
|-<br />
!2<br />
|56%<br />
|68%<br />
!12<br />
|82%<br />
|86%<br />
|-<br />
!3<br />
|59%<br />
|71%<br />
!13<br />
|83%<br />
|87%<br />
|-<br />
!4<br />
|62%<br />
|74%<br />
!14<br />
|84%<br />
|88%<br />
|-<br />
!5<br />
|65%<br />
|77%<br />
!15<br />
|85%<br />
|89%<br />
|-<br />
!6<br />
|68%<br />
|80%<br />
!16<br />
|86%<br />
|90%<br />
|-<br />
!7<br />
|71%<br />
|81%<br />
!17<br />
|87%<br />
|90.3%<br />
|-<br />
!8<br />
|74%<br />
|82%<br />
!18<br />
|88%<br />
|90.6%<br />
|-<br />
!9<br />
|77%<br />
|83%<br />
!19<br />
|89%<br />
|90.9%<br />
|-<br />
!10<br />
|80%<br />
|84%<br />
!20<br />
|90%<br />
|91.2%<br />
|}<br />
<br />
{{col-2|width=60}}<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to dodge'''</div><br />
{| {{STDT| c_12 text-center}}<br />
!Skill Level<br />
!Standard<br />
!Nimble<br />
!Skill Level<br />
!Standard<br />
!Nimble<br />
|-<br />
!0<br />
|0%<br />
|20%<br />
! -<br />
| -<br />
| -<br />
|-<br />
!1<br />
|0%<br />
|22%<br />
!11<br />
|12%<br />
|33%<br />
|-<br />
!2<br />
|0%<br />
|24%<br />
!12<br />
|14%<br />
|33.5%<br />
|-<br />
!3<br />
|0%<br />
|26%<br />
!13<br />
|16%<br />
|34%<br />
|-<br />
!4<br />
|0%<br />
|28%<br />
!14<br />
|18%<br />
|34.5%<br />
|-<br />
!5<br />
|0%<br />
|30%<br />
!15<br />
|20%<br />
|35%<br />
|-<br />
!6<br />
|2%<br />
|30.5%<br />
!16<br />
|22%<br />
|35.5%<br />
|-<br />
!7<br />
|4%<br />
|31%<br />
!17<br />
|24%<br />
|36%<br />
|-<br />
!8<br />
|6%<br />
|31.5%<br />
!18<br />
|26%<br />
|36.5%<br />
|-<br />
!9<br />
|8%<br />
|32%<br />
!19<br />
|28%<br />
|37%<br />
|-<br />
!10<br />
|10%<br />
|32.5%<br />
!20<br />
|30%<br />
|37.5%<br />
|}<br />
{{col-end}}<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Melee]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
== Mining ==<br />
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.<br />
<br />
''Each point increases speed by 15%.''<br />
<br />
{| {{STDT| c_12 text-center}}<br />
!Skill Level<br />
!Mining Yield<br />
|-<br />
!0<br />
|60%<br />
|-<br />
!1<br />
|70%<br />
|-<br />
!2<br />
|80%<br />
|-<br />
!3<br />
|85%<br />
|-<br />
!4<br />
|90%<br />
|-<br />
!5<br />
|92%<br />
|-<br />
!6<br />
|95%<br />
|-<br />
!7<br />
|98%<br />
|-<br />
!8 - 20<br />
|100%<br />
|-<br />
|}<br />
{{#ask: [[Category:Stat]] [[Skill::Mining]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
== Intellectual ==<br />
This skill affects the speed at which [[research]] is completed.<br />
<br />
''Each point increases speed by 15%''<br />
{{#ask: [[Category:Stat]] [[Skill::Intellectual]]<br />
| ?Description<br />
}}<br />
<br />
== Plants ==<br />
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]<br />
Each point increases speed by 11.5%.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Harvesting<br />
| 50<br />
|}<br />
<br />
Some plants require a minimum plants skill in order to plant them:<br />
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]<br />
| ?Minimum Required Growing Skill = Required skill |+align=center<br />
| sort=Minimum Required Growing Skill<br />
| order=asc<br />
}}<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Plants]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
== Shooting ==<br />
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with a ranged weapon.<br />
<br />
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:<br />
<br />
{| {{STDT| c_12 text-center}}<br />
!Skill Level<br />
!Standard<br />
!Careful Shooter<br />
!Trigger-Happy<br />
!Skill Level<br />
!Standard<br />
!Careful Shooter<br />
!Trigger-Happy<br />
|-<br />
!0<br />
|89%<br />
|94.5%<br />
|84%<br />
! -<br />
| -<br />
| -<br />
| -<br />
|-<br />
!1<br />
|91%<br />
|95%<br />
|85%<br />
!11<br />
|97.25%<br />
|98.333%<br />
|95%<br />
|-<br />
!2<br />
|93%<br />
|95.5%<br />
|86%<br />
!12<br />
|97.5%<br />
|98.5%<br />
|95.5%<br />
|-<br />
!3<br />
|93.5%<br />
|96%<br />
|87%<br />
!13<br />
|97.75%<br />
|98.666%<br />
|96%<br />
|-<br />
!4<br />
|94%<br />
|96.5%<br />
|88%<br />
!14<br />
|98%<br />
|98.833%<br />
|96.5%<br />
|-<br />
!5<br />
|94.5%<br />
|97%<br />
|89%<br />
!15<br />
|98.167%<br />
|99%<br />
|97%<br />
|-<br />
!6<br />
|95%<br />
|97.25%<br />
|91%<br />
!16<br />
|98.333%<br />
|99.125%<br />
|97.25%<br />
|-<br />
!7<br />
|95.5%<br />
|97.5%<br />
|93%<br />
!17<br />
|98.5%<br />
|99.25%<br />
|97.5%<br />
|-<br />
!8<br />
|96%<br />
|97.75%<br />
|93.5%<br />
!18<br />
|98.666%<br />
|99.313%<br />
|97.75%<br />
|-<br />
!9<br />
|96.5%<br />
|98%<br />
|94%<br />
!19<br />
|98.833%<br />
|99.375%<br />
|98%<br />
|-<br />
!10<br />
|97%<br />
|98.167%<br />
|94.5%<br />
!20<br />
|99%<br />
|99.438%<br />
|98.167%<br />
|}<br />
<br />
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.<br />
<br />
For example:<br />
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.<br />
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.<br />
<br />
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Shooting]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
== Social ==<br />
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.<br />
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill<br />
<br />
''Each point increases social interaction impact by 10%''<br />
<br />
''Each point increases gift impact by 5%''<br />
<br />
''Each point increases diplomatic power by 5%''<br />
<br />
''Each point makes trade prices 1.5% better''<br />
<br />
{{#ask: [[Category:Stat]] [[Skill::Social]]<br />
| ?Description<br />
| ?Skill Base Factor=Base Factor<br />
| ?Skill Bonus Factor=Bonus Factor<br />
}}<br />
<br />
= Passion =<br />
<br />
[[File:Skill acquirement.png|525px|thumb|right|This character is currently learning "construction". The "soft" XP cap of 4000 per day has been reached. This character's skill gains are further modified by the "Fast Learner" trait, and effectively also by the "Neurotic" trait that increases work speed. (The green arrow on the "construction" skill bar is added by the popular "TD Enhancement Pack', and not visible in the unmodified game.)]]<br />
<br />
The learning speed in a skill depends on the ''passion'' for the skill. Passions are indicated by a flame icon next to the skill experience bar on the character's ''Bio'' tab.<br />
<br />
Most commonly there is no ''passion'' for a skill, and the character learns this skill at 35% of the base rate.<br />
<br />
There is absolutely no way to change a character's skill passions in the unmodified game.<br />
<br />
There are colonist [[trait]]s that give global bonuses to skill learning: "Too smart" and "Fast Learner" both increase all skill acquirement by 75%. This is independent of the passions for the individual skills. Effects from these traits are not correctly explained in a skill's tooltip information.<br />
<br />
''Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate.'' This is indicated when mousing over a skill bar in the ''Bio'' tab.<br />
<br />
Skill gains from using a [[neurotrainer mech serum]] are influenced by ''passion''. This makes the item a lot more valuable when used by characters with a passion for the associated skill.<br />
<br />
== Effect on [[mood]] ==<br />
<br />
''Passion'' influences a character's [[mood]]. If the pawn is "interested in" or "burning for" learning a skill, this gives them a substantial mood boost for the duration of the activity.<br />
* ''Interested'' gives +8 mood ("Minor passion for my work").<br />
* ''Burning'' gives +14 mood ("Burning passion for my work").<br />
<br />
In some cases this effect is not visible, if the activity is intermittent (such as hunting animals).<br />
<br />
The significant mood boosts can be used to keep a pawn from heaving a ''mental break'' by putting them on a task they are passionate for.<br />
<br />
== Degrees of ''passion'' ==<br />
<br />
The three levels of passion are:<br />
<br />
=== None ===<br />
Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate.<br />
<br />
=== Interested ===<br />
[[File:PassionMinor.png|24px|left]] Skills with one flame. Characters that are ''interested'' in a skill will gain experience at the standard rate of 100%.{{clear}}<br />
<br />
=== Burning ===<br />
[[File:PassionMajor.png|24px|left]] Skills with two flames. Characters with a ''burning'' passion for a skill will gain experience at 150% of the standard rate.{{clear}}<br />
<br />
= Experience Table =<br />
<br />
Level 20 is the highest skill level achievable for a pawn.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level<br />
! Name<br />
! Total experience required<br />
! Experience till next level<br />
|-<br />
| -<br />
| Incapable<br />
| -<br />
| -<br />
|-<br />
| 0<br />
| Barely heard of it<br />
| 0<br />
| 1000<br />
|-<br />
| 1<br />
| Utter Beginner<br />
| 1000<br />
| 2000<br />
|-<br />
| 2<br />
| Beginner<br />
| 3000<br />
| 3000<br />
|-<br />
| 3<br />
| Basic Familiarity<br />
| 6000<br />
| 4000<br />
|-<br />
| 4<br />
| Some Familiarity<br />
| 10000<br />
| 5000<br />
|-<br />
| 5<br />
| Significant Familiarity<br />
| 15000<br />
| 6000<br />
|-<br />
| 6<br />
| Capable Amateur<br />
| 21000<br />
| 7000<br />
|-<br />
| 7<br />
| Weak Professional<br />
| 28000<br />
| 8000<br />
|-<br />
| 8<br />
| Employable Professional<br />
| 36000<br />
| 9000<br />
|-<br />
| 9<br />
| Solid Professional<br />
| 45000<br />
| 10000<br />
|-<br />
| 10<br />
| Skilled Professional<br />
| 55000<br />
| 12000<br />
|-<br />
| 11<br />
| Very skilled Professional<br />
| 67000<br />
| 14000<br />
|-<br />
| 12<br />
| Expert<br />
| 81000<br />
| 16000<br />
|-<br />
| 13<br />
| Strong Expert<br />
| 97000<br />
| 18000<br />
|-<br />
| 14<br />
| Master<br />
| 115000<br />
| 20000<br />
|-<br />
| 15<br />
| Strong Master<br />
| 135000<br />
| 22000<br />
|-<br />
| 16<br />
| Region-Known Master<br />
| 157000<br />
| 24000<br />
|-<br />
| 17<br />
| Region-Leading Master<br />
| 181000<br />
| 26000<br />
|-<br />
| 18<br />
| Planet-Known Master<br />
| 207000<br />
| 28000<br />
|-<br />
| 19<br />
| Planet-Leading Master<br />
| 235000<br />
| 30000<br />
|-<br />
| 20<br />
| Legendary Master<br />
| 265000<br />
| 32000<br />
|}<br />
<br />
== Experience decay ==<br />
<br />
Starting at skill level 10, the experience for a skill will decay automatically until dropping back to level 9. The rate of decay depends on the skill level and increases with level.<br />
<br />
Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level.<br />
<br />
The [[Traits|Great Memory]] trait halves the decay rate for a pawn.<br />
<br />
= Version History =<br />
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.<br />
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. <br />
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.<br />
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.<br />
* [[Version/0.12.906|0.12.906]] - Animals skill added.<br />
<br />
[[Category:Characters]]</div>Jimyoda