Difference between revisions of "RimWorld Wiki:To-do"

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(→‎Updates needed for Beta 18: copied everything from the official page)
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Like before: a list of all changes from Beta 18 that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:27, 18 November 2017 (UTC)
 
Like before: a list of all changes from Beta 18 that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 10:27, 18 November 2017 (UTC)
  
New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
+
=== World generation ===
Tropical swamp
+
*New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
Temperate swamp
+
**Tropical swamp
Cold bog
+
**Temperate swamp
New incidents:
+
**Cold bog
Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
+
 
Aurora. A beautiful aurora lights up the night sky, improving mood.
+
=== New incidents===
Tornado
+
*Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
Peace talks quest
+
*Aurora. A beautiful aurora lights up the night sky, improving mood.
World refugee quest
+
*Tornado
Prisoner rescue quest
+
*Peace talks quest
Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
+
*World refugee quest
Various research has been split up
+
*Prisoner rescue quest
Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
+
 
 +
===Content===
 +
 
 +
*New furniture:
 +
**Bedroll: Portable bed
 +
**Dresser: Passively improves room
 +
**Endtable: Passive improves room
 +
**Various new table sizes
 +
*Tribal content upgrade:
 +
**Ikwa melee weapon
 +
**War mask
 +
**Tribal headdress
 +
**Recurve bow
 +
**Tribal hunter
 +
**Tribal heavy archer
 +
**Tribal berserker
 +
*New quest reward special items:
 +
**Psychic emanator
 +
**Vanometric power cell
 +
**Infinite chemreactor
 +
**Techprof subpersona core
 +
**Healer mechanite superdose
 +
**Resurrector mechanite superdose
 +
**Orbital bombardment targeter
 +
**Orbital power beam targeter
 +
 
 +
===Game Mechanics===
 +
 
 +
*New mental breaks:
 +
**Insulting spree. Randomly go around and insult people.
 +
**Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
 +
**Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
 +
**Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
 +
**Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
 +
**Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
 +
**Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
 +
**Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic **breakdown” hediff.
 +
**Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, **induces an immediate prison break in that prisoner.
 +
**Slaughterer. Slaughter random colony animal(s) periodically.
 +
**Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as **equipped. Keep attacking until the target is dead.
 +
**Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
 +
 
 +
*New world site components (used in various situations):
 +
**Sleeping mechanoids
 +
**Animal ambush
 +
**Enemy ambush
 +
 
 +
===Misc additions===
 +
*Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
 +
*Various research has been split up
 +
*Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
 
Melee weapon research is now broken into several stages
 
Melee weapon research is now broken into several stages
New furniture
+
 
Bedroll: Portable bed
+
*New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
Dresser: Passively improves room
+
**Work frenzy (1 day): Global work speed 2.5x
Endtable: Passive improves room
+
**Go frenzy (1 day): Walk speed 1.5x
Various new table sizes
+
**Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
New quest reward special items:
+
**Inspired trade
Psychic emanator
+
**Inspired recruitment
Vanometric power cell
+
**Inspired surgery
Infinite chemreactor
+
**Inspired art
Techprof subpersona core
+
 
Healer mechanite superdose
+
*World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
Resurrector mechanite superdose
+
*Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
Orbital bombardment targeter
+
*Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
Orbital power beam targeter
+
*Crop blights now appear and spread over time instead of instantly destroying crops
Tribal content upgrade:
+
*Spaceship is now bigger and has one more component, the sensor cluster
Ikwa melee weapon
+
*Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
War mask
+
*Space ship construction now requires advanced components, which have their own tech tree and production method
Tribal headdress
+
*Split pistol into revolver and autopistol
Recurve bow
+
*Boomalopes can be milked for chemfuel
Tribal hunter
+
*Added chemfuel generator, which generates electricity from chemfuel
Tribal heavy archer
+
*Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
Tribal berserker
 
New world site components (used in various situations):
 
Sleeping mechanoids
 
Animal ambush
 
Enemy ambush
 
New mental breaks:
 
Insulting spree. Randomly go around and insult people.
 
Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
 
Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
 
Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
 
Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
 
Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
 
Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
 
Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
 
Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
 
Slaughterer. Slaughter random colony animal(s) periodically.
 
Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
 
Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
 
New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
 
Work frenzy (1 day): Global work speed 2.5x
 
Go frenzy (1 day): Walk speed 1.5x
 
Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
 
Inspired trade
 
Inspired recruitment
 
Inspired surgery
 
Inspired art
 
World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
 
Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
 
Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
 
Crop blights now appear and spread over time instead of instantly destroying crops
 
Spaceship is now bigger and has one more component, the sensor cluster
 
Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
 
Space ship construction now requires advanced components, which have their own tech tree and production method
 
Split pistol into revolver and autopistol
 
Boomalopes can be milked for chemfuel
 
Added chemfuel generator, which generates electricity from chemfuel
 
Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
 
 
Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
 
Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
Redesigned alert letter types and sounds to be more specific.
+
*Redesigned alert letter types and sounds to be more specific.
Pawns can now be banished. This is analogous to abandoning pawns in caravans.
+
*Pawns can now be banished. This is analogous to abandoning pawns in caravans.
Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
+
*Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
  
 
==Updates needed for Alpha 17==
 
==Updates needed for Alpha 17==

Revision as of 11:27, 18 November 2017

There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with Category:Unfinished pages or use Template:UC to make our job a bit easier.

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

Wiki consistency

Outdated pages and pages under construction

Could admins also please clean up any unnecessary pages in these two categories?

Outdated


Under Construction

No pages currently marked 'Under Construction'.

List

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

  • Guides: Most of the guides here need more people working on them. PigeonGuru (talk) 13:53, 19 June 2017 (UTC)
    • We need better guides for the 2 other starter scenarios. It's best that someone more experienced with these scenarios start them off and add content to them. PigeonGuru, Strategist ( talk | contribs ) 12:07, 17 September 2017 (UTC)
  • Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
  • Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? Zesty (talk)
    • I started a short how-to on properties and queries on my user page. Does that help? --Khaim (talk) 21:42, 15 September 2016 (UTC)
  • There's a problem in Stone blocks page as it lists Jade incorrectly.
    • I took a look at this and could do it, but still mulling it over. Here's what I'm thinking (Jimyoda (talk) 18:45, 29 September 2017 (UTC)):
      • Change the Template:Stone Blocks to Template:Stone. Edit the contents accordingly.
      • Jade and all stone blocks will display 'Type' in the infobox as 'Material - Stone'. The six pages will show categories at the bottom as Material | Stone.
      • For each of the five pages of stone blocks, tag them with category 'Stone Blocks'. Those pages will show categories at the bottom as Material | Stone | Stone Blocks.
      • Without any further changes, the 'Stone blocks' pages will list only actual stone blocks.
      • Optionally a new page (called Stone) could be made that lists Jade and its sister stone block materials.
      • I'll watch for comments here, for at least two days, before trying these changes. Jimyoda (talk) 18:45, 29 September 2017 (UTC)
    • I would classify it as a new category: Precious, since Jade doesn't feel quite like stone. PigeonGuru, Strategist ( talk | contribs | assist ) 00:20, 30 September 2017 (UTC)
    • The game categorizes three types of materials: woody, metallic, and stony. The game classifies jade as stony, so it actually is stone. Jimyoda (talk) 21:39, 30 September 2017 (UTC)

Updates needed for Beta 18

Like before: a list of all changes from Beta 18 that need to be added. PigeonGuru, Strategist ( talk | contribs | assist ) 10:27, 18 November 2017 (UTC)

World generation

  • New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
    • Tropical swamp
    • Temperate swamp
    • Cold bog

New incidents

  • Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
  • Aurora. A beautiful aurora lights up the night sky, improving mood.
  • Tornado
  • Peace talks quest
  • World refugee quest
  • Prisoner rescue quest

Content

  • New furniture:
    • Bedroll: Portable bed
    • Dresser: Passively improves room
    • Endtable: Passive improves room
    • Various new table sizes
  • Tribal content upgrade:
    • Ikwa melee weapon
    • War mask
    • Tribal headdress
    • Recurve bow
    • Tribal hunter
    • Tribal heavy archer
    • Tribal berserker
  • New quest reward special items:
    • Psychic emanator
    • Vanometric power cell
    • Infinite chemreactor
    • Techprof subpersona core
    • Healer mechanite superdose
    • Resurrector mechanite superdose
    • Orbital bombardment targeter
    • Orbital power beam targeter

Game Mechanics

  • New mental breaks:
    • Insulting spree. Randomly go around and insult people.
    • Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
    • Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
    • Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
    • Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
    • Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
    • Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
    • Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic **breakdown” hediff.
    • Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, **induces an immediate prison break in that prisoner.
    • Slaughterer. Slaughter random colony animal(s) periodically.
    • Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as **equipped. Keep attacking until the target is dead.
    • Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
  • New world site components (used in various situations):
    • Sleeping mechanoids
    • Animal ambush
    • Enemy ambush

Misc additions

  • Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
  • Various research has been split up
  • Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers

Melee weapon research is now broken into several stages

  • New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
    • Work frenzy (1 day): Global work speed 2.5x
    • Go frenzy (1 day): Walk speed 1.5x
    • Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
    • Inspired trade
    • Inspired recruitment
    • Inspired surgery
    • Inspired art
  • World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
  • Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
  • Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
  • Crop blights now appear and spread over time instead of instantly destroying crops
  • Spaceship is now bigger and has one more component, the sensor cluster
  • Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
  • Space ship construction now requires advanced components, which have their own tech tree and production method
  • Split pistol into revolver and autopistol
  • Boomalopes can be milked for chemfuel
  • Added chemfuel generator, which generates electricity from chemfuel
  • Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).

Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.

  • Redesigned alert letter types and sounds to be more specific.
  • Pawns can now be banished. This is analogous to abandoning pawns in caravans.
  • Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.

Updates needed for Alpha 17

Same as before: a list of all changes from alpha 17 that need to be added to their respective pages. Don't forget to <strike> strikethough </strike> (or <s> strikethrough </s>) any items you see are completed and sign them with ~~~~. Nitrodev (talk) 09:12, 25 May 2017 (UTC)

Modding

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

  • Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: [https://ludeon.com/forums/index.php?topic=32735.0]
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
  • Increasing skill relevance
  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Work tab boxes are easier to identify skill level for visually.


Misc Changes

  • New graphics for some floor types and things (stone floors, stone chunks, etc). Graphics are up to date. Nitrodev (talk) 07:56, 22 October 2017 (UTC)
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect. DONE Nitrodev (talk) 08:01, 22 October 2017 (UTC)


Updates needed for previous alphas

A list of all changes from alpha 16 and prior, that need to be added to their respective pages. Don't forget to <strike> strikethough </strike> (or <s> strikethrough </s>)any items you complete and sign them with ~~~~. Nitrodev (talk) 14:43, 20 December 2016 (UTC)

Miscellaneous Changes

  • [16] UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
  • [16] New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
  • [11b] Mods config page shows load order of mods.

Game Objects

Characters

  • [11a] Guests are smarter and no longer walk out of the colony bleeding.