RimWorld Wiki:To-do

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Revision as of 12:12, 28 March 2015 by Crystalline Cat (talk | contribs) (→‎Temperature and seasons: Time changes done.)
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There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with Category:Unfinished pages or use Template:UC to make our job a bit easier.

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

List

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

  • Events page: Needs updating/more descriptions.
  • AI storyteller: Needs updating.
  • Wiki Consistency: Some pages are not consistent with the current wiki's style. Find and update those pages.
  • Alpha 8 Updates: Pretty much everything that was added in Alpha 8 needs to be added to the Wiki. (See Below).
  • Alpha 9 Updates: As above but for Alpha 9
  • Mods: Please keep adding mods from the forum to the Alpha 8 mod list
  • Defs: Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. Colonist). I've only covered a small amount of defs (see Category:Defs for a list), and that was a year ago. Longbyte1 (talk) 05:05, 16 February 2015 (UTC)
  • Main Page: RimWorld Logo needs updating to current. elStrages
  • Wiki Icon: The 'O' icon needs updating to the one in the left nav or the one fomr the new logo elStrages
  • Updated Wiki Navigation(Right side complete): I am in the process of adding navigation to the top of each page, It came about from the poor navigation bog at the bottom of the Architect page. elStrages
  • Organs and Implants: Needs a page either in items or in the health tab. Place feedback bellow on ideas elStrages
    • feedback here

Alpha 8 and 9 Updates

This is the list of changes from the Alpha 8 and 9 blog posts, for purposes of checking off items.

Basics and Concepts

Temperature and seasons

  • [8a] A new temperature system tracks temperatures indoors and outdoors. World generation needs updating.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • [8a] Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
    • Added to Helath Page as a new headed section. Needs addition game information as is a stub right now. elStrages
  • [8a] Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
    • Started adding sections to Biomes Page and building table to show the data required. elStrages
  • [8a] There are special heat wave/cold snap events. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • [8a] Food spoils. This can be slowed or prevented with refrigeration. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • [8a] Snow falls and accumulates over winter. It slows down movement. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • [8a] Snow can be cleared manually, and will melt if heated. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • [9e] Reduced room temperature equalization rates.
  • [9e] Room walls that are two or more cells thick now equalize temperature slower.
  • [9a] Temperature now equalizes through both walls and roof/floor.

Trading

  • [8a] Added art trading.
  • [8a] Economy and trader stock generation reworked and rebalanced from the ground up.

Traits

  • [9a] New: teetotaler trait
  • [9a] New: chemical fascination

Enemies

  • [8a] You can now release prisoners. This gains you goodwill from their faction.
  • [9a] Siegers will come with shells to use to bombard you.
  • [9e] Balanced sieges to be slightly weaker.
  • [9a] Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
  • [9d] Raiders will no longer eat from players’ nutrient paste dispensers.

Thoughts and Mood

  • [9a] New: beer drinking
  • [9a] New: inebriated thoughts
  • [9a] New: inebriated ability impacts
  • [9a] New: ‘binge’ mental breaks
  • [9a] New: hangovers
  • [8c] The ‘was imprisoned’ thought now has a greater effect on mood.
  • [8f] The ‘saw corpse’ thought is stacking far too high because of a bug.
  • [9a] Colonists are now bothered by people walking around inside the room while they sleep.
  • [9e] Various tuning adjustments to several thought mood effects.

Health

  • [9a] People newly woken from cryptosleep have cryptosleep sickness for a while.
  • [9a] Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
  • [9a] You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
  • [9a] Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
  • [9a] People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.

Work

  • [9a] Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
  • [9e] While firefighting, colonists will now fight any fire they walk into.
  • [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
  • [9a] Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
  • [9a] Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
  • [8c] The binding between workers and bills will no longer time out. This should eliminate problems with workers starting the same bill several times and ending up with multiple unfinished versions of the same item.
  • [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.
  • [8a] Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
  • [9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.

Game Objects

Items

  • [8a] New: abstract sculpture
  • [9a] There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
  • [9c] Balance: Adjusted frequency of tales so your statues aren’t all of people hunting and vomiting.
  • [9a] Sculptures now have generated descriptions of what they depict.
  • [9a] Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up

Resources

  • [9a] New: hops
  • [9a] New: beer brewing
  • [9a] Uranium ore now appears as a minable natural rock.

Buildings

  • [9c] Balance: Heaters and coolers are somewhat more powerful to match new heat loss mechanics.
  • [9c] Balance: Wind turbines are now much more powerful.
  • [9a] Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
  • [8a] New: sculptor’s table
  • [8a] Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
  • [9a] New: Recipe for shells at machining table.
  • [9a] New: beer brewing

Weapons

  • [8a] Can now craft any kind of melee weapon from appropriate materials.
  • [8a] New: triple rocket launcher
  • [8a] New: doomsday rocket launcher.
  • [9a] New: Heavy SMG
  • [9a] Change: Guns now have quality levels which affect accuracy.
  • [9a] Change: High-quality weapons have art engraved into them.
  • [9a] Change: items left outside for a very long time will deteriorate and eventually crumble away.
  • [9a] All weapons now have quality levels, including guns and bows.

Apparel

  • [9a] New: psychic foil helmet
  • [9a] New: Personal shields
  • [9a] Change: items left outside for a very long time will deteriorate and eventually crumble away.
  • [9a] Change: Apparel becomes damaged when owner dies from violence.
  • [9a] Change: Apparel actually takes the damage it absorbs as armor.
  • [9a] Change: Apparel wears out over very long periods of use.
  • [9a] Change: Added bad thought for wearing tattered clothes.
  • [8a] Apparel crafting now allows crafting any kind of apparel.

Characters

  • [9a] Old characters have gray hair and more fleshed-out old age illnesses.
  • [9a] Old characters tend to spawn with higher skills.
  • [9a] Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
  • [8a] New animals: elk, hare
  • [8a] Alphabeaver event creates alphabeavers who will consume trees until stopped.

Plants

  • [8a] New: moss
  • [8c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.

Other

  • [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.
  • [9a] Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
  • [9e] Removed “buildings need power” alert as it is annoying to see it when a power switch is off.
  • [8a] You can now configure your keyboard hotkeys.