RimWorld Wiki talk:Community portal

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Revision as of 14:44, 28 October 2013 by AcDie (talk | contribs) (→‎Spoiler Tag: new section)
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Requests





Translation

[show]
+ request for Extension - Translate--AcDie (talk) 17:15, 17 October 2013 (EDT)

→ Installed MLEB, but it produces this error:
A database error has occurred. Did you forget to run maintenance/update.php after upgrading? See: https://www.mediawiki.org/wiki/Manual:Upgrading#Run_the_update_script Query: SELECT tmi_value FROM `mr_translate_messageindex` WHERE tmi_key = '-1:specialPages' LIMIT 1 Function: DatabaseMessageIndex::get Error: 1146 Table 'tynansy1_wrim.mr_translate_messageindex' doesn't exist (localhost)
--British (talk) 18:01, 17 October 2013 (EDT)

Seems old bug, check this --AcDie (talk) 06:21, 18 October 2013 (EDT)

I am not sure about how to execute that script... If it has to be done outside of the wiki, then Tynan has to do it.
--British (talk) 08:16, 18 October 2013 (EDT)

MLEB installed @local succesfully from first attempt. --AcDie (talk) 14:12, 18 October 2013 (EDT)
$EXT = "$IP/../extensions";
$wgExtensionAssetsPath = "{$wgScriptPath}/../extensions";
$EXT = "$IP/extensions";
$wgExtensionAssetsPath = "{$wgScriptPath}/extensions";
  • Then copy paste that
  • Add $wgUpgradeKey = "your_long_long_long_key"; & run [1] seems thats all (for secure, delete UpgradeKey from file)

There was not much point in copy/pasting the configuration into LocalSettings.php again, but I still did it, for the sake of it: same result.
Regarding mw-config, is it supposed to bring something specific ? The wiki is already in version 1.21.2 :/
--British (talk) 19:29, 18 October 2013 (EDT)

mw-config for update/create tables. If you click Restart Install (at right), then at 2nd step it ask for wgUpgradeKey & after just quick update tables info.. --AcDie (talk) 06:00, 19 October 2013 (EDT)

Something is very wrong here :\
I did the upgrade, un-commented the MLEB configuration in LocalSettings.php, yet it still doesn't work (the pages on the wiki don't give any error though, they are just blank)
--British (talk) 06:59, 19 October 2013 (EDT)

Damn, have you any messenger where we can talk?--AcDie (talk) 07:24, 19 October 2013 (EDT)

Nope, though I suppose we can try with the IRC that was put up. That will have to wait though, as I'm off soon, and will be back in a bit more than 24 hours...
--British (talk) 10:08, 19 October 2013 (EDT)

Ok, IRC will be fine. Have new design concept for wiki.. :) --AcDie (talk) 10:14, 19 October 2013 (EDT)

Translation template test
--AcDie (talk) 21:41, 25 October 2013 (EDT)


Parser/LUA

Need some tweaks for parser (Modules: Navbox/Navbar) - link1 link2(step 4-6)--AcDie (talk) 12:02, 18 October 2013 (EDT)


  • I've tried installing Scribunto already, but it produced errors. I've seen this, but it doesn't seem to be completely resolved (and I didn't try to tweak too much).
  • ParserFunction is already installed.
    --British (talk) 12:32, 18 October 2013 (EDT)


@AcDie: Regarding color scheme

Hey, You are using colors on pages with gradients and such, but it is hard-coded. Is there a way to have all the colors used refer to one place only (kind of like a configuration file), so that we only have to change the colors at that place, rather than on every single page ? That would help if we ever manage to have a black skin for the wiki...
--British (talk) 10:26, 18 October 2013 (EDT)


Ofc, as I told before, better use CSS for many reasons, 1 is above ^ it is hard-coded. But i don't agree with black/any dark skin for wiki, cuz hard to read + images with white background looks like sh*t.. --AcDie (talk) 11:25, 18 October 2013 (EDT)

There won't be any white background image, so that's not a problem. The wiki we had on Wikia and dark and it was good, and it also was in resonance with the vibe of the game. White backgrounds kill the eyes at night, to boot.
TL;DR: Dark background will happen, one way or the other, so we might as well prepare :]
--British (talk) 12:23, 18 October 2013 (EDT)
MediaWiki:Common.css seems there we can add most used styles--AcDie (talk) 14:19, 18 October 2013 (EDT)

Maintenance

Before updating DB via /mw-config/ disable require_once( "$IP/skins/chameleon/chameleon.php" ); at LocalSettings.php
--AcDie (talk) 00:49, 26 October 2013 (EDT)



Spoiler Tag

I really like the spoiler tags (cough Buildings cough cough) but it seems if the default opener text isn't '[show]' it will still return to [show] after being closed. Is there a way to fix that? For reference, the code I used was:

Grave

Grave

Grave

A decent final resting place. Colonists will visit full graves to gain meditative joy.

Base Stats

Type
BuildingMisc
Flammability
0%

Building

Size
1 × 2
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Diggable

Creation

Work To Make
800 ticks (13.33 secs)

A grave provides a place to bury corpses.

Acquisition

Graves do not have a material cost, but require Expression error: Unexpected < operator. of work, using the Construction skill. They can only be built on diggable terrain.

Summary

A grave stores one corpse of any size, hiding its beauty. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed (hauled) from a grave with the 'Open' command. Deconstructing will also release the buried. Graves can be stood on.

Pawns can visit graves as part of Solitary recreation.

Pawns with the Morbid meditation focus typeContent added by the Royalty DLC can use graves in a 10-tile radius to increase psyfocus. By default, graves have a 6% psyfocus strength. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. Up to 4 other graves or sarcophagi can connect to a grave; each grave/sarcophagi gives +1% psyfocus if empty, or +2% psyfocus if filled, for a maximum bonus of 8%.

Analysis

Human corpses are ugly, create filth, and cause negative moodlets when a pawn sees one. Graves are an early game way to dispose of corpses, if you don't have any better options. Note that, despite its name, the 'colonist left unburied' moodlet does not care if a colonist's corpse is buried; destroying the corpse by any means will end the moodlet without penalty.

Once Electricity is available, an electric crematorium is more efficient. Each cremation only takes 180 ticks (3 secs) ticks of work, compared to the Expression error: Unexpected < operator. ticks just to make the grave. Also, when you're dealing with dozens or hundreds of raider corpses, a crematorium does not take nearly as much space. Alternatively, molotov cocktails can be used - just burn the corpses in a controlled, nonflammable room - though this cannot be automated.

Graves or sarcophagi can be used to store corpses of pawns you want to resurrect, without the risk of the corpse being cremated or butchered. Make sure to keep the grave in a frozen room.

Fellow colonists will occasionally visit graves, even if it is placed far from the base, which can be inefficient. Setting an allowed area to exclude a gravesite will prevent this behavior.

Trivia

  • Until Alpha 4, there used to be another version called gibbet cage which caused "Fear" mood debuff to characters passing nearby. The Ideology DLC re-added the gibbet cage as a separate object.

Gallery

See also

Version history

  • 0.12.906 - ‘Open’ designator added. Can now be visited as a joy activity.
  • Beta 19/1.0.0 - Burying corpses takes 2x longer. Digging graves takes 20% longer. Now show the person's date of death
  • 1.1.2654 - Increase psyfocus gain range of grave from 4~20 to 6~26.

Thanks, Malganis75 (talk) 10:41, 27 October 2013 (EDT)


nope, due hardcoded for open/close
--AcDie (talk) 15:33, 27 October 2013 (EDT)

Malganis, please refrain from using spoilers unless there's a huge wall of text that would impair the readability of the page.
I would remove the use of spoiler tags altogether, but it has its (limited) uses.
I'll change pages that have it (like Buildings), unless you do it first.
--British (talk) 06:47, 28 October 2013 (EDT)

moved from sandbox
--AcDie (talk) 10:44, 28 October 2013 (EDT)