Difference between revisions of "User:Harakoni"

From RimWorld Wiki
Jump to navigation Jump to search
Line 107: Line 107:
 
<big>'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''</big>
 
<big>'''IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE'''</big>
 
* Investigate whether zeushammer's lower [[EMP]] damage results in lower stun duration.
 
* Investigate whether zeushammer's lower [[EMP]] damage results in lower stun duration.
 +
* Investigate [[Template: Version]]
 
* Investigate carrying chess set on caravan provides recreation
 
* Investigate carrying chess set on caravan provides recreation
 
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]
 
* Investigate [[sarcophagus]] giving a [[Thoughts|mood boost]]

Revision as of 07:09, 3 December 2020

Hello! This is Harakoni's user page.

You can see my contributions here.

You can compare almost every item in the game here.

I created the following templates:

I also created the following templates, however they are not intended for wiki-wide use

I also contributed code to

I also created the following that are not yet templates but are similar mechanically to the above.

If you have any issue with any of the above, including any instructional or formatting problems, please feel free to ask on my discussions page.

Hey Harakoni, if you're looking for your mess its here: User:Harakoni/Sandbox

User:Harakoni/Sandbox/Apparel

TODO

Investigation TODO

IF YOU HAVE ANSWERS TO THE FOLLOW PLEASE LEAVE THEM ON MY TALK PAGE

  • Investigate whether zeushammer's lower EMP damage results in lower stun duration.
  • Investigate Template: Version
  • Investigate carrying chess set on caravan provides recreation
  • Investigate sarcophagus giving a mood boost
  • Investigate Pyromaniac mood boost - just incendiary launcher or molotovs as well? Wb inferno cannons or plasmaswords? Add to pages.
  • Investigate if pawns with 0% Hearing can be insulted. Could it be a way to negate the downside of bloodlust on non-social pawns?
  • Investigate do pawns with 0 Sight "see" corpses?
  • Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns
  • Investigate animal haulers not triggering proximity activators for mortar shell plant
  • Investigate Global Work Speed affected by mood
  • Investigate EMP shells having a larger explosion radius when exploding on ground than when fired.
  • Investigate effect of emp and mortars (on top of and next to) on broadshield packs
  • Investigate EMP grenades blowing up mortars
  • Investigate if beautiful colonists get better trade prices, and ugly colonists get bad trade prices.
  • Zeushammer vs shiedl?
  • Disassembling now called shredding and only produces steel?
  • Investigate Injury implies that beds add heal rate, This needs better investigation and integration with pages such as Hospital bed. It also implies a use for Animal beds - namely that it helps animals heal faster.
  • Investigate AP mechanics for Armor - it appears that damageDef.armorCategory.armorRatingStat is set only once, at the start, and thus even if the first layer mitigates the damage and changes the damage type from sharp to blunt, it continues to use the Sharp armor ratings of lower layers. i.e. if the damage is sharp, and a duster mitigates the damage, halving it and changing it to blunt, the flak vest still uses the 100% sharp armor rating when performing its penetration checks. This is important as it makes layers significantly better. Thick armor mod author mentions this on the mod page

EVENTUAL TODO

  • RimWorld Wiki talk:To-do The auto lists are broken. Fix how?
  • RimWorld Wiki:To-do Versions need to be integrated and the lists deleted as you go.
  • Bring everything under the same Into; Acqusition; Analysis; Tables; Trivia; Version History; format
  • Investigate the efficacy of using ranged weapons as blunt melee weapons
    • Melee dps and AP of ranged weapons IS affected by Quality
  • Add research and resources and crafting skill required to info box main, then make a template to automatically make that information show up in acquisition. Additionally the Research page can have lists of everything that the research unlocks

Infobox Updates

Template: Infobox main is in need of some TLC.

  • General clean up cleanup. Weapons especially.
  • There is a way to search in the text of infobox variables, which would allow things like an automated ask to put on materials pages like [{Advanced Component]]. This would let you list every item on the wiki with that component in it. Unfortunatley the current formatting using the icon template makes the information unsearchable. Perhaps applying the icon template in the OUTPUT of the infobox, and making the input as simple as "10 components + 15 gold" and using string functions on that would be better and allow searchability but it would require updating EVERY INFOBOX ON THE WIKI to do.
    • it seems buildings may have soemthing like this implemented already? with material amount and material name beign a thing (example at Throne. God infobox main is a mess.
  • How should we handle extra effects of weapons - EMP damage on Zeushammer, Fire on Plasmasword, Toxic Buildup on Venom Fangs/Talons and how should we display them on tables without messing with automated math. Should we just add new "special damage", "special damage type" and "special damage DPS" categories to infobox? Or is that bloating and already full infobox? Should it just be in the article? Then automated comparison tables won't display it.
  • Should the infobox have a "crafted at" tag, so you can see at a glance whats crafted where. The infobox would say something like Crafted at : Hand-tailoring bench Hand-tailoring bench (Error: Page does not exist)
  • Template talk:Infobox main STDT tables don't play nice with infoboxes. Wikitables do. Why? How fix? Fix. Jimyoda is working on it.
  • How should the melee weapon damage that ranged weapons can do be handled by the infobox? Should it be ignored? Added? Kept in the article but not the infobox? Infobox allows automated comparisons, but its unclear how useful that would be.
  • Finish and integrate Template: ThingTag,this would let them calalable by ask.
  • Link Damage Types to infobox main? Standarize?
  • Stuffable tag on items? Need some way to automate knowing which materials to apply and can't trust the Category:Armor, Category:Clothing system - war veil is armor but takes textiles. A stuffable tag saying "Metallic" "Leathery" "Fabric" "Woody" would allow you to check if the var contains the tag, and display the relevant information. Template: Armor material table and Template: Clothing material table could be merged and the right variants could be displayed on the Comparison table (e.g. devilstrand, thrumbofur, hyperweave, plainleather for clothing, plasteel and steel for metallic armor)

Feed back Needed!(If you're reading this, please weigh in)

  • Should tables for ranged weapons blank Accuracy and DPS on ranges the weapons can't reach? Just DPS? The range stat IS displayed in game, despite the weapon never using it. We could split the difference and have Accuracy displayed but DPS not. This would allow easy comparisons with things like Weapons#Ranged Weapons without having to check the range for each weapon. Instead you can just sort by the DPS value.
  • Finding information on natural walls is current unintuitive or outright unavaialbe. Atm I've created a secion on the Structures page but this is not great - while it puts it next to the other walls, its not an intuitive place to find that information. This is largely because of the intial structure of the wiki to match the menu structure. This is causing issues with things such as where to place uncraftable items such as Vanometric power cells. But back on topic:
    • Should we create pages for each Ore and Natural wall types
    • Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one pahe
    • SHould we create an "ores" or "natural walls" page?
    • Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project).