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https://www.mediawiki.org/wiki/Manual:Purge
 
https://www.mediawiki.org/wiki/Manual:Purge
  
<span style="font-size: small; border: 0.2em solid; border-color: #DDD #BBB #BBB #DDD; padding: 0 0.4em; background: #EEE; white-space: nowrap; border-radius: 2px;">*</span>
+
== Animal infobox builder test ==
 +
{{#invoke:DefInfo|query|Races|Hare|description}}
  
== Player created pawns ==
 
{| {{STDT| sortable c_17}}
 
! Pawn name !! Title <br/> (Short Title) !! Description !! Skill Modifications !! Work types !! Traits !! Tribal !! Outlander !! Pirate !! Offworld !! Outsider !! Imperial<br>Common !! Imperial<br>Fighter !! Imperial<br>Royal !! Bodytype
 
|- id="James Grey"
 
! rowspan=2 | James 'Doc' Grey<br>[[File:Male.png|frameless|32px]]<br>[[File:Crown.png|24px|frameless|Pirate King - Can be a faction leader]]
 
! Fallen prodigy <br/> (Prodigy)
 
| | [PAWN_nameDef] was born on a glitterworld falling into chaos. [PAWN_possessive] father was killed in action.
 
  
[PAWN_pronoun] struggled for a scholarship at Utmaior Academy and had to prove [PAWN_possessive] right to be there. A child genius, [PAWN_pronoun] was bullied as a charity case and couldn't make friends with the other kids.
+
Questions for Dr Strangelove:
|
+
*How would I go about getting the AnimalAdult number from lifeStageAges
* [[Construction]]: {{+|2}}
+
*How do I get all the different attacks when they're not numbered? Both how do I test for their existiance and then how do I get the data from it.
* [[Plants]]: {{+|2}}
+
*How do I get litter size?
* [[Intellectual]]: {{+|5}}
+
*tradeTags returns as table?
* [[Medicine]]: {{+|3}}
+
Questions for me:
* [[Crafting]]: {{+|2}}
+
*How do I convert diet into wiki legible - just use a switch?
|
+
*Even if I get litter size, how do I convert it to wiki readable? Take the largest value, check if its equal to the round 0 version of itself, and then if it isn't +1?
* {{--|Social}}
 
| [[Traits#Too smart|Too smart]]
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Check}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | [[File:Naked Thin south.png|32px|frameless]]
 
|-
 
! Mad scientist <br/> (Scientist)
 
| | Stripped of [PAWN_possessive] life’s work and exiled after [PAWN_possessive] unethical experiments on the survivors of the Callos IX incident were published, [PAWN_nameDef] learned the skills necessary to survive in the outer rim.
 
  
Continuing [PAWN_possessive] research with nothing left to lose, [PAWN_pronoun] made minions to carry out the tasks that bored him.
+
{{#vardefine: animalName | Rhinoceros}}
|
+
<nowiki>{{infobox main|animal|</nowiki>
* [[Intellectual]]: {{+|5}}
 
* [[Shooting]]: {{+|5}}
 
* [[Medicine]]: {{+|4}}
 
* [[Crafting]]: {{+|2}}
 
|
 
* {{--|Hauling}}
 
* {{--|Mining}}
 
| -
 
|- id="Yiyang Jiang"
 
! rowspan=2 | Yiyang 'Mitsuya' Jiang<br>[[File:Male.png|frameless|32px]]/[[File:Female.png|frameless|32px]]
 
! Transfer student <br/> (Student)
 
| A midworld child, [PAWN_nameDef]'s wealthy parents sent [PAWN_objective] to a nearby glitterworld to receive a better education.
 
  
[PAWN_nameDef] was a talented student. However, due to [PAWN_possessive] family's wealth, [PAWN_pronoun] never had to do dumb labor.
+
|name = {{#var: animalName}}
|  
 
* [[Intellectual]]: {{+|3}}
 
* [[Social]]: {{+|2}}
 
|
 
* {{--|Dumb labor}}
 
| -
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Check}}
 
| rowspan=2 | {{Check}}  
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | {{Cross}}
 
| rowspan=2 | [[File:Naked Male south.png|32px|frameless]]/[[File:Naked Female south.png|32px|frameless]]
 
|-
 
! Politician <br/> (Politician)
 
| [PAWN_nameDef] was an activist in a powerful political faction. There [PAWN_pronoun] learned the art of persuasion and speech.
 
  
[PAWN_pronoun] had many enemies, so [PAWN_pronoun] took secret courses in shooting and hand-to-hand combat.
+
|image = Rhinoceros.png
|
 
* [[Shooting]]: {{+|2}}
 
* [[Melee]]: {{+|2}}
 
* [[Social]]: {{+|5}}
 
|
 
* {{--|Plants}}
 
* {{--|Mining}}
 
| -
 
|-
 
|}
 
  
== Weapon DPS comparator ==
+
|description = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|description}}
{{#vardefine: y1weapon|Heavy SMG}}
 
{{#vardefine: y2weapon|Assault rifle}}
 
{{#vardefine: y3weapon|Chain shotgun}}
 
{{#vardefine: y4weapon|Minigun}}
 
{{#vardefine: y1quality|Normal}}
 
{{#vardefine: y2quality|Normal}}
 
{{#vardefine: y3quality|Normal}}
 
{{#vardefine: y4quality|Normal}}
 
{{#vardefine: string | {{Weapon DPS Iterator|{{#var: y1weapon}}|{{lc:{{#var: y1quality}}}}|0.98167}} }}
 
{{#vardefine: y | {{#explode: {{#var: string }} | && |1 }} }}
 
{{#vardefine: string | {{Weapon DPS Iterator|{{#var: y2weapon}}|{{lc:{{#var: y2quality}}}}|0.98167}} }}
 
{{#vardefine: x | {{#explode: {{#var: string }} | && |0 }} }}
 
{{#vardefine: y2 | {{#explode: {{#var: string }} | && |1 }} }}
 
{{#vardefine: string | {{Weapon DPS Iterator|{{#var: y3weapon}}|{{lc:{{#var: y3quality}}}}|0.98167}} }}
 
{{#vardefine: y3 | {{#explode: {{#var: string }} | && |1 }} }}
 
{{#vardefine: string | {{Weapon DPS Iterator|{{#var: y4weapon}}|{{lc:{{#var: y4quality}}}}|0.98167}} }}
 
{{#vardefine: y4 | {{#explode: {{#var: string }} | && |1 }} }}
 
{{GraphChart|width=400
 
|height=200
 
|type=line
 
|xGrid=
 
|yGrid=
 
|xAxisTitle=Range (Cells)
 
|xAxisMin = 0
 
|xAxisMax = 38
 
|yAxisMin = 1
 
|yAxisMax = {{#ifeq: {{Q|{{{1|}}}|Maximum DPS}}|100|100|30}}
 
|yAxisTitle= DPS
 
|x= {{#var: x}}
 
|y1= {{#var: y}}
 
|y2= {{#var: y2}}
 
|y3= {{#var: y3}}
 
|y4= {{#var: y4}}
 
|y1Title = 1. {{#var: y1quality}} {{#var: y1weapon}}
 
|y2Title = 2. {{#var: y2quality}} {{#var: y2weapon}}
 
|y3Title = 3. {{#var: y3quality}} {{#var: y3weapon}}
 
|y4Title = 4. {{#var: y4quality}} {{#var: y4weapon}}
 
|legend=Legend
 
}}
 
  
== Tradeable items ==
+
|type = Animals
{{#ask: [[Market Value Base::>15]] [[Type::!Animal]] [[Type2::!Armor]] [[Type2::!Clothing]] [[Type2::!Medicine]] [[Type2::!Weapons]] [[Type::!Drug]] | ?Market Value Base | ?Type |?Type2 | limit =500 | sort = Type, Type2}}
 
  
==Nutrition math sanity check==
+
|type2 = Wild
Assuming an arbitrarily large number of females all serviced by one male, nutritional efficiency per offspring assuming they're slaughtered as an adult can be summarized as:
 
<pre>
 
Food produced/Food consumed
 
where:
 
Food consumed = Food consumed to raise 1 animal to adulthood = Food eaten as baby + food eaten as juvenile + food eaten by mother during gestation - food created by mother during gestation
 
Food produced = Food produced by slaughtering that animal = adult meat yield * 0.05
 
</pre>
 
  
Cow:
+
|bodysize = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
{{#expr: (60*{{Q|Cow|Juvenile Age}}*0.4*{{Q|Cow|Base Hunger Rate}}*1.6) + (60*({{Q|Cow|Maturity Age}}-{{Q|Cow|Juvenile Age}})*0.75*{{Q|Cow|Base Hunger Rate}}*1.6) + ({{Q|Cow|Gestation Period Days}}*{{Q|Cow|Base Hunger Rate}}*1.6) - ({{Q|Cow|Gestation Period Days}}*{{Q|Milk|Nutrition}}*{{Q|Cow|Milk Amount}}/{{Q|Cow|Milking Interval Days}})}}
 
  
for
+
|healthscale = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseHealthScale}}
{{#expr: {{Q|Cow|Meat Yield}}*0.05}}
 
  
Horse
+
|movespeed = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|MoveSpeed}}
{{#expr: (60*{{Q|Horse|Juvenile Age}}*0.4*{{Q|Horse|Base Hunger Rate}}*1.6) + (60*({{Q|Horse|Maturity Age}}-{{Q|Horse|Juvenile Age}})*0.75*{{Q|Horse|Base Hunger Rate}}*1.6) + ({{Q|Horse|Gestation Period Days}}*{{Q|Horse|Base Hunger Rate}}*1.6)}}
 
  
for
+
|attack1dmg = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
{{#expr: {{Q|Horse|Meat Yield}}*0.05}}
 
  
== Banner consistency ==
+
|attack1type = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
<!--
 
{{Spoiler}}
 
{{Humour}}
 
{{Royalty}}
 
{{Ideology}}
 
{{Biotech}}
 
{{Console}}
 
{{Impressive}}
 
{{Pp-template}}
 
{{Page Under Construction}}
 
{{Obsolete}}
 
{{Delete}}
 
{{Image wanted}}
 
{{Merge}}
 
{{Move}}
 
{{Split}}
 
{{Recode}}
 
{{Rewrite}}
 
{{Stub}}
 
{{Documentation wanted}}
 
{{Safe to delete}}
 
{{Improvement}}
 
-->
 
  
== Operations ==
+
|attack1part = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
{| {{STDT| c_10}}
 
! Operation !! Description !! Operation Success Rate Multiplier (%) !!  Violation !! Anesthetize !! XP Factor !!  Work !! Medicine required !! Skill required
 
|-
 
! Administer ''[[Drugs|Drug]]''
 
| In-game description
 
----
 
Mechanical desc
 
| ''Can't fail'' ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
  
 +
|attack1cool = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
  
! [[Anesthetic|Anesthetize]]
+
|attack2dmg = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
| ''Render a creature unconscious by administering general anesthetic.''
 
----
 
Mechanical desc
 
| 200 ||  Violation || {{Check}} || 16x || {{Ticks|0}} || {{Icon Small|Herbal medicine||1}} || -
 
|-
 
  
 +
|attack2type = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
  
! Euthanize by cut
+
|attack2part = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
| ''Euthanize a creature by cutting.''
 
----
 
Mechanical desc
 
| 500 || {{Check}} || Anesthetize || 16 || {{Ticks|500}} || {{Icon Small|Herbal medicine||1}} || Skill required
 
|-
 
  
 +
|attack2cool = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}
  
! Remove (''[[Artificial body part]]'')
+
|leathername = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|leatherDef}}
| In-game description
 
----
 
Mechanical desc
 
| 120 ||  {{Check}} || Anesthetize || 16 || {{Ticks|2500}} || {{Icon Small|Herbal medicine||1}} || [[Medical]] 5
 
|-
 
  
! Install (''[[Body Parts|body part]]'')
+
|leatheryield = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|LeatherAmount}}
| In-game description
 
----
 
Mechanical desc
 
| 120 ||  Violation || Anesthetize || XP Factor || {{Ticks|2500}} || {{Icon Small|Herbal medicine||2}} || [[Medical]] 5
 
|-
 
  
 +
|manhunter = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|manhunterOnDamageChance}}
  
! Harvest (''[[Body Parts|body part]]'')
+
|manhuntertame = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|manhunterOnTameFailChance}}
| ''Remove a body part.''
 
----
 
Mechanical desc
 
| 120 ||  Violation || Anesthetize || 16 ||  {{Ticks|2000}} || {{Icon Small|Herbal medicine||1}} || -
 
|-
 
  
 +
|hungerrate = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseHungerRate}}
  
! Terminate [[pregnancy]] {{BiotechIcon}}
+
|diet = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|foodType}}
| Terminate the pregnancy of an animal or human.
 
----
 
Mechanical desc
 
  
2% death on fail chance
+
|trainable = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|trainability}}
| 200 ||  {{Check}} || Anesthetize || XP Factor || {{Ticks|1500}} || {{Icon Small|Herbal medicine||2}} || Skill required
 
|-
 
  
 +
|wildness = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|wildness}}
  
! Extract [[ovum]] for IVF {{BiotechIcon}}
+
|gestation = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|gestationPeriodDays}}
| ''Extract an ovum into a storage capsule. It can then be fertilized by a man, and finally implanted into a mother to start a pregnancy.''
 
----
 
Mechanical desc
 
Requires Fertility proceedures researched
 
must be 15+
 
Mst be fertile
 
must be female
 
| 500 ||  {{Check}} || Anesthetize || XP Factor || {{Ticks|500}} || {{Icon Small|Herbal medicine||1}} || Skill required
 
|-
 
  
 +
|offspring = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|litterSizeCurve}}
  
! Implant [[embryo]] {{BiotechIcon}}
+
|maturityage = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|lifeStageAges}}
| In-game description
 
----
 
Mechanical desc
 
| 500 ||  {{Check}} || Anesthetize || XP Factor || {{Ticks|500}} || {{Icon Small|Herbal medicine||1}} || Skill required
 
|-
 
  
 +
|marketvalue = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|MarketValue}}
  
! Extract hemogen pack
+
|lifespan = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|lifeExpectancy}}
| ''Extract a hemogen pack from the target. The operation will fail to produce a hemogen pack if the target does not have enough blood. <br> Hemogen packs can be administered to others to reduce blood loss or to satiate those who feed on blood.''
 
----
 
* Creates {{Icon Small|Hemogen pack||1}} [[hemogen pack]]
 
* Increases target [[blood loss]] by {{++|45%}}
 
| Chance ||  {{Check}} || {{Cross}} || 2x || {{Ticks|500}} || - || -
 
|-
 
  
 +
|massadult = {{#expr: {{#invoke:DefInfo|query|Races|{{#var: animalName}}|baseBodySize}}*60}}
  
! Implant xenogerm
+
|min comfortable temperature = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|ComfyTemperatureMin}}
| ''Implant a xenogerm into a patient. This replaces any previous xenogerm they may have had.''
 
----
 
Mechanical desc
 
| Chance ||  {{Check}} || Anesthetize || XP Factor || {{Ticks|2000}} || {{Icon Small|Herbal medicine||4}} || -
 
|-
 
  
 +
|max comfortable temperature = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|ComfyTemperatureMax}}
  
! Perform tubal ligation
+
|tradeTags = {{#invoke:DefInfo|query|Races|{{#var: animalName}}|tradeTags}}
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
  
 +
|page verified for version = {{Current Version}}
  
! Perform vasectomy
+
}}
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Reverse vasectomy
 
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Implant IUD
 
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Remove IUD
 
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Blood transfusion
 
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Excise carcinoma
 
| In-game description
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || XP Factor || {{Ticks|9999999999}} || Medicine required || Skill required
 
|-
 
 
 
 
 
! Cure [[scaria]]
 
| This special medical operation cures scaria.
 
----
 
Mechanical desc
 
| Chance ||  Violation || Anesthetize || 16 || {{Ticks|4500}} || {{Icon Small|Medicine||3}} || [[Medical]] 8
 
|-
 
 
 
 
 
! Sterilize
 
| ''Sterilize a creature so it can no longer reproduce.''
 
----
 
Mechanical desc
 
 
 
surgeryIgnoreEnvironment true
 
 
 
| Chance ||  {{Check}} || Anesthetize || 16 || {{Ticks|500}} || Medicine required || [[Medical]] 3
 
|-
 
 
 
 
 
! Cure [[blood rot]]{{RoyaltyIcon}}
 
| ''This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites.''
 
----
 
Mechanical desc
 
| Chance ||  {{Cross}} || Anesthetize || 16 || {{Ticks|2000}} || {{Icon Small|Glitterworld medicine||10}} || [[Medical]] 5
 
|-
 
 
 
 
 
! Anti-[[abasia]] mechanite infusion{{RoyaltyIcon}}
 
| ''This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine.''
 
----
 
Mechanical desc
 
| Chance ||  {{Cross}} || Anesthetize || XP Factor || {{Ticks|2000}} || {{Icon Small|Glitterworld medicine||10}} || [[Medical]] 5
 
|-
 
|-
 
|}
 
  
 
==Loop==
 
==Loop==
Line 370: Line 96:
  
 
== remove linkng==
 
== remove linkng==
{{#vardefine:linkingtest | [[Knife]] }}
+
{{#vardefine:linkingtest | [[100]] }}
  
 
{{#var:linkingtest}}
 
{{#var:linkingtest}}
Line 378: Line 104:
 
{{#replace:{{#explode:{{#var:linkingtest}}|{{!}}|1}}|]|}}
 
{{#replace:{{#explode:{{#var:linkingtest}}|{{!}}|1}}|]|}}
  
{{#replace:{{#explode: [[Knife]] |{{!}}|1}}|]|}}
+
{{#replace:{{#explode: [[100]] |{{!}}|1}}|]|}}
  
 
==MBOX==
 
==MBOX==
Line 426: Line 152:
  
 
*[[Persona plasmasword|{{#ifexist:Persona plasmasword|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]]
 
*[[Persona plasmasword|{{#ifexist:Persona plasmasword|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]]
*[[Test Broken Link|{{#ifexist:Test Broken Link|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]]
+
*[[Persona fishstick|{{#ifexist:Persona fishstick|<span style="color:FFEE1D;">This page exists.</span>|This page does not exist.}}]]
 
 
== Animal nutrition table ==
 
<div><li style="display: inline-table;"> {{#vardefine: pagename|Cow}}
 
{| {{STDT| c_08 text-center}}
 
! rowspan="2"|Products !! colspan="3"| [[Nutrition]]/[[Time|Day]] when eaten as:
 
|-
 
! Raw !! [[Simple meal]] !! [[Nutrient paste meal]]
 
|-
 
|{{#if:{{Q|{{#var: pagename}}|Egg Laying Interval}}|{{#expr:{{Q|{{#var: pagename}}|Eggs Per Clutch Average}}/{{Q|{{#var: pagename}}|Egg Laying Interval}}}}x{{icon small|{{Q|{{#var: pagename}}|Name}} egg (unfert.)}}/[[Time|Day]]}}<!--
 
-->{{#if:{{Q|{{#var: pagename}}|Daily Milk Average}}|{{Q|{{#var: pagename}}|Daily Milk Average}}x{{icon small|Milk}}/[[Time|Day]]}}
 
|{{#if:{{Q|{{#var: pagename}}|Egg Laying Interval}}|{{#expr:{{Q|{{#var: pagename}} egg (unfert.)|Nutrition}}*{{Q|{{#var: pagename}}|Eggs Per Clutch Average}}/{{Q|{{#var: pagename}}|Egg Laying Interval}} * 1.0}}}}{{#if:{{Q|{{#var: pagename}}|Daily Milk Average}}|{{#expr:{{Q|Milk|Nutrition}}*{{Q|{{#var: pagename}}|Daily Milk Average}} * 1.0}}}}
 
|{{#if:{{Q|{{#var: pagename}}|Egg Laying Interval}}|{{#expr:{{Q|{{#var: pagename}} egg (unfert.)|Nutrition}}*{{Q|{{#var: pagename}}|Eggs Per Clutch Average}}/{{Q|{{#var: pagename}}|Egg Laying Interval}} * 1.8}}}}{{#if:{{Q|{{#var: pagename}}|Daily Milk Average}}|{{#expr:{{Q|Milk|Nutrition}}*{{Q|{{#var: pagename}}|Daily Milk Average}} * 1.8}}}}
 
|{{#if:{{Q|{{#var: pagename}}|Egg Laying Interval}}|{{#expr:{{Q|{{#var: pagename}} egg (unfert.)|Nutrition}}*{{Q|{{#var: pagename}}|Eggs Per Clutch Average}}/{{Q|{{#var: pagename}}|Egg Laying Interval}} * 3.0}}}}{{#if:{{Q|{{#var: pagename}}|Daily Milk Average}}|{{#expr:{{Q|Milk|Nutrition}}*{{Q|{{#var: pagename}}|Daily Milk Average}} * 3.0}}}}
 
|}
 
</li><div>
 
 
 
===Market Value Calculated, not set ===
 
{{#ask:[[Calculated Market Value::true]]
 
| limit = 10
 
}}
 
 
 
==Animal DPS==
 
{| class="wikitable sortable"
 
|-
 
! Name !! DPS !! AP
 
|-
 
|Alpaca ||{{True Melee DPS Calculator|Alpaca}} || {{#var:trueAP}}
 
|-
 
|Bison ||{{True Melee DPS Calculator|Bison}} || {{#var:trueAP}}
 
|-
 
| Boomalope||{{True Melee DPS Calculator|Boomalope}} || {{#var:trueAP}}
 
|-
 
| Capybara||{{True Melee DPS Calculator|Capybara}} || {{#var:trueAP}}
 
|-
 
| Caribou||{{True Melee DPS Calculator|Caribou}} || {{#var:trueAP}}
 
|-
 
|Cassowary ||{{True Melee DPS Calculator|Cassowary}} || {{#var:trueAP}}
 
|-
 
|Chicken ||{{True Melee DPS Calculator|Chicken}} || {{#var:trueAP}}
 
|-
 
| Chinchilla||{{True Melee DPS Calculator|Chinchilla}} || {{#var:trueAP}}
 
|-
 
|Cow ||{{True Melee DPS Calculator|Cow}} || {{#var:trueAP}}
 
|-
 
| Deer||{{True Melee DPS Calculator|Deer}} || {{#var:trueAP}}
 
|-
 
| Donkey||{{True Melee DPS Calculator|Donkey}} || {{#var:trueAP}}
 
|-
 
| Dromedary||{{True Melee DPS Calculator|Dromedary}} || {{#var:trueAP}}
 
|-
 
| Duck||{{True Melee DPS Calculator|Duck}} || {{#var:trueAP}}
 
|-
 
| Elephant||{{True Melee DPS Calculator|Elephant}} || {{#var:trueAP}}
 
|-
 
| Elk||{{True Melee DPS Calculator|Elk}} || {{#var:trueAP}}
 
|-
 
|Emu||{{True Melee DPS Calculator|Emu}} || {{#var:trueAP}}
 
|-
 
|Gazelle ||{{True Melee DPS Calculator|Gazelle}} || {{#var:trueAP}}
 
|-
 
|Goat ||{{True Melee DPS Calculator|Goat}} || {{#var:trueAP}}
 
|-
 
|Goose ||{{True Melee DPS Calculator|Goose}} || {{#var:trueAP}}
 
|-
 
|Guinea pig ||{{True Melee DPS Calculator|Guinea pig}} || {{#var:trueAP}}
 
|-
 
|Hare||{{True Melee DPS Calculator|Hare}} || {{#var:trueAP}}
 
|-
 
| Horse||{{True Melee DPS Calculator|Horse}} || {{#var:trueAP}}
 
|-
 
| Ibex||{{True Melee DPS Calculator|Ibex}} || {{#var:trueAP}}
 
|-
 
| Megasloth||{{True Melee DPS Calculator|Megasloth}} || {{#var:trueAP}}
 
|-
 
| Muffalo||{{True Melee DPS Calculator|Muffalo}} || {{#var:trueAP}}
 
|-
 
| Ostrich||{{True Melee DPS Calculator|Ostrich}} || {{#var:trueAP}}
 
|-
 
| Rhinoceros||{{True Melee DPS Calculator|Rhinoceros}} || {{#var:trueAP}}
 
|-
 
| Sheep||{{True Melee DPS Calculator|Sheep}} || {{#var:trueAP}}
 
|-
 
| Snowhare||{{True Melee DPS Calculator|Snowhare}} || {{#var:trueAP}}
 
|-
 
| Squirrel||{{True Melee DPS Calculator|Squirrel}} || {{#var:trueAP}}
 
|-
 
| Turkey||{{True Melee DPS Calculator|Turkey}} || {{#var:trueAP}}
 
|-
 
| Yak||{{True Melee DPS Calculator|Yak}} || {{#var:trueAP}}
 
|-
 
| Alphabeaver||{{True Melee DPS Calculator|Alphabeaver}} || {{#var:trueAP}}
 
|-
 
| Thrumbo||{{True Melee DPS Calculator|Thrumbo}} || {{#var:trueAP}}
 
|-
 
| Boomrat||{{True Melee DPS Calculator|Boomrat}} || {{#var:trueAP}}
 
|-
 
| Grizzly bear||{{True Melee DPS Calculator|Grizzly bear}} || {{#var:trueAP}}
 
|-
 
| Human||{{True Melee DPS Calculator|Human}} || {{#var:trueAP}}
 
|-
 
| Husky||{{True Melee DPS Calculator|Husky}} || {{#var:trueAP}}
 
|-
 
| Iguana||{{True Melee DPS Calculator|Iguana}} || {{#var:trueAP}}
 
|-
 
| Labrador retriever||{{True Melee DPS Calculator|Labrador retriever}} || {{#var:trueAP}}
 
|-
 
| Megascarab||{{True Melee DPS Calculator|Megascarab}} || {{#var:trueAP}}
 
|-
 
| Megaspider||{{True Melee DPS Calculator|Megaspider}} || {{#var:trueAP}}
 
|-
 
| Monkey||{{True Melee DPS Calculator|Monkey}} || {{#var:trueAP}}
 
|-
 
| Pig||{{True Melee DPS Calculator|Pig}} || {{#var:trueAP}}
 
|-
 
| Polar bear||{{True Melee DPS Calculator|Polar bear}} || {{#var:trueAP}}
 
|-
 
| Spelopede||{{True Melee DPS Calculator|Spelopede}} || {{#var:trueAP}}
 
|-
 
| Raccoon||{{True Melee DPS Calculator|Raccoon}} || {{#var:trueAP}}
 
|-
 
| Rat||{{True Melee DPS Calculator|Rat}} || {{#var:trueAP}}
 
|-
 
| Tortoise||{{True Melee DPS Calculator|Tortoise}} || {{#var:trueAP}}
 
|-
 
| Wild boar||{{True Melee DPS Calculator|Wild boar}} || {{#var:trueAP}}
 
|-
 
|Yorkshire terrier ||{{True Melee DPS Calculator|Yorkshire terrier}} || {{#var:trueAP}}
 
|-
 
| Arctic fox||{{True Melee DPS Calculator|Arctic fox}} || {{#var:trueAP}}
 
|-
 
| Arctic wolf||{{True Melee DPS Calculator|Arctic wolf}} || {{#var:trueAP}}
 
|-
 
| Cat||{{True Melee DPS Calculator|Cat}} || {{#var:trueAP}}
 
|-
 
| Cobra||{{True Melee DPS Calculator|Cobra}} || {{#var:trueAP}}
 
|-
 
| Cougar||{{True Melee DPS Calculator|Cougar}} || {{#var:trueAP}}
 
|-
 
| Fennec fox||{{True Melee DPS Calculator|Fennec fox}} || {{#var:trueAP}}
 
|-
 
| Lynx||{{True Melee DPS Calculator|Lynx}} || {{#var:trueAP}}
 
|-
 
| Panther||{{True Melee DPS Calculator|Panther}} || {{#var:trueAP}}
 
|-
 
| Red fox||{{True Melee DPS Calculator|Red fox}} || {{#var:trueAP}}
 
|-
 
| Timber wolf||{{True Melee DPS Calculator|Timber wolf}} || {{#var:trueAP}}
 
|-
 
| Warg||{{True Melee DPS Calculator|Warg}} || {{#var:trueAP}}
 
|-
 
| Barkskin||{{True Melee DPS Calculator|Barkskin}} || {{#var:trueAP}}
 
|-
 
| Berrymaker||{{True Melee DPS Calculator|Berrymaker}} || {{#var:trueAP}}
 
|-
 
| Carrier||{{True Melee DPS Calculator|Carrier}} || {{#var:trueAP}}
 
|-
 
| Clawer||{{True Melee DPS Calculator|Clawer}} || {{#var:trueAP}}
 
|-
 
| Gaumaker||{{True Melee DPS Calculator|Gaumaker}} || {{#var:trueAP}}
 
|-
 
| Immature dryad||{{True Melee DPS Calculator|Immature dryad}} || {{#var:trueAP}}
 
|-
 
| Medicinemaker||{{True Melee DPS Calculator|Medicinemaker}} || {{#var:trueAP}}
 
|-
 
| Woodmaker||{{True Melee DPS Calculator|Woodmaker}} || {{#var:trueAP}}
 
|-
 
| Centipede||{{True Melee DPS Calculator|Centipede}} || {{#var:trueAP}}
 
|-
 
| Lancer||{{True Melee DPS Calculator|Lancer}} || {{#var:trueAP}}
 
|-
 
| Pikeman||{{True Melee DPS Calculator|Pikeman}} || {{#var:trueAP}}
 
|-
 
| Scyther||{{True Melee DPS Calculator|Scyther}} || {{#var:trueAP}}
 
|-
 
| Termite||{{True Melee DPS Calculator|Termite}} || {{#var:trueAP}}
 
|-
 
 
 
|}
 
  
 
==Weapon Table==
 
==Weapon Table==
Line 834: Line 382:
 
| {{Q|{{#var:currentweapon|}}|Market Value Base}}
 
| {{Q|{{#var:currentweapon|}}|Market Value Base}}
 
|-
 
|-
|}
+
}}
  
  
Line 859: Line 407:
 
{{#var:armorlayers|}}
 
{{#var:armorlayers|}}
 
{{#pos:{{#var:armorlayers|}}|Middle}}
 
{{#pos:{{#var:armorlayers|}}|Middle}}
 +
 +
 +
{| {{STDT|sortable c_08 text-center}}
 +
! Name !!  Sharp !! Blunt !! Heat !! HP !! Effects !! Coverage !! data-sort-type="number"| Value {{icon|silver|}}{{ref label|Assumption|A|A}}
 +
|-
 +
! style='text-align: left !important;'| {{Icon Small|Simple helmet|}} Gold [[Simple helmet]]
 +
| {{ #expr: 0.72*0.5*100}}%
 +
| {{ #expr: 0.36*0.5*100}}%
 +
| {{ #expr: 0.36*0.5*100}}%
 +
| {{ #expr: 0.6*80}}
 +
| ''None''
 +
| Head, Left Ear, Right Ear
 +
| {{icon|silver|{{ #expr: 10*146}}}}
 +
|-
 +
|}
 +
:{{note label|Hat|A|A}} Hat includes [[Bowler hat]]s, [[Cowboy hat]], [[Tribal headdress]]es, [[Tuque]]s and [[War veil]]s"
  
 
==Example way to display outdated data page==
 
==Example way to display outdated data page==
Line 871: Line 435:
  
 
==Asks==
 
==Asks==
{{#ask: [[Name::!~*spot]] [[Name::!~*meat]] [[Type::!Plant]] [[Type::!Animal]] [[Type2::!Egg]]
 
| limit = 2
 
| sort = Type, Type2, Name
 
}}
 
 
{{#ask: [[~*rifle]] [[Modification date::+]]}}
 
 
{{#ask: [[Name::Fine carpet||Gold tile||Silver tile||Fine stone tile||Hex tile||Spikecore plates||Totemic boards||Morbid stone tile||Spikecore stone tile||Totemic stone tile||Morbid carpet||Hex carpet||Mindbend carpet]]}}
 
 
{{#ask: [[Category:Fine floor]]}}
 
 
{{#ask: [[Type::Buildings]]}}
 
 
{{#ask: [[sowTags::~*Decorative*]] [[sowTags::!~*DecorativeTree*]]}}
 
 
{{#ask:[[Category:Stone Blocks]]
 
|mainlabel=Material
 
|?Description
 
|?Max Hit Points Factor=HP Factor
 
|?Beauty Offset
 
|?Beauty Factor
 
|?Work To Build Factor
 
|?Work To Make Factor
 
|?Market Value Base=Market Value
 
|class=sortable c_01 text-center table
 
}}
 
 
{{#ask: [[Resource 1::+]] [[:+]]
 
| ?Required Research
 
| ?Type
 
| ?Type2
 
| sort = Required Research, Type, Type2
 
| limit = 500
 
}}
 
 
{{#ask: [[Type2::Ruins]]
 
| ?Image#32px
 
| ? = Building
 
| limit=5
 
}}
 
 
{{#if: {{#pos: {{Q|Corset|Category}} | Royalty}}| {{Check}} | {{Cross}} }}
 
{{#if: {{#pos: {{Q|Warg|Category}} | Royalty}}| {{Check}} | {{Cross}} }}
 
 
 
{| {{STDT|sortable c_03 text-center}}
 
{| {{STDT|sortable c_03 text-center}}
 
! Name !! Stuff amount !! Work To Make !!  Value/Textile
 
! Name !! Stuff amount !! Work To Make !!  Value/Textile
Line 929: Line 449:
 
|-
 
|-
 
|}
 
|}
 +
 +
 +
  
 
<div style='-webkit-column-count: {{{columns|1}}}; -moz-column-count: {{{columns|1}}}; column-count: {{{columns|1}}}'>
 
<div style='-webkit-column-count: {{{columns|1}}}; -moz-column-count: {{{columns|1}}}; column-count: {{{columns|1}}}'>
 
{{#ask:
 
{{#ask:
   [[Name::~*econ*]] OR [[Name::~*ataphract*]] OR [[Name::~*arine*]]
+
   [[Name::~*econ*]] OR [[Name::~*ataphract*]] or [[Name::~*arine*]]
<!--{{{query|}}}-->
+
 {{{query|}}}
 
| ?# = Name
 
| ?# = Name
 
| ?Image
 
| ?Image
Line 961: Line 484:
 
| sort = Production Facility 1
 
| sort = Production Facility 1
 
| columns = 3
 
| columns = 3
| limit = 5
+
| limit = 300
 
}}  
 
}}  
  
Line 976: Line 499:
 
}}
 
}}
  
 
 
 
{{#ask: [[Category:Clothing]] [[Resource 1::+]]
 
{{#ask: [[Category:Clothing]] [[Resource 1::+]]
 
}}
 
}}
 +
  
  
Line 987: Line 509:
  
 
{{#ask: [[Resource 1::Stuff]]
 
{{#ask: [[Resource 1::Stuff]]
 +
| ?Market Value Base
 +
| limit = 499
 +
}}
 +
 +
{{#ask: [[Category:Weapons]]
 +
| ?Mode
 +
| ?Damage Base
 +
| ?ArmorPenetration
 +
| ?Resources To Make
 +
| limit = 500
 
}}
 
}}
 +
  
 
{{#ask: [[Category:Animals]] [[Leather Name::{{lc:{{PAGENAME}}}}]]
 
{{#ask: [[Category:Animals]] [[Leather Name::{{lc:{{PAGENAME}}}}]]
Line 1,005: Line 538:
 
| limit = 100
 
| limit = 100
 
}}
 
}}
 +
 +
{{#ask:[[Resource 1::>]]
 +
| ?Work To Make
 +
| limit = 1
 +
}}
 +
  
 
| format = ul
 
| format = ul
Line 1,064: Line 603:
 
*'''All items of Masterwork or Legendary Quality:''' Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
 
*'''All items of Masterwork or Legendary Quality:''' Marine armor is significant superior to a devilstrand, hyperweave and thrumbofur duster and flak pairings for all weapons in the game.
  
 +
=1.3 UPdates=
 +
==1.3.3066==
  
<noinclude>[[Category: Harakoni page]]</noinclude>
+
=== Pens and animals ===
 +
* Pen system: Create pens for your farm animals to keep them organized and safe.
 +
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.
 +
* Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.
 +
* Handlers will use ropes to lead animals from one location to another, or out of a pen.
 +
* Some animals will now roam if they are not contained within a pen.
 +
* Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.
 +
* animal filth has been reworked
 +
* Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.
 +
* Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.
 +
* Tame animals can now be released to the wild.
 +
* Breach raids
 +
* Added new raid type: Breaching. Breaching raids will attempt to  reach your colony by breaking through walls with unique weapons.
 +
 
 +
=== Miscellaneous ===
 +
* Added facial hair for pawns. The style of hair is based on the pawn’s background.
 +
* Added visual wound and prosthetic overlays on pawns.
 +
* When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.
 +
* Added new meal types: Vegetarian and Carnivore fine/lavish meals. These are made exclusively of vegetable/meat ingredients
 +
 
 +
=== Improvements and adjustments: Base game ===
 +
=== Goodwill ===
 +
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.
 +
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.
 +
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.
 +
* Guest status with a faction is reset upon gifting a pawn to that faction.
 +
=== Animals and plants ===
 +
* Raiders no longer actively attack passive colony animals.
 +
* Animals tab life stage tooltip now also shows the animal's exact age.
 +
* Wild plants spawned during gameplay start at 15% growth instead of 5%.
 +
* Plants newly sown by players start at 0.01% growth.
 +
* PlantHarvestYield stat above 100% gives a bonus to yield.
 +
* Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.
 +
* Animals are unwilling to eat plants under 10% growth.
 +
* Herbivores rebalance:
 +
* Hunger rate reduced by 50%.
 +
* Adult age is reduced by 33%.
 +
* Gestation days reduced by 33%. (This does not include unfertilized egg layers.)
 +
* Reduced toxic fallout buildup by 50%.
 +
* Grass nutrition reduced from 0.7 to 0.5.
 +
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.
 +
* Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type.
 +
* Indoor rooms with non-water flooring can have animal filth or trash spread on them.
 +
* Rain washes away more filth types.
 +
* Increased meat yields by 30%.
 +
* Damaged corpses give 33% less meat and leather amounts.
 +
* Animals can be assigned to animal beds. These beds can be designated as medical.
 +
* Change boomalope trainability to None.
 +
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.
 +
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.
 +
* Traders that sell animals try to generate with at least one pair of core farming animals.
 +
 
 +
=== Combat, weapons, gear ===
 +
* Added a challenge mode option for reinforced barrels. These barrels are essential for building and maintaining mortars, but the mortars are more accurate and shells are cheaper to make. Reinforced barrels can be acquired from sieges as quest rewards and purchased from traders.
 +
* You can keep the old 1.2 mortars with the challenge mode option “classic mortars”, so players can choose either style as they wish.
 +
* Every 20 shots, mortars must have their barrel changed.
 +
* Mortars forced miss chance changed from 13 to 10. This is reversed with classic mortars storyteller option.
 +
* Reduced steel cost of all mortar ammo by 10. This is reversed with classic mortars storyteller option.
 +
* Grenade throws are rendered in an arc.
 +
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.
 +
* Disabled shooting gizmos when a shield belt is equipped.
 +
* When a pawn is drafted while eating from inventory they will return the food to their inventory.
 +
* Pawns can take medicine into their inventory.
 +
* Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.
 +
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.
 +
 
 +
=== Pawns ===
 +
* Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.
 +
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.
 +
* Hediff tooltips of grouped hediffs are now separated from each other.
 +
* Hediff stages can now override hediff labels.
 +
* Hediff tooltips of grouped hediffs are now separated from each other.
 +
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.
 +
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.
 +
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.
 +
* Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.
 +
* Pawns now try a lot harder to avoid wearing tattered apparel.
 +
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.
 +
* Assigning pawns to beds updates the room role, if possible.
 +
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.
 +
* Guests with "AllWork" disabled will no longer opportunistically haul.
 +
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.
 +
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.
 +
* Non-cannibals dislike those that wear human leather apparel.
 +
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.
 +
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.
 +
* Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
 +
* Smoothed out addiction chances based on the pawn’s tolerance.
 +
* Prisoner escape chance is multiplied by the number of exits the prisoner has.
 +
* Escaping prisoners will attack enemies with weapons they pick up, including orbital bombardment targeters, orbital power beam targeters, and tornado generators.
 +
*
 +
 
 +
=== Caravans ===
 +
* Optimized caravan automatic food selection.
 +
* Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.
 +
 
 +
=== Miscellaneous ===
 +
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.
 +
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.
 +
* Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.
 +
* Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.
 +
* Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).
 +
* Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.
 +
* Doors not owned by the player can be forbidden.
 +
* Change sandbags and barricades fill percents from 57% to 55%.
 +
* Build designators no longer default to def-defined default if there is none of that type of resource on the map.
 +
* Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.
 +
* Saving is temporarily disabled while selecting a world tile at the beginning of the game.
 +
* Edited the color of error log messages to improve readability.
 +
* Mod incompatibility warnings are now colorblind friendly.
 +
* Modders can appear on the credits screen.
 +
* Mods can now define lists of authors instead of just specifying a comma-separated list of names.
 +
* Update LanguageWorker_Russian.Pluralize to match the behavior requested by translators.
 +
* Added debug setting: Never force normal speed.
 +
* Optimized map mesh generation and drawing.
 +
* Redrew persona core art.
 +
* Added a Thing category for wool.
 +
* maintenanceCostFactor has a minimum of 1%.
 +
* Wildlife tab refinements.
 +
* Balanced distant fight points adjustment and pawn combat points.
 +
* JoyUtility.JoyKinds strings are now always line lists.
 +
* Added debug setting: Never force normal speed.
 +
* Added a Thing category for wool.
 +
* Balanced distant fight points adjustment and pawn combat points.
 +
 
 +
=== Improvements and adjustments: Royalty ===
 +
* High-shields also stop orbital strikes and aerodrone strikes, the same way they stop mortars.
 +
* The bestowing ceremony is now a gathering that everyone can attend.
 +
* Throne speeches have been re-tooled into rituals.
 +
* Updated imperial grenadier to use plain marine armor instead of grenadier armor.
 +
* NPC shuttle pads now always use concrete or paved tiles as flooring.
 +
* Shuttles leave uranium instead of steel when killed.
 +
* Pawns lent to another faction have their wounds tended more competently.
 +
* Refactored shuttles into generic Transport ships. These ships follow a series of jobs which can be controlled by quest logic, UI, and Lords. Transport ships are tracked while flying, loading, unloading, etc.
 +
* Adjusted royal apparel colors. Empire pawns spawn with apparel materials that scale to their social rank.
 +
 
 +
===Bugfixes===
 +
 
 +
* Fix: Smoke doesn’t persist on the map on save load.
 +
* Fix: Error “Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab”.
 +
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.
 +
* Fix: Betraying temporary colonists doesn’t display a timer.
 +
* Fix: Food binging pawns try to eat recreational drugs.
 +
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.
 +
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.
 +
* Fix: Monument quests aren’t failed after the map is removed.
 +
* Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork.
 +
* Fix: “Build copy” shrine commands sometimes appear white.
 +
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.
 +
* Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.
 +
* Fix: Using the “change material” button on weapon info cards does not update stat readout.
 +
* Fix: Meals can stack with incompatible ingredients.
 +
* Fix: In peaceful mode, ancient dangers can be generated with hostile mechs.
 +
* Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.
 +
* Fix: Brawler guards can still arrive with ranged weapons.
 +
* Fix: Incorrect relations gain info in prisoner tab during mental break.
 +
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.
 +
* Fix: During food binges, sometimes pawns will use recreational drugs.
 +
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.
 +
* Fix: Incorrect neuroquake cast time.
 +
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.
 +
* Fix: Stun psycast does not interrupt minigun salvo.
 +
* Fix: Typos in backstories.
 +
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.
 +
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.
 +
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.
 +
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.
 +
* Fix: Anima trees can display negative meditation values.
 +
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.
 +
* Fix: Word of Joy counts as a hostile act.
 +
* Fix: Pawn having a mental break on entering a hostile map is drafted.
 +
* Fix: The alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
 +
* Fix: Firefoam IED radius is larger than drawn.
 +
* Fix: Some monument buildings have enclosed floored areas.
 +
* Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.
 +
* Fix: Lent pawns tended to horribly by the host faction.
 +
* Fix: Anima trees can display negative meditation values.
 +
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.
 +
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.
 +
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.
 +
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.
 +
* Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.
 +
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.
 +
* Fix: Typo in tool cabinet description.
 +
* Fix: After disabling a work type, pawns can pick up the same job right after.
 +
 
 +
==Version/1.3.3067==
 +
=== Improvements ===
 +
* Blind people no longet get the darkness mood debuff.
 +
* Reduced min colony wealth to 150k for firing archonexus endgame quest.
 +
* Adding new desired apparel no longer regenerates role apparel.
 +
* Ancient non-deconstructible stuff has disable deconstruct command tooltip and inpect pane information on how to remove it.
 +
* Avoid repeating normal memes when generating non-player factions.
 +
* Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.
 +
* Allow starting the bestowing ceremony via right click.
 +
* Added anima grass growth rate from meditiation penlaty to anima tree based on proximity to artificial buildings.
 +
* Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.
 +
* Building damage factors are drawn for projectile weapons in their info card.
 +
* Optimize ritual obligation alert to not generate unused text anymore, significantly reducing performance spikes for larger pawn counts.
 +
* Dying hair requires dye
 +
* Metallic fence and walls now use stuff-specific ui and blueprint graphics.
 +
* Mechanoid breach raids spawn with one breacher.
 +
* Breach raids never have 'drop-in' arrival mode.
 +
* Prisoners now produce a mood malus if they escape.
 +
* Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.
 +
* Mortars don't drop their barrels if under 50% fuel.
 +
* Gray out pawns that can't take any role in ritual.
 +
* Biosculpter pod plays a sound when nutrition is added.
  
== Table test ==
+
=== Fixes ===
 +
* Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead
 +
* Fix: Pawns can end up with overlapping apparel requirements.
 +
* Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it.
 +
* Fix: Bestowing quest can get bugged if accepting it on a different map from one it was generated on.
 +
* Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.
 +
* Fix: Dromedary description mentions it is not rideable, but it is.
 +
* Fix: Pawns walking over structures causes construction to halt.
 +
* Fix: Trees adjacent to no-cut growing zones are cut down.
 +
* Fix: Essential roles can be removed.
 +
* Fix: Rituals with no spectators can show weird numbers in the quality factors preview. Disabled ritual seat outcome effect for rituals without spectators.
 +
* Fix: Stacking building damage factors don't display if they have the same value.
 +
* Fix: Gender supremacy memes have opposite agreeing traits.
 +
* Fix: Typo on anima tree linking ritual.
 +
* Fix: Ability.Activate only starts cooldown if there are any ability components.
 +
* Fix: Ritual ambience sound preview kept playing the old one after changing style categories that affected it.
 +
* Fix: Deep drills produce chunks over themselves and their interaction cells.
 +
* Fix: Animal sacrifice ritual cancelled just before it ends.
 +
* Fix: Enter closes form caravan UI.
 +
* Fix: Musical instruments don't give recreation.
 +
* Fix: Biosculpter pod only shows pawn label for an occupant not who it is biotuned to.
 +
* Fixes to anima tree linking feedback for spectator role.
  
<div class="usermessage mw-customtoggle-CustomNameIJustThoughtUp">Click here to toggle the table.</div>
+
==Version/1.3.3072==
  
{| class="wikitable sortable"
+
* Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.
|-
+
* When a pawn is connected to multiple [[gauranlen tree]]s, they prioritize pruning the tree with the biggest difference between desired connection strength and current.
! Header text !! Header text <th class="mw-collapsible mw-collapsed" id="mw-customcollapsible-CustomNameIJustThoughtUp">I'm the mw-collapsible cell content!</th>
+
* [[Gauranlen pod]] sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert [[biome]]s, but not ice sheet or sea ice.
|-
+
* Auto-slaughter config allows you to control bonded animal slaughter specifically.
| Example || Example <td class="mw-collapsible mw-collapsed" id="mw-customcollapsible-CustomNameIJustThoughtUp">I'm the mw-collapsible cell content!</td>
+
* Suspend [[dryads]] currently in cocoons.
|-
+
* You can no longer change the color of lodgers' apparel if they refuse to change their apparel at all.
| Example || Example <td class="mw-collapsible mw-collapsed" id="mw-customcollapsible-CustomNameIJustThoughtUp">I'm the mw-collapsible cell content!</td>
+
* Added darker black hair color option. Moved hard-coded hair colors to ColorDefs.
|-
+
* Fix: Women constantly using the styling station to get a beard that they are not allowed to have.
| Example || Example <td class="mw-collapsible mw-collapsed" id="mw-customcollapsible-CustomNameIJustThoughtUp">I'm the mw-collapsible cell content!</td>
+
* Fix: Dryads prioritize rest over drafted follow.
|}
+
* Fix: Potential NRE when ritual participants target a bed.
 +
* Fix: Pawns can extract [[skull]]s from corpses that have lost their head since designation.
 +
* Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.
 +
* Fix: Checking all beds instead of just humanlike ones for room owner.
 +
* Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.
 +
* Fix: Couples made of a slave/colonist pair want to sleep together, despite not being able to share a bed.
 +
* Fix: Tattoos add transparency to pawn skin background.
  
<div class="usermessage mw-customtoggle-myTable">Click here to toggle the table.</div>
+
==Version/1.3.3074==
 +
* Allowed saving all ideos and allowed saving ideos in-game.
 +
* Allow non-ideo members to participate in leader speech.
 +
* Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.
 +
* Beggars can now be given items when they are traveling to their wait destination.
 +
* Ideo UI Role apparel requirements float menu now lists the incompatibility reason.
 +
* Added confirmation dialogs in ideo config UI when precepts will change.
 +
* Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.
 +
* Integrate art for rough living issue and set it to medium importance.
 +
* Gauranlen pod sprouts now happen much earlier for tree connector ideoligions.
 +
* We are now more selective about which weapons increase rebellion chance (exclude wood, emp, smoke...)
 +
* Allow black color to be selected for apparel coloring.
 +
* Integrated new meal graphics.
 +
* Improvements to ideoligion save/load UI.
 +
* Ensure Tunneler meme always has the MiningYield_High precept.
  
{| class="wikitable sortable mw-collapsible" id="mw-customcollapsible-myTable"
+
=== Fixes: ===
! Hello
+
* Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.
! World
+
* Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.
|-
+
* Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.
| Content
+
* Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.
| Goes
+
* Fix: Pawns under 18 can use age reversal.
|-
+
* Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.
| In
+
* Fix: Funerals are expected to be held for slaves if they have same ideo as colonists.
| Here
+
* Fix: Farskip with Relic gives debuff from losing the relic.
|}
+
* Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.
{| class="wikitable sortable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable"
+
* Fix: Slaves and prisoners will not be carried to slave medical beds after a duel ended in which they got wounded.
! Hello
+
* Fix 5234: Pawns can build turrets when prohibited by precepts.
! World
+
* Fix: Ideo creation warning about incompatibility between apparel requirement and desired apparel even if both apparel are the same.
|-
+
* Fix: Bestower pawns can engage in social fighting, breaking the ceremony.
| Content
 
| Goes
 
|-
 
| In
 
| Here
 
|}
 
<div style="clear:both"></div>
 
  
== Research ==
+
==Version/1.3.3076==
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Description
 
! Base cost
 
! Industrial start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research Bench & Addon
 
  
|- id="Complex clothing"
+
=== Improvements ===
! Complex clothing
+
* Added temperature tough issue and precept. This makes some believers mind extreme temperatures less.
| ''Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.''
+
* Clarified in description that the medical specialist won't do violence.
----
+
* Clarified spacedrone self-destruct delay info in quest description.
{| class="mw-collapsible mw-collapsed wikitable"
+
* Archonexus quest now warns players beforehand that research will reset
|+ style=white-space:nowrap | The following are unlocked by this research:
+
* Tuned down apostate memory thoughts and adjusted labels.
|-
+
* Rebalance tree connector thoughts.
! {{#ask: [[Required Research::Complex clothing]] [[:+]] | ?Image}}
 
|}
 
| 600
 
| 600 {{ref label|Classic Start|B}}
 
| 900
 
| None
 
| Simple
 
  
|- id="Complex clothing"
+
=== Fixes ===
! Complex clothing
+
* Fix: Dryads are affected by disease incidents.
| ''Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.''
+
* Fix: Gauranlen pod seed yield is affected by difficulty.
----
+
* Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.
The following are unlocked by this research: <span class="mw-collapsible mw-collapsed">{{#ask: [[Required Research::Complex clothing]] [[:+]]}}</span>
+
* Fix: Gauranlen seeds can be assigned to plant under a roof.
| 600
+
* Fix: Fungus darktorch description says it is refueled with wood. It is actually refueled with raw fungus.
| 600 {{ref label|Classic Start|B}}
+
* Fix: TreeDensityReduced thought stages are incorrectly calculated.
| 900
+
* Fix: Prisoners lost during farskip.
| None
+
* Fix: Doctors administring drugs to a pawn that has just died of an OD throws exception.
| Simple
+
* Fix: Tree connection meme doesn't require Gauranlen connection: Strong.
 +
* Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.
 +
* Fix: High life meme ideos generate with a warning about conflicting apparel.
 +
* Fix: Cancelling a biosculpter cycle before a pawn has started it will still consume nutrition.
  
|- id="Complex clothing"
+
==Version/1.3.3080==
! Complex clothing
+
=== Improvements ===
| ''Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.''
+
* Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing.
----
+
* Change harmful aging thought minimum age from 20 to 25
The following are unlocked by this research: {{#ask: [[Required Research::Complex clothing]] [[:+]]}}
+
* Added temperature precept icon.
| 600
+
* Rebelling slaves now drop shield belt if they have a ranged weapon
| 600 {{ref label|Classic Start|B}}
+
* Increase fade on oil smear art.
| 900
+
* Add more constraints to Empire faction ideo generation. They are no longer proselytizers. This makes it less annoying to host them. (This will only apply to new games.)
| None
+
* Increased plant harvest yield stats' max values.
| Simple
+
* Ideoligion text color now have a min brightness, for better visibility.
  
|- id="Complex clothing"
+
=== Technical ===
! Complex clothing
+
* Optimize shield belt apparel code in pickup opportunistic weapon
| ''Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.''
 
----
 
For a full list of what is unlocked by this research see {{#ask: [[Required Research::IEDs]] | ?Type | ?Type2 | sort = From DLC, Type, Type2, Name | limit = 0| searchlabel = here}}.
 
| 600
 
| 600 {{ref label|Classic Start|B}}
 
| 900
 
| None
 
| Simple
 
  
|- id="Complex clothing"
+
=== Fixes ===
! Complex clothing
 
| ''Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.''
 
| 600
 
| 600 {{ref label|Classic Start|B}}
 
| 900
 
| None
 
| Simple
 
|}
 
  
== Reminder ==
+
* Fix: Pawns without eyes cannot wear blindfolds
<span title="This is the hover text" style="border-bottom:1px dotted">This is the inline text</span>
+
* Fix: Immunity Drive doesn't work.
 +
* Fix: NullReferenceException for wearing color thought if apparel does not have colorable (like apparel from mods)
 +
* Fix: Pawns who prefer indoors do outdoor joy activities
 +
* Fix: Very high video memory usage on startup with heavily modded games.
 +
* Fix: Dryads can bond with pawns other than the connected one.
 +
* Fix: Dye doesn't deteriorate.
 +
* Fix: Deserter quest doesn't count as raiding.
 +
* Fix: Biosculpters fail to eject their contents when uninstalled.
 +
* Fix: Rusted car only appears in north orientation.
 +
* Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map.
 +
* Fix: Generated ideo building def gets overriden to a random one during initialization.
 +
* Fix: Exception when all slaves die while rebellion likely alert active (not hard crash).
 +
* Fix: Slave count rebellion factor shown incorrectly to users in tooltips.
 +
* Fix: Trying to convert humanlike pawn with no ideo (generated with PawnGenerationRequest(forceNoIdeo: true)) causes errors.
 +
* Fix: Dryad and Gaumaker pods can spawn over graves.
 +
* Fix: Drafted slaves which rebel dont opportunistically pick up weapons.
 +
* Fix: Archonexus guitar sound clips play before you close the new archonexus colony start dialog, instead of after like the game start dialog.
 +
* Fix: Typo in shooting specialist role description
  
<abbr title="abbreviation" tabindex="0">abbr</abbr> in it.
+
<noinclude>[[Category: Harakoni page]]</noinclude>

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