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== Version/1.5.4062 ==
 
== Version/1.5.4062 ==
  
* [[Version/1.5.4062|1.5.4062]] -  
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* [[Version/1.5.4062]] -  
  
=== New stuff - base game ===  
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=== New stuff - base game ===
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==== Books and bookcases ====
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* Added books. Colonists can acquire books and read them for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, and novels increase recreation faster.
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* Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.
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* Books are obtained from traders or quest rewards.
  
 
==== Mechanoid water emergence and slag chunks ====
 
==== Mechanoid water emergence and slag chunks ====
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=== Improvements and adjustments - Royalty ===
 
=== Improvements and adjustments - Royalty ===
 
* Bestower and guards exit the map more quickly.
 
* Bestower and guards exit the map more quickly.
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* Increased work to build for braziers.
  
 
=== Improvements and adjustments - Ideology ===
 
=== Improvements and adjustments - Ideology ===
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* Optimize food searching for animals in pens.
 
* Optimize food searching for animals in pens.
 
* Minor performance improvements for tending WorkGivers.
 
* Minor performance improvements for tending WorkGivers.
* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.  
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* Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map.
* Add dev gizmo to manually toggle building power.  
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* Decoupled AbilityDef.level from psylink to allow modders to create other leveled abilities.
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* Added timestamps and repetition count on log messages.
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* Replace MapMeshFlags enum with a Def.
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* Updated Russian language worker.
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* Add dev gizmo to manually toggle building power.
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* Added disableImpassableShotOverConfigError flag to ThingDef.
 
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
 
* Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.
 
* Damage effect pawn tinting is done in material property block instead of copying a new material.
 
* Damage effect pawn tinting is done in material property block instead of copying a new material.
 
* Tick equipment on pawns.
 
* Tick equipment on pawns.
 
* Removed redundant burning stump spawn check.
 
* Removed redundant burning stump spawn check.
* Small optimization for gas section layer setup.  
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* Small optimization for gas section layer setup.
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* Unified import modes for building atlases.
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* Allow ThingComps to affect Thing stats like CompAffectedByFacilities.
 
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
 
* Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.
 
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
 
* Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.
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* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
 
* Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.
 
* Hediffs can now override the skin shader.
 
* Hediffs can now override the skin shader.
* Disabled work types use a cached value instead of recalculating every call.  
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* Disabled work types use a cached value instead of recalculating every call.
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* Changed steamAppId to uint.
 
* More control over flecks/motes via XML.
 
* More control over flecks/motes via XML.
 
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
 
* Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().
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* Fix: Error when mining smoothed wall for door blueprint.
 
* Fix: Error when mining smoothed wall for door blueprint.
 
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
 
* Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.
* Fix: Error when creating xenogerm in certain circumstances.  
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* Fix: Error when creating xenogerm in certain circumstances.
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* Fix: Potential scenario where an unspawned pawn could organize a gathering.
 
* Fix: Incorrect stack count when looking for food to train animals
 
* Fix: Incorrect stack count when looking for food to train animals
 
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
 
* Fix: Ensure duelists drop their weapons if the duel is called off/canceled.
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* Fix: Float menu error if construction is blocked by trees marked for extraction.
 
* Fix: Float menu error if construction is blocked by trees marked for extraction.
 
* Fix: Desired color not saved if apparel has not been colored before.
 
* Fix: Desired color not saved if apparel has not been colored before.
* Fix: Goodwill from guest average mood not being applied.  
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* Fix: Goodwill from guest average mood not being applied.
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* Fix: JobDriver_Meditate.Notify_Starting doesn't check if the psychic entropy tracker exists.
 
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
 
* Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.
 
* Fix: Targeting gizmos now deselect any active designators.
 
* Fix: Targeting gizmos now deselect any active designators.
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* Fix: Error during archonexus quest.
 
* Fix: Error during archonexus quest.
 
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
 
* Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.
* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.  
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* Fix: Beckon ability doesn’t wake up dormant mechs.
* Fix: Error trying to execute colonists after banishing them.  
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* Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
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* Fix: Overlapping damage/death sounds caused by clamped value in ExecutionUtility.ExecutionInt().
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* Fix: Building_GrowthVat doesn't set itself as allowedNutritionSettings parent in ExposeData().
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* Fix: Error trying to execute colonists after banishing them.
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* Fix: Unstuffed gas mask doesn't have armor set up correctly.
 
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
 
* Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.
 
* Fix: Power conduit frames appear below walls.
 
* Fix: Power conduit frames appear below walls.
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* Fix: Frame version of shelves missing copy and paste settings.
 
* Fix: Frame version of shelves missing copy and paste settings.
 
* Fix: Error when changing a sanguophage to a baby on scenario setup.
 
* Fix: Error when changing a sanguophage to a baby on scenario setup.
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* Fix: Pawns can be rescued in rituals.
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* Fix: Required roles can leave rituals.
 
* Fix: Mech slag not maintaining graphic index over saves.
 
* Fix: Mech slag not maintaining graphic index over saves.
 
* Fix: Public Execution Ritual error.
 
* Fix: Public Execution Ritual error.
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* Fix: Potential error while using comms console.
 
* Fix: Potential error while using comms console.
 
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
 
* Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.
* Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
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* Fix: Slaves in mental states (not rebelling) display "X is rebelling" on ideoligion ritual dialog.
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* Fix: lastSleepDisturbedTick not saved.
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* Fix: Generic work giver labels.
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* Fix: Missing Steam app id for Biotech.
 
* Fix: Cancel jobs upon load if item forbidden.
 
* Fix: Cancel jobs upon load if item forbidden.
 
* Fix: Rare music error when choosing a new song.
 
* Fix: Rare music error when choosing a new song.

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