RimWorld Wiki:To-do

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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 Updates

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

Temperature and seasons

  • A new temperature system tracks temperatures indoors and outdoors. World generation needs updating.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • 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
  • Certain clothing can protect against temperature discomfort/harm. Done.Crystalline Cat (talk) 18:12, 12 January 2015 (EST)
  • 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
  • There are special heat wave/cold snap events. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • Added heater and cooler buildings. Not referenced in the wiki yet.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)
  • 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)
  • 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)
  • 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)
  • New apparel: Parka and tuque. Done.Crystalline Cat (talk) 18:12, 12 January 2015 (EST)
  • Added new biomes: boreal forest and tundra. Biomes appears to be current, and biomes seem to be used nowhere else on the wiki.Crystalline Cat (talk) 08:43, 10 January 2015 (EST)

Art and crafting

  • Sculptor’s table added. Colonists can create abstract sculptures.
  • Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
  • Apparel crafting now allows crafting any kind of apparel.
  • Can now craft any kind of melee weapon from appropriate materials.
  • Created ‘unfinished thing’ step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
  • Added art trading.

New content

  • New animals: elk, hare
  • New plants: pine tree, birch tree, moss, xerigium Added to trees new page.  elStrages was here ;)
    • Needs Image, Yield and GrowTime
  • Xerigium plants can be farmed and refined into herbal medicine. Added to domestic plants  elStrages was here ;)
    • Needs image, yield and Growtime
  • New power plant: wind turbine.
  • New weapons: triple rocket launcher, doomsday rocket launcher.
  • New items: Glitterworld medicine, herbal medicine. Added to medicine page.  elStrages was here ;)
  • Alphabeaver event creates alphabeavers who will consume trees until stopped.
  • Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare – the occupants may not be friendly.
  • Economy and trader stock generation reworked and rebalanced from the ground up.
  • Stats inspector allows inspecting more things in more places, and provides more, clearer info.
  • Several new songs from Alistair Lindsay.
  • You can now release prisoners. This gains you goodwill from their faction.
  • You can now configure your keyboard hotkeys.
  • Dozens of other fixes and improvements.

Hotfixes

  • [b] If a colonist smoothed a terrain that wasn’t rough stone, the game would crash.
  • [c] Mostly fixed some hard performance hitching that occurred when there were a lot of blueprints that lacked resources (usually when laying large amounts of carpet without enough cloth).
  • [c] Surgically removing bionic parts from living people will now yield the removed part for reinstallation or sale.
  • [c] 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.
  • [c] The ‘was imprisoned’ thought now has a greater effect on mood.
  • [c] Fixed growers just standing there when there was a nearby growing job that was not accessible (e.g. a plant pot in a locked room).
  • [c] Plant not growing now text uses the word ‘resting’ to clarify that the problem isn’t a lack of light.
  • [d] Alpha8c created a major bug where colonists would never plant in hydroponics basins. The fixed build, Alpha8d, is now uploaded.
  • [e] I just released a nonessential fix to reduce the mood impact of seeing rotting corpses from -14 to -4. Updated the thoughts table  elStrages was here ;)
  • [f] The ‘saw corpse’ thought is stacking far too high because of a bug.