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{{Q|page|Market Value Base #}} | {{Q|page|Market Value Base #}} | ||
− | style="background: hsla(120, 100%, 50%, 1.0);" | + | style="background: hsla(120, 100%, 50%, 1.0);" | |
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</nowiki> | </nowiki> | ||
[https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px] | [https://www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px] | ||
− | + | ===Templates=== | |
− | + | I created, or contributed to the point where the difference is academic, the following templates: | |
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− | === Templates === | ||
− | I created, or contributed to the point where the difference is academic, the templates | ||
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==== Table templates ==== | ==== Table templates ==== | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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− | ! Template !! Controlled By !! Rollout !! Feature<br | + | ! Template !! Controlled By !! Rollout !! Feature<br>Complete !! Notes/TO-DO |
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+ | | [[Template: Apparel Material Table]] || [[Template: Apparel Material Table Row|<nowiki>{{Apparel Material Table Row}}</nowiki>]] || {{Check}} || {{Cross}} || | ||
+ | *Needs an update for exclusions (e.g. uranium [[coronet]]s and [[crown]]s are banned) | ||
+ | |- | ||
+ | | [[Template: Building Material Table]] || [[Template: Building Material Table Row|<nowiki>{{Building Material Table Row}}</nowiki>]] || {{Check}} || {{Cross}} || | ||
+ | *Check rounding | ||
+ | *Add rest effectiveness | ||
+ | *Check beauty calc on things with beauty (e.g. [[Chess table]]) | ||
+ | *Do general check using bed for example | ||
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− | | [[Template: | + | | [[Template: Apparel Quality Table]] || || {{Check}} || {{Check}} || |
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− | | [[Template: | + | | [[Template: Weapon Quality Table]] || [[Template: Weapon Quality Table/Melee]]<br>[[Template: Weapon Quality Table/Ranged]] || {{Check}} || {{Check}} || |
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− | | [[Template: Weapon | + | | [[Template: Weapon Material Table]] || [[Template: Weapon Material Table Row]] || {{Check}} || {{Check}} || |
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+ | | [[Template: Other Weapon Attack Table]]|| || {{Check}} || {{Check}} || | ||
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|[[Template:Persona traits]] || || {{Check}} || {{Check}} || | |[[Template:Persona traits]] || || {{Check}} || {{Check}} || | ||
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|[[Template: Apparel comparison table row]] || ||{{Cross}} || ? || | |[[Template: Apparel comparison table row]] || ||{{Cross}} || ? || | ||
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|[[Template: Leather List]] || || {{Check}} || {{Check}} || | |[[Template: Leather List]] || || {{Check}} || {{Check}} || | ||
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* Make it so that muliple tables can be merged? E.g. Pirates + Mercs? | * Make it so that muliple tables can be merged? E.g. Pirates + Mercs? | ||
* Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help. | * Decide on fomratting. Splitting hediffs into their own categories (budget and list of things) and listing apparel like with weapons, and having weapons, apparel and hediffs in expandable sections to cut down on bloat should all help. | ||
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**[[Mercenaries/Pawns]] | **[[Mercenaries/Pawns]] | ||
**[[Tribes/Pawns]] | **[[Tribes/Pawns]] | ||
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| [[Template: Ranged Cooldown Row]] |||| {{Check}} || {{Check}} || | | [[Template: Ranged Cooldown Row]] |||| {{Check}} || {{Check}} || | ||
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− | | [[Template: | + | | [[Template: Tree Comparison Row]] |||| {{Check}} || {{Check}} || |
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− | | [[Template: | + | |[[Template: Armor material table]]|||| N/A || {{Check}} ||Outdated but retained for use in history. |
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− | | [[Template: | + | |[[Template: Clothing material table]] || [[Template: Clothing material table row|<nowiki>{{Clothing material table row}}</nowiki>]] || N/A || {{Check}} ||Outdated but retained for use in history. |
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| [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || | | [[Template: Body Part Weapon Table Row]] |||| {{Cross}} || {{Cross}} || | ||
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| [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful. | | [[Template:Ask Table Formatter]] |||| {{Check}} || {{Cross}} || A way to do operations on a thing would be useful. | ||
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| [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || | | [[Template: Apparel Layer Table Row]] |||| {{Check}} || {{Check}} || | ||
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| [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]] | | [[Template: Mechanoid Table Row]] |||| {{Check}} || {{Cross}} || Replacement for [[Mechanoid_creation#Controllable_mechanoids]] | ||
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|} | |} | ||
</div> | </div> | ||
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*Flak and Duster vs Marine | *Flak and Duster vs Marine | ||
* add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example. | * add color option so you can have plasteel be teal, devilstrand red etc. See [[Plate armor]] for relevant example. | ||
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| [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|<nowiki>{{nav|textiles|wide}}</nowiki>]] || || {{Check}} || {{Cross}} || | | [[Template: Nav/materials]] which replaced my other creation [[Template: Nav/textiles|<nowiki>{{nav|textiles|wide}}</nowiki>]] || || {{Check}} || {{Cross}} || | ||
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|[[Template:Habitats]] || || {{Check}} || {{Check}} || | |[[Template:Habitats]] || || {{Check}} || {{Check}} || | ||
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− | |[[Template: Version Nav]] || ||{{Check}} || {{ | + | |[[Template: Version Nav]] || ||{{Check}} || {{Cross}} || |
+ | *Version - add a release date property and then have a dated table of versions on [[Version]], it can also be used to update the version nav template | ||
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| [[Template: Console]] || || {{Check}} || {{Check}} || | | [[Template: Console]] || || {{Check}} || {{Check}} || | ||
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| [[Template: Bad]] |||| {{Check}} || {{Check}} || | | [[Template: Bad]] |||| {{Check}} || {{Check}} || | ||
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|} | |} | ||
</div> | </div> | ||
</div> | </div> | ||
</li></div> | </li></div> | ||
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== Harakoni namespace templates == | == Harakoni namespace templates == | ||
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|[[User:Harakoni/OptimumTextiles|<nowiki>{{User:Harakoni/OptimumTextiles}}</nowiki>]] || | |[[User:Harakoni/OptimumTextiles|<nowiki>{{User:Harakoni/OptimumTextiles}}</nowiki>]] || | ||
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− | |[[User:Harakoni/ | + | |[[User:Harakoni/NotCraftable|<nowiki>{{User:Harakoni/NotCraftable}}</nowiki>]] || |
|} | |} | ||
− | + | I also created the following that are not yet templates but are similar mechanically to the above. | |
− | + | * The [[Armor#Comparison table|Armor comparison table]] on the [[Armor]] page | |
− | + | * Psychic sensitivity boost tables on various pages. | |
− | + | 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. | |
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− | + | === TODO === | |
− | < | + | <big>'''IMPLEMENT THE MELEE SELECTION WEIGHTS FOR THE ANIMAL AND WEAPON VERBS INTO THE INFOBOX TEMPLATE TO ALLOW FOR MASSIVE SIMPLIFICATION OF [[Template: True Melee DPS Calculator]]? CAN'T ACCOUNT FOR QUALITY/MATERIAL CHANGES. SPIN WEIGHT CALC INTO SUB TEMPLATE? DOESN'T MATTER FOR QUALITY LESS/MATERIAL LESS WEAPONS LIKE BODY PART WEAPONS, DOESN'T MATTER FOR ANIMALS'''</big> |
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* Add Polluted biome to infoboxmain? | * Add Polluted biome to infoboxmain? | ||
* psycast page genes. | * psycast page genes. | ||
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* VERIFY MECHANOID MELEE VERB SETS IN GAME. | * VERIFY MECHANOID MELEE VERB SETS IN GAME. | ||
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− | + | * Once biotech is all up: Go through all the stats and do their additions. E.g scanning sickness affects capacities, need to be on thos epages. genes. etc. | |
− | * Once biotech is all up: Go through all the stats and do their additions. E.g scanning sickness affects capacities, need to be on | ||
{{#ask: [[Category:Unverified articles]][[Category:Biotech]]}} | {{#ask: [[Category:Unverified articles]][[Category:Biotech]]}} | ||
* mechanoid melee verbs. | * mechanoid melee verbs. | ||
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* What is the net total of stat effects of Focus psycasts. | * What is the net total of stat effects of Focus psycasts. | ||
* {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time) | * {{MTB}} - Mean time between = time/failures. Reliability (chance of run without failure for given time) = e ^ (-failure rate x time) | ||
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* Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8 | * Console edition UX UI: https://www.youtube.com/watch?v=Gr8AK3r9Z_8 | ||
* Anicent lmaps are moving to core in 1.4, as are capes kinda. | * Anicent lmaps are moving to core in 1.4, as are capes kinda. | ||
− | + | * "Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things." - per reddit user Lord_Of_Coffee. Depsite manipulatiin not affecting cleaning time. so 1% manip = fully leaning speed 0 = no cleaning at all. | |
− | * "Edit: Alright! So! Fully clean vanilla game, a pawn with no arms CAN feed themselves, but they CANNOT haul items, clean, or equip weapons, alongside many other things." - per reddit user Lord_Of_Coffee. | ||
* Who gets an archotech eye: | * Who gets an archotech eye: | ||
** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers | ** Only the following get bonuses above 100%: Shooters, Melee, Cooks, Doctors, Researchers | ||
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** '''Researchers''': Reach cap with 1x bionic eye | ** '''Researchers''': Reach cap with 1x bionic eye | ||
** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye | ** Doctors and fighters of either type, but only 1 eye each at first. because of the weighting for the dominant eye | ||
+ | * [[Property: Type]] inconsistent re "Building" vs "Buildings" | ||
* Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. | * Derp - royalty and ideology planets and moons are the same but rotated. Figure out what to do re them. | ||
− | * [[ | + | * [[Ruins]] nav box |
− | * | + | * ARchotech towers emit negative mood in radius like psychic emmiters. |
* Cheapest chair type, quality and material to get comfort 1.0+ | * Cheapest chair type, quality and material to get comfort 1.0+ | ||
* [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128? | * [[:File:Deermale_east.png]] Old version is higher res. From art source? Crop to 128? | ||
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* [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so. | * [[Advanced Endgame Guide]] [[Quests]] [[Ending the game]] - all cover the same content and are somewhat redundant in doing so. | ||
* All animals and sycthers have a hit chance of 62%, add to DPS calc? | * All animals and sycthers have a hit chance of 62%, add to DPS calc? | ||
− | * Train analysis? Psychopath huamn | + | * Train analysis? Psychopath huamn btuchers, wimp animal tamers, |
* Allowed defects for stats. | * Allowed defects for stats. | ||
* [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure. | * [[Ancient ruined tank]] - prevents moving over it, but does not prevent firing over it. Essentially a vanilla embrasure. | ||
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* Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like "leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties" Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you. | * Investigate the worth of [[Psychically deaf]] pawns as melee pawns, as they're immune to dropping blinding/berserk pulse/etc but their enemies arne't and will be bunched up around them. Neuroquake? If everyone is psy deaf though, you can do tactics like "leaving psychic drone ships intact, deliberately building a protective temple around them, and watch as enemies who show up have to eat -50 mood penalties" Anytime you're immune to something that everyone else isn't, you can intentionally make them all miserable by filling your environment with the thing wihch doesn't affect you. | ||
* Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc. | * Given the vitals monitor acts as an offset, how do its effects stack with the hopsital bed? ARe they affectd by quality, do they need to be added to the automated tables like dresser/end table. etc. | ||
+ | * [[IED trap]] • [[IED incendiary trap]] • [[IED EMP trap]] • [[IED firefoam trap]] • [[IED smoke trap]] • [[IED antigrain warhead trap]] - needs to be brought up to standard. See also the mortal shell pages for how to do the explosions and [[spike trap]] for triggering mechanics. | ||
* Finish Mortar Pits in [[Mortar#Mortar_pits]] | * Finish Mortar Pits in [[Mortar#Mortar_pits]] | ||
* Half cyclers for anima and guarantlen trees? +Slaves for cleaners | * Half cyclers for anima and guarantlen trees? +Slaves for cleaners | ||
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* Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning | * Do slaves make good gau pruners? Does pruning give recreation like meditating at anima? idt so? if not the base happiness boost and the lack of rec time need means that they spend more time pruning | ||
* Drug Harvest Yield Bonus of High Life | * Drug Harvest Yield Bonus of High Life | ||
+ | * Do sterilized chickens lay eggs? | ||
* Stoves produce heat. need thing like other heat producers have. | * Stoves produce heat. need thing like other heat producers have. | ||
− | * | + | *Templates |
− | * All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages | + | ** Social Impact Summary Template. |
+ | ** Slavery suppression summary template | ||
+ | * All the [[Diseases]] need linking to the capacity pages as well as being put on the capacity pages themsevles. | ||
+ | * Summary notes for all items that slow [[move speed]] rather than just mentions in intro and analysis. | ||
* add points/silver etc on to [[raid points]] | * add points/silver etc on to [[raid points]] | ||
− | * list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/ | + | * list of animals does not have the products that the animals produce, nor their nutritional efficiency from being a dairy/hatchery animal (e.g. (cows milk per day * milk nutrition)/nutrion consumption per day |
* Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above? | * Does comfort increase at a rate proportional to value, or just to a max proportional to the value? Wb under 100% and above? | ||
− | * [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting | + | * [[Mortar Miss Radius Multiplier]] it doesn't have capacity factors like normal, instead it has capacity offsets similar to the melee hit, melee dodge, and shooting accuraccy. Afaik its the only non-poist porcessedd exmaple. Should this replace the normal importance stats then? |
* Do textiles have door speeds now with animal flap? | * Do textiles have door speeds now with animal flap? | ||
+ | * Some of [[User:Cheldra]]'s templates need categorisation and ideally to switch to the [[Template: Documentation]]. Namespace/page creation in their contribs. | ||
* [[Drug Crop Harvest Yield]] | * [[Drug Crop Harvest Yield]] | ||
− | * Work as a concept should be made into a page, see also [[Work To Make]], but that only | + | * Work as a concept should be made into a page, see also [[Work To Make]], but that only aplies to certain things. Work is consistent hwoeve e.g. work to mine. |
* Can now jump pack with downed pawns. Page needs updating with strats. | * Can now jump pack with downed pawns. Page needs updating with strats. | ||
+ | * Heart surgery = 8 skill, bionic heart = 5 skill, prosthetic heart = 4 skill, and might be relevant. Prosthetic heart has 25% death on failchance. | ||
* [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate. | * [[Terrain]] water has a extraDeteriorationFactor var of 3. Investigate and integrate. | ||
− | * Tree | + | * Tree conection and cocoa trees? DO they count |
− | * [[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes. | + | *recon and cataphract armor/helmets doesn't decrease [[slave]] suppression?? And ntiehr do other armors? |
− | * Weapon testing - khit says that other discord users found that spear > longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out. | + | *[[Gunlink|Gunlinks]], see u/Hanif_Shakiba's very good post and update the analysis based on own findings and their post - key points, 1) Doubling of DPS of skill 0 pawn at combat relevant distances (12tiles)= Significant increase, check if HS's post agrees, 2) risk of headshot small, what weapons can 1 shot brain and does their ap invalidate most of the protection the simple helmet offers anyway? Lancer will basically ignore both so why not have better DPS? Once you upgrade to Marine/Cata then the eqn changes. |
+ | *Weapon testing - khit says that other discord users found that spear > longsword due to verb system changes fixing previous issue with spear. Needs new testing. Also need warhammer vs mace testing with steel and uranium. [[User: XeoNovaDan]] did previous mass testing. How? Mods? Dev Mode? Need to find out. | ||
*[[Slavery]] and [[Human Resources]] need to be better integrated. | *[[Slavery]] and [[Human Resources]] need to be better integrated. | ||
* style dominance. | * style dominance. | ||
* When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]] | * When 1.3 releases, use the list from the Goodwill folder to add to [[Factions]] | ||
− | * | + | * Diffigurement needs to be on the injury page and linkt to from the social page, also the fact that it nullifies beauty traits but not ugly traits should be mentioned. |
* Do animals get [[Food poisoning]] from raw foods? Its defined as "FoodPoisonChanceFixedHuman" which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. | * Do animals get [[Food poisoning]] from raw foods? Its defined as "FoodPoisonChanceFixedHuman" which implies no and I've never seen it. Needs to be confirmed and integrated into the wiki. | ||
* Add habitats to animals. | * Add habitats to animals. | ||
* Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. | * Effect of 1 strike from [[Venom fangs]] and [[venom talon]] - how much does 1 strike cause [[Toxic buildup]] and whats the effect on [[Consciousness]] i.e. how quickly does it debuff enemies. | ||
− | * [[Wealth management]] | + | *[[Wealth management]] |
* [[User:Pangaea/Pawn test]] | * [[User:Pangaea/Pawn test]] | ||
* [[Circadian_half-cycler#Analysis]] | * [[Circadian_half-cycler#Analysis]] | ||
+ | * [[Pain]] - [[Consciousness]] effect. | ||
* [[Social]] - the opinion tables need updating | * [[Social]] - the opinion tables need updating | ||
* harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. | * harvestMinGrowth add to pages? - could be useful for production/time analysis if cutting down early produces more. check. | ||
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*[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. | *[[Diseases]] is a mess of non-standardization - with some information transcluded and other information not. The diseases should be standardized at least,. but really its likely that diseases shouldn't have the information and instead individual pages should be use with only a short summary of each disease on the Diseases page. | ||
*create attack animal comparison table? With health scale, DPS, training requirements | *create attack animal comparison table? With health scale, DPS, training requirements | ||
− | *[[Property:Small Volume]] exist but isn't displayed | + | *[[Property:Small Volume]] exist but isn't displayed anywehre |
* rewrite all the pages for the psyfocuses to properly reflect their use as such. | * rewrite all the pages for the psyfocuses to properly reflect their use as such. | ||
− | * Combat effectiveness of [[yayo]], adding [[overdose]] information | + | *Combat effectiveness of [[yayo]], adding [[overdose]] information |
* [[Hospital_bed#Version_history]] is clean. Implement? | * [[Hospital_bed#Version_history]] is clean. Implement? | ||
* Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually | * Animals with wilderness above 10% (meaning all animals aside from farm animals) will have their tameness training degrade eventually | ||
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* Create Melee weapon comparison table, include implant weapons. | * Create Melee weapon comparison table, include implant weapons. | ||
* [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate "Character Quality" - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc | * [[Traits]] needs an overhaul. A lot of outdated info, a lot of subsidiary info. Investigate "Character Quality" - beautiful adds 40% quality, staggeringly ugly reduces by 40%, wimp reduces by 15% etc | ||
− | * [[Ice Sheet Guide]] - update, compare with previous edit-warred version | + | *[[Ice Sheet Guide]] - update, compare with previous edit-warred version |
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====Ideology==== | ====Ideology==== | ||
Line 1,261: | Line 393: | ||
* [[ancient military crate]] | * [[ancient military crate]] | ||
* [[ancient spacer crate]] | * [[ancient spacer crate]] | ||
− | * [[ancient centipede shell]] | + | * [[ancient oven]] |
+ | * [[ancient ATM]] | ||
+ | * [[ancient washing machine]] | ||
+ | * [[ancient hydrant]] | ||
+ | * [[ancient microwave]] | ||
+ | * [[ancient toilet]] | ||
+ | * [[ancient truck]] | ||
+ | * [[ancient dropship]] | ||
+ | * [[ancient ruined APC]] | ||
+ | * [[ancient dropship engine]] | ||
+ | * [[ancient pipes]] | ||
+ | * [[ancient container]] | ||
+ | * [[ancient centipede shell]] (Not sure if post 3066??) | ||
=====1.3.3066===== | =====1.3.3066===== | ||
* Faction ideologies | * Faction ideologies | ||
+ | |||
+ | [[dryad cocoon]] | ||
+ | [[gaumaker pod]] | ||
+ | |||
+ | |||
+ | [[Filth]]s dont need new pages but need to be added: | ||
+ | * dried blood | ||
+ | * scattered documents | ||
+ | * ragged uniform | ||
+ | * oil smear | ||
+ | |||
+ | Inert relics, likely don't need new pages. - chalice, pendant, box, tablet, fragment, hilt, ark | ||
+ | |||
[[Beggars]] | [[Beggars]] | ||
− | ==== Pathcosts ==== | + | [[fungal gravel]] |
+ | |||
+ | ====Pathcosts==== | ||
Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki. That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla. 10-14, 30, 42, and 50. Which is something like "Tiny Furniture / Loose Stuff", "Medium Furniture like Telescopes", "Security Features like Sandbags or other hard to cross stuff like campfires", and "Big furniture like workbenches or pianos." | Someone on /r/RimWorld had the idea of putting how much you get slowed down walking over stuff in the wiki. That's just pathCost in XML, but I'm not sure exactly how it translates to the real world, but... there really only seems to be three or four speeds in use in vanilla. 10-14, 30, 42, and 50. Which is something like "Tiny Furniture / Loose Stuff", "Medium Furniture like Telescopes", "Security Features like Sandbags or other hard to cross stuff like campfires", and "Big furniture like workbenches or pianos." | ||
Line 1,284: | Line 443: | ||
! Head !! Body !! Utility !! Weapon | ! Head !! Body !! Utility !! Weapon | ||
|- | |- | ||
− | | {{ | + | | {{icon small|Eltex skullcap|64}} |
− | | {{ | + | | {{icon small|Eltex robe|64}} + {{icon small|Eltex vest|64}} + {{icon small|Eltex shirt|64}} + {{icon small|pants|64}} |
− | | {{ | + | | {{icon small|Shield belt|64}} |
− | | {{ | + | | {{icon small|Eltex staff|64}} |
|- | |- | ||
| colspan='4';| | | colspan='4';| | ||
|- | |- | ||
− | | {{ | + | | {{icon small|Prestige cataphract helmet|64}} |
− | | {{ | + | | {{icon small|Eltex robe|64}} + {{icon small|Flak vest|64}} + {{icon small|Eltex shirt|64}} + {{icon small|pants|64}} |
− | | {{ | + | | {{icon small|Shield belt|64}}/{{icon small|Jump pack|64}} |
− | | {{ | + | | {{icon small|Eltex staff|64}}/{{icon small|Charge rifle|64}}/{{icon small|Persona monosword|64}} |
|- | |- | ||
| colspan='4';| | | colspan='4';| | ||
|- | |- | ||
− | | {{ | + | | {{icon small|Prestige cataphract helmet|64}} |
− | | {{ | + | | {{icon small|Prestige cataphract armor|64}} + {{icon small|Eltex shirt|64}} + {{icon small|pants|64}} |
− | | {{ | + | | {{icon small|Shield belt|64}}/{{icon small|Jump pack|64}} |
− | | {{ | + | | {{icon small|Eltex staff|64}}/{{icon small|Charge rifle|64}}/{{icon small|Persona monosword|64}} |
|- | |- | ||
| colspan='4';| | | colspan='4';| | ||
|- | |- | ||
− | | {{ | + | | {{icon small|Prestige cataphract helmet|64}} |
− | | {{ | + | | {{icon small|Locust armor|64}} + {{icon small|Eltex shirt|64}} + {{icon small|pants|64}} |
− | | {{ | + | | {{icon small|Shield belt|64}} |
− | | {{ | + | | {{icon small|Eltex staff|64}}/{{icon small|Charge rifle|64}}/{{icon small|Persona monosword|64}} |
|- | |- | ||
| colspan='4';| | | colspan='4';| | ||
|- | |- | ||
|} | |} | ||
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===Pages in need of integration=== | ===Pages in need of integration=== | ||
Line 1,373: | Line 508: | ||
===Investigation TODO=== | ===Investigation TODO=== | ||
<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> | ||
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* Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? | * Reports that [[Tough]] and Robust [[gene]] affects damage taken by shields? | ||
* <mechanitorApparel>true</mechanitorApparel> ? | * <mechanitorApparel>true</mechanitorApparel> ? | ||
− | * [[:Category:Images - | + | * [[:Category:Images - Backgrounds]] |
* https://rim-armor.com/ | * https://rim-armor.com/ | ||
* https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/ | * https://www.reddit.com/r/RimWorld/comments/om0txm/analysis_how_effective_are_turrets_against/ | ||
* https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/ | * https://www.reddit.com/r/RimWorld/comments/oi2l8b/how_dangerous_is_the_new_13_termite_mechanoid/ | ||
* https://www.semantic-mediawiki.org/wiki/Help:Custom_units | * https://www.semantic-mediawiki.org/wiki/Help:Custom_units | ||
+ | * Does tortured artist get inspos from catatonia. https://ludeon.com/forums/index.php?topic=56536.0 says no | ||
* How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing? | * How do [[siege]] [[mortar]]s and [[auto mortar]]s target and prosecute their firing? | ||
+ | * "The mortars aren’t even the real benefit of the new mortar system. The benefit is being able to carpet your base with IEDs since they become positively dirt cheap and never miss" | ||
* Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. | * Investigate [[Pain shock threshold]] items for psycasters - use it to get nueral heat loss but reduce the penalty from pain. | ||
* Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in? | * Investigate the Ideology polyamory/polycule bedroom mechanics and put on page. Is it a change in the DLC or is it in Core to support the DLC like other systems? In etiher case, does it now mean that you don't need a two person bed and can move two singles in? | ||
Line 1,471: | Line 523: | ||
** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the "want to sleep together moodlet". | ** My understanding is that pawns with an ideoligion that forbids unmarried lovers won't have the "want to sleep together moodlet". | ||
** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't. | ** This seems to happen when one pawn's ideoligion allows premarital relations and the other doesn't. | ||
− | * | + | * INvestigate the bonus from dark combat ideo - if it is post all other factors, it could redeem the LMGdue to its high optimal DPS. |
− | * Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor, and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc. | + | * Difference/exact relationship between Hunger Rate Multiplier, hungerRateFactor, and Hunger Rate Factor Offset, and clarification of which affects what. Malnutrition is HRFO, gourmand is HRF etc. |
− | * Risk of going manhunter on | + | * Do colonists gain recreation value from television if they're blind? wb deaf? wb blind and deaf? |
− | * Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the | + | * Risk of going manhunter on hutning. It is based on distance afaik but it should be confirmed. See also [[hunting stealth]] |
− | * As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask | + | * Random breakdowns/maintenance where the item needs a component to fix it. Is this detailed anywhere? [[Broken down]] links to repair chance. [[Events#Breakdown:_.28Machine.29]] also exists. Should have identify what can break down, how the mechanics works, create a template for addition to summary on the pages of the affeted items to detail the eeffects. Rate of incidence needed |
− | * [[Plants#Types_of_plants]] - I thought that domesticated/ | + | * As part of their category reform project, Ickputzdirwech has removed the [[:Category:Buildings]] from all pages. Investigate whether this will cause issues with future #ask requriements |
+ | * [[Plants#Types_of_plants]] - I thought that domesticated/decorateive/etc came from the game. Where are they? Or has that been removed? Check. | ||
* [[User:Crystalline Cat]] very pretty display | * [[User:Crystalline Cat]] very pretty display | ||
− | * Investigate (Slave) Rebellion mental break? | + | * Investigate (Slave) Rebellion mental break? Seperate to other rebliilon mechanics? |
− | * Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood | + | * Will fibercorn rot if kept in 50% light like tinctoria? |
+ | * Does removing the tongue of an abrasive pawn a neutralize all penalties in exchange for the mood ddebuff? Is removing the jaw a viable alternative? | ||
* "bionics are attached to the shoulder thus bionic arms improve the efficiency of flak vests" - true or false? | * "bionics are attached to the shoulder thus bionic arms improve the efficiency of flak vests" - true or false? | ||
* Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. | * Whether sacrificing sharp armor of thrumbo shirt and pants is worth it to get the better heat armor of devilstrand when wearing something like cataphract - does the fact you're only still getting hit by a a small fraction of the sharp DPS make up for the loss. | ||
− | * Prisoners can use | + | * Prisoners can use insantity lances and obital targetters - investigate their use by enemies and other NPCs |
− | * Bonasai trees seem to be better than fibercorn in | + | * Bonasai trees seem to be better than fibercorn in basiaclly every way you'd use fiberocrn. More wood in pots than even fibercorn in hydro, less mats to make pots than a hydro and no power, same light requiremnts. etc. |
− | * [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size | + | * [[Hay]] and [[kibble]] seems to be trash - hay stacks to 200 rather than 75 and can't e used for meals, but otherwise is identical to corn, but corn plants require the same work to sow and harvest but provide a better yeild (22 vs 18), making them more work efficient. They grow less per day so size limtation has some merit. FERTILITY SENSITIVEY NEEDS TO BE CONSIDERD FOR THE PRIOR TWO ISSUES MAYBE REDEMPTION IS FOUND THERE. Kilbble doesn't spoinl but if you ahve the power, just give animals an animal flap frige and nutrient paste. Even feedin ducks with their overflow is probalby more fficent with NP over expensive low efficiency kibble (check tho) |
* [[User:Gottoni/User_guide/Optimal_bedroom_size_study]] | * [[User:Gottoni/User_guide/Optimal_bedroom_size_study]] | ||
* [[Social impact]] effect on conversion. | * [[Social impact]] effect on conversion. | ||
* Body heat | * Body heat | ||
− | |||
* How does recreation power convert to recreation time? | * How does recreation power convert to recreation time? | ||
− | * [[Slavery]] - use capes as alternative to dusters where they're | + | * [[Slavery]] - use capes as alternative to dusters where they're necessry for tempr resist as capes apparently don't have suppression loss rate increase? |
* Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first. | * Investigate effect of tongue removal on annoying voice, abrasive, kind, misogynyst and misandrist traits. Should definitely negate social effects of all but the first by disabling kind and insulting words, but may not be coded to remove penalty from the first. | ||
* Investigate AutoWikiBrowser and MsUpload | * Investigate AutoWikiBrowser and MsUpload | ||
+ | * pawn beauty caps at +2? So beautiful + shaper = irrelevant? Skin gland + beautiful + nose and shaper = no beauty penalty? | ||
* Investigate [[Template:RNG]] | * Investigate [[Template:RNG]] | ||
* Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason? | * Investigate Base Hunger Rate is multiplied by 1.6 for animals for some reason? | ||
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* field hand + elbow blade? | * field hand + elbow blade? | ||
* Investigate do pawns with 0 [[Sight]] "see" corpses? [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no] | * Investigate do pawns with 0 [[Sight]] "see" corpses? [https://www.reddit.com/r/RimWorld/comments/ld7vwn/you_cant_witness_an_allys_death_or_observe/ answer no] | ||
+ | * investigate the damage type of doomsday launchers and how they interact qith armor | ||
* Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns | * Investigate EMI Dynamo destruction causing unconsciousness brain implanted pawns | ||
* Investigate animal haulers not triggering proximity activators for mortar shell plant | * Investigate animal haulers not triggering proximity activators for mortar shell plant | ||
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− | * The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies | + | * The places where the [[Saturation]] levels are placed seems to be determined by the diet of the animal in question, however there are inconsistencies that can't be explained. Why are sheep and horses different? Why are juvenlies dinfferent? There is info commented out, edit to see <!-- |
The placement of these thresholds depends on the diet of the pawn in question. | The placement of these thresholds depends on the diet of the pawn in question. | ||
0% is always Malnourished, | 0% is always Malnourished, | ||
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=== EVENTUAL TODO === | === EVENTUAL TODO === | ||
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* <weaponClasses> | * <weaponClasses> | ||
− | * | + | * A combined image for [[Ancient mega-cannon barrel]] and [[Ancient mega-cannon platform]] to show what it might have looked like. |
* [[Clothing]] comparison table: | * [[Clothing]] comparison table: | ||
*# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. | *# Several entries have set values because they're not stuffable, others have multipliers beccause they are. Put a range for each of the values? E.g. T shirt hot insulation = 0.1x (+0.9 °C - +2.6 °C). The indetification of the best for each stat for each item can be automated. | ||
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* How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ? | * How apparel is chosen by pawns automatically - JobGiver_OptimizeApparel maybe ? | ||
* Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec? | * Psycasters aiming time build and references. Trigger happy + Hypersensitive is probably the best trait build combined with what? Shoot spec? | ||
− | * Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones. | + | * Nav template reform: turn [[Template: Nav]] into callable template and have the different nav types call it. WOuld make it mcuh easier to add new ones, and edit existing ones. |
* In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down. | * In the wiki for autodoors it mentions speed, and has a little video for it. It makes me wonder what the top speed is for a pawn before the door speed slows you down. | ||
* [[Health]] has detail that should be migrated to its subsidary pages. | * [[Health]] has detail that should be migrated to its subsidary pages. | ||
* a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant? | * a pawn's skin armor rating(e.g. turtle or from the gland implants) still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability. This is on the gland pages, but currently there are no artificial body parts for animals, so should it be on those pages? Is it relelvant? | ||
− | * Animal nutritional calcs depend on the | + | * Animal nutritional calcs depend on the difficutly. On losing is fun, meat yield is reduced to 80%, milk is not. This means cows are significantly better on higher difficulties. CHECK CONCLUSION. |
* a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime | * a bad quality piano still sounds nice for those listening, and pawns play it longer due to slow rectime | ||
* Doomdropping - drop pod emergency doomsday | * Doomdropping - drop pod emergency doomsday | ||
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* It takes {{ticks|6500}} of work to smooht stone walls | * It takes {{ticks|6500}} of work to smooht stone walls | ||
* Recreation summaries with skills etc - see [[horseshoe pin]]. | * Recreation summaries with skills etc - see [[horseshoe pin]]. | ||
− | * [[Apparel#Common_combinations]] | + | *[[Apparel#Common_combinations]] |
* [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc. | * [[Brazier]] has some info on wood/day, heat push, heat max, light. Should be on torch lamp, campfire, heater, etc. | ||
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[[Version/1.3.3101]] | [[Version/1.3.3101]] | ||
[[Version/1.3.3117]] | [[Version/1.3.3117]] | ||
+ | |||
+ | |||
+ | * Bring everything under the same Intro; Acquisition; Summary; Analysis; Tables; Trivia; Version History; format where summary is used to describe the facts of the thing seperate to the analysis ofr the thing. E.g. [[Phoenix armor]] - Summary: its armor, it covers this area, it reduces a pawns falmmabiltiy. Anaylsis - Its potentitally the best armor in the game due to capping sharp etc. | ||
* Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a "skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range." i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) > 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as "its always better at X skill" as it's been used previously. | * Redo the rigger happy vs normal vs careful shooter DPS analyses. From reddit: a "skill 10 user [with a chain shotgun] at max range (where the penalty from TH is at its absolute highest) has 90% the single target DPS vs a untraited pawn but still has 125% of the crowd DPS. By skill 14, a trigger happy pawn is flat superior with the chain shotgun at every range." i.e. e.g. is (shooting accuracy with TH^max range)/(shooting accuracy^max range) * {Cooldown + Warmup with TH)/{Cooldown + Warmup) > 1 for skill level X. Tables maybe? And only at max range? Can't generalize it as easy as "its always better at X skill" as it's been used previously. | ||
+ | |||
+ | * [[User:Harakoni/MarketValueChecker]]'s table. | ||
* once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate. | * once [[Field hand]] and [[Plant work speed]] have their math sussed out, analyse effect of archotech arms (manip affects both PWS and [[Plant Harvest Yield]]) vs field hands. Likely always better to just sow a larger field of crops with the extra work time to make up for smaller yield, but for some plants (e.g. trees) at some skill levels, may be beneficial to have field handed planter sow, and arhcotech armed harvest harvest? Investigate. | ||
* [[Apparel#Suggested_Apparel_Combos]] | * [[Apparel#Suggested_Apparel_Combos]] | ||
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==== Body types ==== | ==== Body types ==== | ||
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*<code>Scyther</code> defined at: [[Template: Animal Health Table/Scyther]] | *<code>Scyther</code> defined at: [[Template: Animal Health Table/Scyther]] | ||
*<code>MechanicalTermite</code> defined at: [[Template: Animal Health Table/MechanicalTermite]] | *<code>MechanicalTermite</code> defined at: [[Template: Animal Health Table/MechanicalTermite]] | ||
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====New seats projects==== | ====New seats projects==== | ||
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====Old sprites==== | ====Old sprites==== | ||
− | *[[:File:TableTailor.png]] | + | *[[:File:TableTailor.png]] |
+ | *[[:File:Chocolate.png]] | ||
+ | *[[:File:Pemmican.png]] | ||
*[[:File:Cecropia tree.png]] | *[[:File:Cecropia tree.png]] | ||
+ | *[[:File:Warg.png]] | ||
+ | *[[:File:HeavyChargeBlaster.png]] | ||
+ | *[[:File:Vitals monitor.png]] | ||
+ | *[[:File:Husky.png]] | ||
*[[:File:Hyperweave.png]] | *[[:File:Hyperweave.png]] | ||
*[[:File:Herbal medicine.png]] | *[[:File:Herbal medicine.png]] | ||
*[[:File:Glitterworld medicine.png]] | *[[:File:Glitterworld medicine.png]] | ||
+ | *[[:File:medicine.png]] | ||
+ | *[[:File:Neutroamine.png]] | ||
+ | *[[:File:Monkey.png]] | ||
+ | *[[:File:Megascarab.png]] | ||
*[[:File:Club.png]] | *[[:File:Club.png]] | ||
*[[:File:GreatBow.png]] | *[[:File:GreatBow.png]] | ||
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*[[:File:Molotov.png]] | *[[:File:Molotov.png]] | ||
*[[:File:Elephant tusk.png]] | *[[:File:Elephant tusk.png]] | ||
+ | *[[:File:AI persona core.png]] | ||
*[[:File:Chemfuel.png]] | *[[:File:Chemfuel.png]] | ||
*[[:File:High-explosive shell.png]] | *[[:File:High-explosive shell.png]] | ||
*[[:File:Ship computer core.png]] | *[[:File:Ship computer core.png]] | ||
+ | *[[:File:MechanoidScyther.png]] | ||
+ | *[[:File:Scyther1557.png]] | ||
*[[:File:EquipmentRack.png]] | *[[:File:EquipmentRack.png]] | ||
*[[:File:Equipment rack.png]] | *[[:File:Equipment rack.png]] | ||
− | |||
====Textiles==== | ====Textiles==== | ||
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**[[Thoughts/Memory Special]] | **[[Thoughts/Memory Special]] | ||
+ | **[[Thoughts/Memory Death (Royalty)]] | ||
+ | **[[Thoughts/Memory Eating (Royalty)]] | ||
**[[Thoughts/Memory Special (Royalty)]] | **[[Thoughts/Memory Special (Royalty)]] | ||
**[[Thoughts/Situation MusicalInstruments (Royalty)]] | **[[Thoughts/Situation MusicalInstruments (Royalty)]] | ||
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**[[Thoughts/Ritual Quality (Ideology)]] | **[[Thoughts/Ritual Quality (Ideology)]] | ||
**[[Thoughts/Situation Social (Ideology)]] | **[[Thoughts/Situation Social (Ideology)]] | ||
+ | **[[Thoughts/Situation Special (Ideology)]] | ||
**[[Thoughts/Situational (Ideology)]] | **[[Thoughts/Situational (Ideology)]] | ||
* [[Modding_Tutorials/Assets]] | * [[Modding_Tutorials/Assets]] | ||
− | ==== Traits ==== | + | ====Traits==== |
* [[Persona weapon#Psychic hypersensitizer]] | * [[Persona weapon#Psychic hypersensitizer]] | ||
* [[Persona weapon#Psychic sensitizer]] | * [[Persona weapon#Psychic sensitizer]] | ||
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* [[Persona weapon#Freewielder]] | * [[Persona weapon#Freewielder]] | ||
− | ==== | + | ==== Pages ==== |
− | + | * [[Carpets]] | |
− | + | * [[Carpet]] | |
− | + | * [[Red carpet]] | |
− | * [[ | + | * [[Green carpet]] |
− | * [[ | + | * [[Blue carpet]] |
− | * [[ | + | * [[Cream carpet]] |
− | * [[ | + | * [[Dark carpet]] |
− | * [[ | + | * [[Template:Nav/floor]] |
− | * [[ | ||
− | * [[ | ||
− | * [[: | ||
− | + | * [[Fine carpet]] | |
+ | * [[Fine white carpet]] | ||
+ | * [[Fine burgundy carpet]] | ||
+ | * [[Fine indigo carpet]] | ||
==== Lore ==== | ==== Lore ==== | ||
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</butcherBodyPart> | </butcherBodyPart> | ||
+ | === Infobox Updates === | ||
+ | [[Template: Infobox main]] is in need of some TLC. | ||
+ | * True DPS. | ||
+ | * Combat power for animals/insectoids/mechs | ||
+ | <workSpeedStat>GeneralLaborSpeed</workSpeedStat> | ||
+ | <workSkill>Crafting</workSkill> | ||
− | + | Energy requirements | |
− | + | ||
− | + | Would be nice if the bionics explicitly listed their attachment point on their pages | |
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* Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox. | * Drug stats to prevent having to set dozens of variables over the article. Also allow the display of the average high duration in the infobox. | ||
+ | * workSpeedStat? | ||
* Artificial body part part efficiecny? | * Artificial body part part efficiecny? | ||
* [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. | * [[mechanoids]] should have their shred returns mentioned in their infoboxc like butchery. | ||
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* |imagesize = 192px | * |imagesize = 192px | ||
* Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display? | * Biosculpter takes 200W when on, 50W when off. Wind tubrine varies from 0 - 3250W, should this display? | ||
+ | * Terrain affordance needed! - stuff depenetn should be tagged as such and then that should be integrated into [[Template:Building Material Table]] | ||
* Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. | * Implement Ingredient List but for stuffable - i.e. this list of items is stuffable with metallics, this one with stony etc. and then link each metal, stone, wood etc to their respecitve type. | ||
* General clean up cleanup. Weapons especially. | * General clean up cleanup. Weapons especially. | ||
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* [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]] | * [[User:NotBadCat#Trying_New_Version_of_Animal_Stats_box]] | ||
*To add | *To add | ||
+ | **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 | ||
** Automatically add types to categories? | ** Automatically add types to categories? | ||
**Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie | **Scale image with the size ingame? As in if its 3x2 in game, scale it so that its 3x larger than a normal image? Might be a way to stndarzie on an image szie | ||
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=== Feed back Needed!(If you're reading this, please weigh in) === | === 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. | ||
+ | **I'd prefer it if the values were not even there. Effective DPS is 0 anyway and it's obvious at first glance that the weapon is useless at that range. Same goes for accuracy. If it's an issue that sorting would become less useful... that's a different story. Can't judge that until I see it in action. [[User:Dr. Strangelove|Dr. Strangelove]] ([[User talk:Dr. Strangelove|talk]]) 15:36, 2 March 2021 (UTC) | ||
+ | **Can't we use color coding (red or light gray) so that the numbers still allow sorting but it's visually clear that they are based on extrapolation? [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 14:00, 6 August 2021 (UTC) | ||
+ | |||
*Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section 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 initial 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 cell]]s. But back on topic: | *Finding information on natural walls is current unintuitive or outright unavailable. Atm I've created a section 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 initial 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 cell]]s. But back on topic: | ||
+ | **Should we create pages for each Ore and Natural [[wall]] types | ||
+ | *** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC) | ||
**Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page | **Should we create superpages for each stone type? With the stats for the wall, blocks and stone chunk all on one page | ||
*** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC) | *** Since the limited use of this information I'd focus efforts elsewhere [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC) | ||
+ | **Should we create an "ores" or "natural walls" page? | ||
+ | ***This sounds like the best option for me, we can toss in all info we have without "polluting" other sections and without spending a lot of effort [[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:18, 16 August 2021 (UTC) | ||
**Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project) | **Should we abandon the menu-inspired nav structure? (Ultimately likely to be better, but a massive project) | ||
***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional "ow there's 3 different pages about fire". Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC) | ***This I think is a good idea regardless of the current topic, since it would allow a more intuitive structure of the overall wiki preventing the occasional "ow there's 3 different pages about fire". Maybe good to have design first so we can see how much can be recycled (which I hope is a lot) and to see where the biggest gain is.[[User:Jiquera|Jiquera]] ([[User talk:Jiquera|talk]]) 12:19, 16 August 2021 (UTC) | ||
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==Bad titles == | ==Bad titles == | ||
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* Special:Badtitle/NS90:Talk:Main Page/en/Latest Version link proposal | * Special:Badtitle/NS90:Talk:Main Page/en/Latest Version link proposal | ||
* Special:Badtitle/NS90:RimWorld Wiki talk:Community portal/Why are "Mods" documented in Mainspace? Unless a Ludeon release, they should be in Userspace/reply (2) | * Special:Badtitle/NS90:RimWorld Wiki talk:Community portal/Why are "Mods" documented in Mainspace? Unless a Ludeon release, they should be in Userspace/reply (2) | ||
− | |||
* Special:Badtitle/NS90:User talk:DianaWinters/Modded content article on the wiki | * Special:Badtitle/NS90:User talk:DianaWinters/Modded content article on the wiki | ||
* Special:Badtitle/NS90:Template talk:Define/Mass?/replySpecial:Badtitle/NS90:Talk:Mods/Deletion/reply (3) | * Special:Badtitle/NS90:Template talk:Define/Mass?/replySpecial:Badtitle/NS90:Talk:Mods/Deletion/reply (3) | ||
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