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RimWorld

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Title Screen

RimWorld

Developer: Ludeon Studios
Publisher: Ludeon Studios
Platforms: Windows, Linux, Mac OS X, PlayStation 4, Xbox One
Released internationally: October 17, 2018 (Windows/Linux/Mac OS X), July 29, 2022 (PlayStation 4/Xbox One)


CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article

<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

It's like The Sims, but with cannibalism and slavery!

Sub-pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
PrereleaseIcon.png
Developer Comments
Stand where you are and do dance moves

Unused Genes

Inside the data for the Biotech expansion, there are a few unused gene definitions that were cut before the DLC's release.

Resurrect

As the name would suggest, this ability would have allowed a colonist to resurrect a corpse.

Description Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
Icon Gene Resurrect Rimworld.png
Prerequisite "Hemogenic" - This gene requires the Hemogenic gene to function, and can't be given to a player-made xenotype without enabling dev mode.
DisplayCategory "Archite" - This gene uses the textures and behaviours of Archite Genes, namely needing archite capsules to be made into a xenogerm.
Abilities "Resurrect" - The gene allows the colonist to use the "resurrect" ability.
Genetic Complexity +4

The corresponding ability is below.

Description Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.
Icon Ability Resurrect Rimworld.png
Category "Sanguophage" - This gene is related to the "Sanguophage" xenotype, and presumably would have been part of it.
Sounds "Resurrect_Cast"
"Resurrect_Resolve"
These sounds are also unused.
Cooldown "6,840,000-7,560,000 ticks" - This is around 2 in-game years.
Hemogen Cost 90%

Skill Passion/Apathy

Textures exist for genes giving a +1 or -1 passion modifier for each skill. Only the code for the passion drop genes still remain in the files, although it is commented out. The concept of giving/removing passions was rolled into the skill aptitude genes, explained in a dev comment by Tynan Sylvester (creator of RimWorld):

Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty

Addiction Sensitivity

These genes would have given a 100% chance of addiction when taking the corresponding drug. Like with the skill passion/apathy genes, there is a comment by Tynan explaining its removal.

Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty

Unused Psycasts

Entropy Link

According to Tynan in the development discord server, this ability was merged into the "Neural Heat Dump" ability ("Neural Heat" was previously named "Entropy").

Name Icon Psylink level Description
Entropy Link Rimworld EntropyLink.png 2 Form a psychic link between caster and target, so that gain and loss of neural heat is shared between both equally. The link lasts for some time, but will break if the two move far apart.

Unused Precepts

Hmmm...
To do:
Precepts and thought subheadings could probably be merged but need to look into it more

See the thoughts section for associated thoughts

DrugUse_Abhorrent

The only available options for the "Drug Use" precepts are prohibited, medical only, medical or social only, and essential. However, commented out is an unused "abhorrent" precept that boasts more severe mood debuffs for consuming drugs.

OrganUse_Respected

The only available options for the "Organ Use" precepts are totally abhorrent, no harvest or sell, no harvest, and acceptable. However, commented out is an unused "respected" precept that gives a mood buff for harvesting organs. It was removed for the following reason:

Disabled this precept as too exploitable.
To make this work, we'd need a hediff to distinguish between natural-grown and installed flesh organs.

Nudity_Male_CoveringAnythingButHairOrFaceDisapproved

This precept was removed presumably because it was too similar to the "fully nude" precept. There is an equivalent female precept that is effectively identical.

Unused Thoughts

A developer comment explains the removal of the "installed prosthetic" thought.

Removed installed prosthetic event thoughts since they're exploitable
Label Description Base Mood effect
installed prosthetic I got to install a prosthetic. It's a good thing to do. +5
used drug I used a drug. It was an abhorrent violation against everything I believe. -30
harvested organ I harvested someone's organ. I'm proud to do good things like that. +10
wearing clothes (non-hair, non-face) I shouldn't cover anything except hair or face. The skin should breathe! -4


Development Mode

The debug actions menu.

RimWorld has a development mode which allows access to a suite of debug and cheat tools. It can be activated in the options menu.

Tools

  • Debug log - Logs errors and debug messages from mods.
  • Tweak Values - Allows for changing game constants, spawn rates, etc.
  • View Settings - Allows toggling some debug visuals and debug settings.
  • Debug actions menu - Your garden variety "cheat menu". Spawn objects, kill entities, etc.
  • Debug logging menu - Contains lots of debugging information about item/entity/trait attributes.
  • Inspector - Toggles the debug inspection tool, which gives detailed information for whatever your mouse is hovering over.
  • God Mode - Allows you to place things for free, delete health conditions from entities, sell things that don't belong to you, etc.
  • Dev palette - Pins a dev palette to the top left of the screen where you can save specific buttons from the debug actions menu for easy access.
  • Pause on error - If activated, the game will pause when an error is logged.

A more detailed summary and guide on how to navigate these tools and menus can be found on the RimWorld Wiki.