Proto:RimWorld/Alpha 4
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Contents
Sub-pages
UI Differences So many!!!!!!!! |
Texture Differences Enough texture changes to make a grown man cry |
Unused Content
Door Key
There is an unused door key item which can be spawned with the debug menu.
Hats
Various textures for hats exist in the game data but cannot ever be seen in this version of the game, even with the debug menu.
Tactical Game leftovers
There are some textures leftover from a distant ancestor of Rimworld, Tactical Game.
There is a "missing content" icon, presumably as a failsafe for if a texture fails to load or does not exist.
Colony creation
On dropping into a map, a regular and a dumping stockpile zone are already marked, both 5 by 5 tiles. 3 sleeping spots are also present. This is not the case in the final game.
Storytellers
5 storytellers exist in this version of the game, instead of the 3 in the final game. The scroll bar in the storyteller section leaves room for 3 more.
Name | Description | Present in final game? |
---|---|---|
Chill Callie Classic | Callie is a less aggressive version of her sister Cassandra. She's good for a first game. | No |
Cassandra Classic | Cassandra creates story events on a steadily-increasing curve of challenge and tension. | Yes |
Phoebe Friendly | Phoebe doesn't want to hurt anyone. She just wants a relaxing tale about people building a colony. So she'll be very friendly. | Yes - renamed to "Phoebe Chillax" |
Randy Random | Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of drama or utter hopelessness. It's all drama to him. | Yes |
Tough Cleopatra Classic | Cassandra Classic's less forgiving cousin. | No |
Item/building differences
The home region is not automatically set when building.
Weapons
The following is a list of all weapons available in the game at this point. Melee weapons have not been added at this point in development.
Alpha Item | Note/Fate |
---|---|
Frag grenades | Unchanged |
Molotov cocktails | Unchanged |
Pistol | Split into the "Revolver" and "Autopistol" |
Pump shotgun | Unchanged |
Lee-Enfield | Renamed to "Survival Rifle" and then later "Bolt-action Rifle" (final) |
M-16 | Renamed to "Assault rifle" |
M-24 | Renamed to "Sniper rifle" |
Uzi | Renamed to "Machine Pistol" |
T-9 incendiary launcher | Renamed to simply "Incendiary launcher" |
L-15 LMG | Renamed to simply "LMG" |
Minigun | Unchanged |
Improvised turret gun | Not supposed to be equipped by colonists (unchanged) |
Charge blaster | Mechanoid-only weapon, not supposed to be equipped by colonist (split into heavy & light) |
Inferno cannon | Mechanoid-only weapon, not supposed to be equipped by colonist (unchanged) |
Short bow | Unchanged |
Pila | Unchanged |
Great bow | Unchanged |
Handful of stones | Removed |
Armour
Armour & clothing cannot be crafted, equipped, or taken off in this version of the game, so none of them have item textures. The only way for a pawn to get certain clothing is to be randomly generated with it.
Alpha item | Note/Fate |
---|---|
T-shirt | Unchanged |
Button-down shirt | Unchanged |
Duster | Unchanged |
Jacket | Unchanged |
Armor vest | Renamed to "flak vest" |
Power armor | Split into Recon armor, marine armor, cataphract armor, etc. |
Tribalwear | Unchanged |
Resources
- There are only 3 types of animals: Muffalo, squirrels, and boomrats. These three plus human are the only meat types available.
- There are only 6 growable plants: Potato, strawberry, rose, daylily, dandelion, and oak tree. Potatoes, berries, and agave fruit (the latter two are both harvestable from wild plants) are the only vegetarian food types available.
- Components aren't added yet, but a few items have the thingclass "ThingWithComponents"
- Silver, metal, and uranium are the only ore items available, although silver and uranium don't generate in the world. (maybe wrong)
Alpha Item | Fate in later versions |
---|---|
Mineral (ore) & Metal (item) | Renamed to "Compacted Steel" (ore) and "Steel" (item) respectively. |
Rock (walls, debris, etc.) | Split into five types - Granite, limestone, marble, sandstone and slate. |
Raspberry Bush | Renamed to Berry Bush |
Wood & walls
Alpha 4 is one of the last versions of the game to use the logs/planks system. Much like how debris must be cut into bricks at a stonecutter's table in the final game in order to be useful, logs would have been cut at a sawmill into planks.
Buildings
- Wood and metal walls all had built-in power conduits, while log walls & stone walls did not.
- Regular doors transmit power, this is not the case in the final game.
- Table sizes are 2x2 and 2x4. In the final game, there is also a 2x1 size table.
- Machining bench has no purpose other than to disassemble mechanoid corpses. (maybe wrong)
Alpha Building | Fate in later versions |
---|---|
Powered doors | Renamed to autodoors |
Research bench | Split into research bench and hi-tech research bench. Moved from Misc to Production. |
Shelves | Shelves only hold 1 stack per tile, compared to the 3 stacks per tile in the latest version. |
Mechanical Differences
Absent mechanics
- Temperature
- Hediffs (colonists use a HP system)
Needs
Colonists have only two needs in the needs tab, food and rest. There is a separate "Thoughts" tab with three need bars, "Loyalty", "Happiness", and "Fear", Loyalty being set to the value of either Happiness or Fear, whichever is higher. If the Loyalty score goes below a certain threshold (as indicated by an orange line), then the colonist will go into a mental break. Additionally, if the Loyalty score of a prisoner is below the threshold, all recruitment attempts will fail.
Similar to the final game, colonists will have "thoughts" that react to their surroundings, all of which provide a modifier to their Happiness (left) and their Fear (right) values. These thoughts expire over time.
Skills
There is no "Animals" skill.
Traits
To do: Categories that need doing:
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All traits have the following description:
Traits are just fun story bits for now; most of them don't do anything. This will change in future versions.
The following is a list of traits, categorised as they are in the game data:
Talents and Skills | Note/Fate | In current version? |
---|---|---|
Mind reader | No | |
Math talent | No | |
Language talent | No | |
Rapier wit | No | |
Radiation tolerance | Possibly turned into "tox resistance" gene. | No |
Imaginative | No | |
Business acumen | No | |
Charisma | Possibly turned into various backstories that influence the social skill. | No |
Gunsmith | No | |
Impersonator | No | |
Sexually experienced | Possibly turned into "high libido" gene. | |
Sexually inexperienced | Possibly turned into "low libido" gene. | No |
Artistic | Possibly turned into "tortured artist" trait, or any number of artist-related backstories. | No |
Musician | Possibly turned into a backstory. | No |
Knitter | No | |
Weaver | Turned into a backstory. | No |
Weather predictor | No | |
Leader | Possibly influenced the Ideology expansion's leader system. | No |
Fashion knowledge | No | |
Vehicle mechanic | Possibly turned into a backstory. | No |
Culturally adaptable | No | |
Eidetic memory | No | |
Photographic memory | No | |
Empathy | Possibly turned into the "Psychic bonding" gene from the Biotech expansion. | No |
Gadgeteer | Possibly turned into a backstory | No |
General (Positive) | Note/Fate | In current version? |
---|---|---|
Well-traveled | No | |
Multilingual | No | |
Double-jointed | No | |
High pain threshold | Turned into "tough" | No |
Charitable | Possibly turned into the Ideology expansion's charity precepts | No |
Chummy | No | |
Honest | No | |
Truthful | No | |
Attentive | No | |
Broad-minded | No | |
Careful | Possibly turned into "nimble" | No |
Congenial | Possibly turned into "kind" | No |
General (Neutral) | Note/Fate | In current version? |
---|---|---|
Vat-grown | Possibly inspired the growth vat from Biotech | No |
Veteran | Turned into backstory | No |
Dog lover | No | |
Cat lover | No | |
Bird lover | No | |
Fur | Turned into the furskin gene in Biotech | No |
Nose job | Replaced with the hediff system | No |
Cosmetic surgery | Replaced with the hediff system | No |
Cosmetic genemod | Replaced with the hediff system | No |
City slicker | No | |
Animal lover | No | |
Celebrity fan | No | |
Ascetic | Wow | Yes |
Oracular visions | No | |
Pious | No | |
Humble | No |
General (Negative) | Note/Fate | In current version? |
---|---|---|
Pyromaniac | Yes | |
Evil | Possibly replaced by "psychopath" | No |
Sadistic | No | |
Nymphomaniac | No | |
Bestiality thirst | What | No |
Sexual deviant | No | |
Flatulent | No | |
Tuneless humming | Possibly replaced by "creepy breathing" | No |
Spits on floor | No | |
Ticklish | No | |
Hoarder | No | |
Prone to anger | No | |
History of murder | No | |
Terrifying appearance | No | |
Absent-minded | No | |
Amnesiac | Possibly replaced by "alzheimers" hediff | No |
Smells bad | No | |
Goes berserk | No | |
Raised by animals | Possibly replaced by a backstory | No |
Bloodlust | Yes | |
Bully | Possibly replaced by a backstory | No |
Callous | Possibly replaced by "abrasive" | No |
Chronically depressed | Possibly replaced by "depressive" | No |
Chronic pain | Replaced with the hediff system | No |
Clueless | No | |
Colorblind | No | |
Lazy | No | |
Fragile | No | |
Greedy | No | |
Gullible | No | |
Hamfisted | No | |
Uncreative | No | |
Impulsive | No | |
Neurotic | Yes | |
Incurious | No | |
Indecisive | No | |
Innumerate | No | |
Insomniac | No | |
Intolerant | Possibly replaced by Ideology's "diversity of thought" precepts | No |
Jealous | Yes | |
Killjoy | No | |
Kleptomaniac | No | |
Klutz | No | |
Lame | No | |
Loner | Possibly replaced by the "recluse" trait added in Biotech | No |
Lecherous | No | |
Low pain threshold | Replaced by "wimp" | No |
Poor self-esteem | No | |
Megalomaniac | No | |
Miserly | No | |
Nightmares | No | |
No sense of humor | No | |
Nocturnal | Replaced by "night owl" | No |
Noisy | No | |
Numb | No | |
Overconfident | No | |
Paranoid | No | |
Hemophobic | No | |
Fear of loud noise | No | |
Hates technology | No | |
Agoraphobic | Possibly replaced by "undergrounder" | No |
Claustrophobic | No | |
Hates foreigners | Possibly replaced by the Ideology expansion's "diversity of thought" or "preferred xenotype" precepts | No |
Secret identity | No | |
Selfish | No | |
Selfless | No | |
Short attention span | No | |
Shy | No | |
Leper | No | |
Confused | Possibly replaced by "alzheimers" hediff | No |
Cowardly | Possibly replaced by "wimp" | No |
Curious | No | |
Unlucky | No | |
Hears voices | No | |
Dyslexic | No | |
Split personality | No | |
Squeamish | No | |
Stubborn | No | |
Stutter | No | |
Cosmetic surgery | Duplicate | No |
Weak | Possibly replaced with "delicate" | No |
Workaholic | No | |
Chauvinistic | Possibly replaced with "misogynist" or "misandrist" or the Ideology expansion's "diversity of thought" precepts | No |
No self-awareness | No | |
Distractible | No | |
Dreamer | No | |
Dull | No | |
Nosy | No | |
Changing personality | No | |
Proud | No | |
Alcohol intolerance | No |
Compulsions | Note/Fate | In current version? |
---|---|---|
Compulsive partier | No | |
Compulsive gambler | No | |
Compulsively generous | No | |
Compulsive liar | No | |
Compulsive thief | No | |
Compulsive cusser | No |
Compulsions | Note/Fate | In current version? |
---|---|---|
Illuminati connections | No | |
Disowned by family | No | |
Criminal reputation | No | |
Excommunicated | No | |
Famous | No | |
No identity | No |
Societal positions | Note/Fate | In current version? |
---|---|---|
Illuminati connections | No | |
Disowned by family | No | |
Criminal reputation | No | |
Excommunicated | No | |
Famous | No | |
No identity | No |
Research
Scrapped researches
The following research options are available in Alpha 4 but not in the current version of the game. Many of them focus on unlocking modifiers instead of new items or buildings.
Name | Description | Fate in later versions |
---|---|---|
Pneumatic picks | Miner's picks are 20% more effective. | Removed |
Slag refining | Build slag refineries which use heat and strong electromagnets to extract useful metal from slag debris. | Removed |
Nutrient resynthesis | Nutrient paste dispensers consume 10% less food per meal produced. | Removed |
Gun turret cooling | Gun turrets fire four shots in a burst instead of three. | Removed |
Cremation | Build crematoriums which can vaporize unwanted corpses. | Merged with the "electricity" research (not present in this build) |
Strong doors | Powered doors gain an extra 100 health. | Removed, perhaps in favour of using the materials system for different health values. |
Fear tech 1 | Research new ways to inspire fear. | Removed |
Fertilizer pump | Allows you to build fertilizer pumps, which can create farmable soil anywhere. | Replaced with/renamed to moisture pumps? |