the cutting room mirror

Alpha 4

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This is a sub-page of Proto:RimWorld.

Sub-pages#

Unused Content#

Door Key#

There is an unused door key item which can be spawned with the debug menu.
RWAlpha4_Doorkey.png

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.
KevlarHelmet
RWAlpha_4Helmet.png
M1Helmet
RWAlpha4_M1Helmet.png
PowerArmorHelmet
RWAlpha4_PowerHelmet.png
CowboyHat
RWAlpha4_Cowboyhat.png
=== 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.
RWAlpha4_MissingContent.png

Colony creation#

Stockpiles and sleeping spots are created on game start.

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#

The "Thoughts" screen.

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:

  • More societal positions
  • Medical and body
  • Aug abilities
  • INACTIVE

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:
{| class="mw-collapsible mw-collapsed wikitable" ! 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?