Cut content

== From Beta ==
=== Storytellers ===
==== Chill Callie Classic ====
A more easy going version of Cassandra Classic. Something between Cassandra and Phoebe Chillax.https://www.kickstarter.com/projects/tynansylvester/rimworld/posts/655217Version/0.0.254B
==== Tough Cleopatra Classic ====
Cassandra Classic's less forgiving cousin.
== From Alpha ==
=== Mechanics ===
==== Fear mechanic ====
Until Alpha 4, there was another version of the gibbet cage that which caused "Fear" mood debuff to all characters passing nearby. Players could hand dead raiders in cages to scare off other raiders. The mechanic was however very broken.
The Ideology DLC re-added the gibbet cage with different mechanics.
==== Wood logs and planks ====
Until version 0.4.460 cutting trees would produce wood logs which could be turned into planks that could be used for building other workbenches. Logs were used for building, including log walls. Wood logs and planks were combined into one singular resource named wood to cut pointless early-game busywork for colonists (sawmill work), and to reduce confusion about exactly what kind of wood is needed to build what. Version/0.4.460
==== Repair worktype ====
?
==== Pneumatic picks ====
Pneumatic picks was a research project that would improve colonist's mining. It did 20% more damage to mine object.
=== Removed traits ===
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into other traits.
Name 	Description 	Effect 	Conflicting Traits	Fate
Prosthophile 	NAME feels limited in their feeble human body. NAME often dreams of going bionic. 	mood bonus for having a bionic body part mood penalty for not having a bionic body part 	Body purist 	Replaced by Transhumanist
Prosthophobe 	NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. 	mood penalty for having a bionic body part 	body modder 	Replaced by Body purist
Green thumb 	NAME has a passion for gardening. They get a mood bonus for every plant they sow. 	mood bonus from sowing a plant. Stackable up to 20 times. 	- 	Removed in Beta 19
Tunneler 	NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.	: No Outdoors need 	- 	Replaced by Undergrounder
Transhumanist	NAME feels limited in their feeble human body. NAME often dreams of going bionic. 	to mood bonus for having artificial body parts mood penalty for not having an artificial body part to opinion of other colonists for each part installed on them	Body purist 	Replaced by Body modder
=== Removed genes ===
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
Click to 
Name 	Description 	 		 	Removed 	Reason
Resurrect 	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.
----
* Requires Hemogenic
* Adds ability: Resurrect
: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.
:* Resurrects the targeted corpse, similarly to Resurrector mech serum
:* Target: Any non-mechanoid corpse
:* Warmup Time: 
:* Cooldown: to 
:* Charges: 1
:* AI Can Use: False
* Market value of genepacks containing this gene: ×150%	0		 	Before Biotech DLC release	Unknown.
Skill apathy 	The carrier will have no passion in (skill).	 		-	Before Biotech DLC release	From an XML comment:
"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"
Drug addict-sensitive	Carriers of this gene get addicted to (drug) very easily.
* Specific drug addiction factor: x9999%	 		-	Before Biotech DLC Release	From an XML comment:
"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"
== Cut from Anomaly ==
=== Rotstink geyser===
A graphic for "rotstink geysers" can be found in the game files for Anomaly DLC. No further information is known.
=== Blue incinerator flame ===
There is code in the game that would have originally used the blue fire spew effect for the incinerator. The effect can be added back via patching. https://www.reddit.com/r/RimWorld/comments/1f6gf2g/two_pieces_of_cutcontent_from_anomaly/
== Other ==
=== Xenotypes ===
* There is an unused xenotype icon called Grunter in the game files.Game files
=== Crafting recipes ===
* Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, 260 steel and 22 components. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
* Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, 50 steel and 1 component. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.
== Minor changes ==
* Healroot used to be called Xerigium.Version/0.8.657
* Megasloths used to be called MegatheriumVersion/0.14.1234
* Skilltrainers were originally called neurotrainersVersion/0.7.581
* Penoxycyline used to be called Malari-blockhttps://rimworldwiki.com/wiki/Version/0.16.1393
== References ==
Category:Version