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==== Animal self-tamed ==== | ==== Animal self-tamed ==== | ||
[[File:Thrumbo self-tamed.png|300px|right]] | [[File:Thrumbo self-tamed.png|300px|right]] | ||
− | A random animal on the map becomes tame, and immediately joins the colony | + | A random animal on the map becomes tame, and immediately joins the colony. Previously tamed animals can self-tame, where they retain all training they previously had. |
+ | |||
+ | You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted. | ||
− | |||
==== Aurora ==== | ==== Aurora ==== | ||
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[[File:Thrumbo herd migration.png|300px|right]] | [[File:Thrumbo herd migration.png|300px|right]] | ||
− | A large herd of [[animal]]s is passing through the area. They won't attack unless provoked | + | A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. |
This event only occurs in the following biomes: | This event only occurs in the following biomes: | ||
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[[File:Psychic soothe.png|300px|right]] | [[File:Psychic soothe.png|300px|right]] | ||
− | When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]] | + | When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]]. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days. |
{{Clear}} | {{Clear}} | ||
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==== Wild (wo)man wanders in ==== | ==== Wild (wo)man wanders in ==== | ||
− | A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims | + | A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued. |
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails. | Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails. | ||
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* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die. | * Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die. | ||
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''<trader> has left comms range"'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen. | * Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''<trader> has left comms range"'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen. | ||
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Due to its length, most of the adverse effects are manageable. | Due to its length, most of the adverse effects are manageable. | ||
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==== Zzztt... ==== | ==== Zzztt... ==== | ||
{{Stub|section=1|reason=Exactly what options zzzt in the rain}} | {{Stub|section=1|reason=Exactly what options zzzt in the rain}} | ||
− | This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days | + | This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. |
The following buildings short circuit due to weather: | The following buildings short circuit due to weather: | ||
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|} | |} | ||
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged. | Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged. | ||
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== Incidental == | == Incidental == | ||
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Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists. | Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists. | ||
− | You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans | + | You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans. |
− | Destroying and | + | Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids. |
{{Clear}} | {{Clear}} | ||
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==== Predator hunting ==== | ==== Predator hunting ==== | ||
− | A wild, hungry predator has targeted one of your colonists or | + | A wild, hungry predator has targeted one of your colonists or animals for killing and eating. Unlike the majority of threats in the game, predators will not stop attacking once a pawn is [[downed]]. |
+ | |||
+ | You may want to get this colonist or animal to safety. Drafted colonists will defend themselves. To defend your animals, if there is enough distance, zone them to safety. Otherwise, move a drafted colonist to fire on the predator. | ||
==== Prison break ==== | ==== Prison break ==== | ||
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==== About: Electricity ==== | ==== About: Electricity ==== | ||
− | Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] | + | Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infastructure required to mantain them. |
==== About: Getting advanced components ==== | ==== About: Getting advanced components ==== | ||
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! style="padding: 5px 1em;" | Gut<br/>Worms | ! style="padding: 5px 1em;" | Gut<br/>Worms | ||
! style="padding: 5px 1em;" | Muscle<br/>Parasites | ! style="padding: 5px 1em;" | Muscle<br/>Parasites | ||
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|- | |- | ||
! Arid Shrubland{{#vardefine: as_mtb | 60}} | ! Arid Shrubland{{#vardefine: as_mtb | 60}} | ||
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| {{#vardefineecho: as_gut | 60}} | | {{#vardefineecho: as_gut | 60}} | ||
| {{#vardefineecho: as_muscle | 60}} | | {{#vardefineecho: as_muscle | 60}} | ||
− | |||
|- | |- | ||
! Desert{{#vardefine: d_mtb | 80}} | ! Desert{{#vardefine: d_mtb | 80}} | ||
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| {{#vardefineecho: d_gut | 60}} | | {{#vardefineecho: d_gut | 60}} | ||
| {{#vardefineecho: d_muscle | 60}} | | {{#vardefineecho: d_muscle | 60}} | ||
− | |||
|- | |- | ||
! Extreme Desert{{#vardefine: ed_mtb | 90}} | ! Extreme Desert{{#vardefine: ed_mtb | 90}} | ||
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| {{#vardefineecho: ed_gut | 40}} | | {{#vardefineecho: ed_gut | 40}} | ||
| {{#vardefineecho: ed_muscle | 40}} | | {{#vardefineecho: ed_muscle | 40}} | ||
− | |||
|- | |- | ||
! Boreal Forest{{#vardefine: bf_mtb | 50}} | ! Boreal Forest{{#vardefine: bf_mtb | 50}} | ||
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| {{#vardefineecho: bf_gut | 50}} | | {{#vardefineecho: bf_gut | 50}} | ||
| {{#vardefineecho: bf_muscle | 50}} | | {{#vardefineecho: bf_muscle | 50}} | ||
− | |||
|- | |- | ||
! Tundra{{#vardefine: t_mtb | 80}} | ! Tundra{{#vardefine: t_mtb | 80}} | ||
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| {{#vardefineecho: t_gut | 30}} | | {{#vardefineecho: t_gut | 30}} | ||
| {{#vardefineecho: t_muscle | 30}} | | {{#vardefineecho: t_muscle | 30}} | ||
− | |||
|- | |- | ||
! Ice Sheet{{#vardefine: is_mtb | 90}} | ! Ice Sheet{{#vardefine: is_mtb | 90}} | ||
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| {{#vardefineecho: is_gut | 0}} | | {{#vardefineecho: is_gut | 0}} | ||
| {{#vardefineecho: is_muscle | 0}} | | {{#vardefineecho: is_muscle | 0}} | ||
− | |||
|- | |- | ||
! Sea Ice{{#vardefine: is_mtb | 80}} | ! Sea Ice{{#vardefine: is_mtb | 80}} | ||
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| {{#vardefineecho: is_gut | 0}} | | {{#vardefineecho: is_gut | 0}} | ||
| {{#vardefineecho: is_muscle | 0}} | | {{#vardefineecho: is_muscle | 0}} | ||
− | |||
|- | |- | ||
! Temperate Forest{{#vardefine: tr_mtb | 45}} | ! Temperate Forest{{#vardefine: tr_mtb | 45}} | ||
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| {{#vardefineecho: tr_gut | 50}} | | {{#vardefineecho: tr_gut | 50}} | ||
| {{#vardefineecho: tr_muscle | 50}} | | {{#vardefineecho: tr_muscle | 50}} | ||
− | |||
|- | |- | ||
! Tropical Rainforest{{#vardefine: tr_mtb | 30}} | ! Tropical Rainforest{{#vardefine: tr_mtb | 30}} | ||
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| {{#vardefineecho: tr_gut | 80}} | | {{#vardefineecho: tr_gut | 80}} | ||
| {{#vardefineecho: tr_muscle | 80}} | | {{#vardefineecho: tr_muscle | 80}} | ||
− | |||
|} | |} | ||