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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. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.
+
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.
  
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the "Animals" tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.
 
  
 
==== 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. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.
+
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]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
+
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. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.
+
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.
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}{{Check Tag|Verify}}
 
  
 
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. Short circuits do not affect hidden conduits, meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.
+
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.
 
==== Transport pod crash (Ghoul) ====
 
{{Anomaly|section=1}}
 
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.
 
 
==== Gray pall ====
 
{{Anomaly|section=1}}
 
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.
 
  
 
== 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. It should be noted that this does not actually decrease the total frequency of raids you will get, as whether a raid happens or not is determined separately and before a faction is chosen. It just means that the raids will not be from this faction and will be from other factions, and with fewer human factions to choose from the game will start sending more mechanoid raids, which can inadvertently make the game harder if you find mechanoids more difficult.
+
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/or befriending all factions will make mechanoids the only remaining threat for all future raids.
+
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 tamed animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. While regular enemies will tend to avoid targeting noncombatant [[children]], predators will target them the same as a regular pawn. Predators will also not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead and then eat the corpse. Predators don't change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base. As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger "animal revenge," which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.
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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]] infrastructure required to maintain them.
+
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
! style="padding: 5px 1em;" | Organ<br/>Decay
 
 
|-  
 
|-  
 
! 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}}
| {{#vardefineecho: as_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: d_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: ed_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: bf_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: t_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|-
 
|-
 
! 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}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|}
 
|}
  

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