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− | Since 1.1, the loading screen for | + | |
+ | Since 1.1, the loading screen for Rimworld during save loading and world generation now includes loading screen tips. | ||
==Tips== | ==Tips== | ||
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*Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen. | *Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen. | ||
*Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | *Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
− | *Right-clicking a number in the Work tab using manual priorities will reduce the | + | *Right-clicking a number in the Work tab using manual priorities will reduce the number instead of increasing it. |
*In a gunfight, always be behind cover! | *In a gunfight, always be behind cover! | ||
*In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | *In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
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*If you need help in a fight, call your allies using the comms console. | *If you need help in a fight, call your allies using the comms console. | ||
*Maddened animals will attack any human, including your enemies. You can use this. | *Maddened animals will attack any human, including your enemies. You can use this. | ||
− | *EMP bursts will temporarily disable turrets and shields. | + | *EMP bursts will temporarily disable turrets, mortar shields, and bullet shields. |
*EMP bursts instantly break personal shields. | *EMP bursts instantly break personal shields. | ||
*The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | *The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | ||
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*Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | *Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
*If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. | *If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. | ||
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*Place a caravan packing spot to designate where you want your caravans to form up. | *Place a caravan packing spot to designate where you want your caravans to form up. | ||
*Single-person caravans can be very useful in certain situations. | *Single-person caravans can be very useful in certain situations. | ||
*Faster animals make faster caravans. | *Faster animals make faster caravans. | ||
*Smaller caravans will be attacked less often because they're less visible. | *Smaller caravans will be attacked less often because they're less visible. | ||
− | *Before forming a caravan, collect | + | *Before forming a caravan, collect them items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. |
*If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. | *If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. | ||
*RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | *RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | ||
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*Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | *Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | ||
*Clean labs with sterile tile give research speed bonuses. | *Clean labs with sterile tile give research speed bonuses. | ||
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==Royalty Tips== | ==Royalty Tips== | ||
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*The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor. | *The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor. | ||
*You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. | *You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. | ||
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