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<includeonly>{{#vardefine: var1 |{{#expr:(({{#time:U}}+{{#time:z}})*(67)+({{NUMBEROFARTICLES:R}} mod (67)))}}}}{{#vardefine: numTips|95}}{{#switch: {{#ifexpr:(({{#var:var1}})/{{#var:numTips}})=(({{#var:var1}}/{{#var:numTips}}) round 0)|0|{{#ifexpr:({{#var:var1}}/{{#var:numTips}}) >0 and ({{#var:var1}}/{{#var:numTips}})<1|{{#expr:{{#var:var1}}}}|{{#expr:({{#var:var1}})-(((({{#var:var1}}/{{#var:numTips}})-0.5) round 0)*{{#var:numTips}})}}}}}}
+
{{#switch: {{#time:z}}
<!-- Interface -->
+
| 0 = Happy New Years Day from the Rimworld Wiki!
| 0 = You can dismiss letters by right-clicking on them.
+
| 1 = You can dismiss letters by right-clicking on them.
| 1 = You can hold the shift key to queue [[orders]] on your [[colonists]].
+
| 2 = You can hold the shift key to queue orders on your colonists.
| 2 = You can right-click and drag to reorder [[colonists]] on the colonist bar.
+
| 3 = You can right-click and drag to reorder colonists on the colonist bar.
| 3 = You can select previous/next [[colonist]] with the , and . keys.
+
| 4 = You can select previous/next colonist with the , and . keys.
| 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
+
| 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 5 = In the [[work]] tab's manual priorities mode, 1 is first priority, while 4 is last priority.
+
| 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
| 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen.
+
| 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
| 7 = Shift-clicking the name of a work type in the [[Work]] tab changes settings for all [[colonists]] at once.
+
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
| 8 = Right-clicking a number in the [[Work]] tab using manual priorities will reduce the priority instead of increasing it.
+
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 9 = You can hold the alt key to show detailed information about a specific tile.
+
| 10 = In a gunfight, always be behind cover!
<!-- Combat -->
+
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
| 10 = In a gunfight, always be behind [[cover]]! Right-click and drag to have your drafted fighters form a line.
+
| 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
| 11 = Right-click and drag to have your [[draft]]ed fighters form a line. Bunched-up targets are easy to hit!
 
| 12 = [[Smoke]] totally prevents [[turrets]] from detecting targets, but people can still shoot with reduced accuracy.
 
 
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged [[weapons]].
+
| 14 = Foggy or rainy weather reduces the accuracy of ranged weapons.
 
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
| 16 = [[Turrets]] explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
+
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
| 17 = [[Boomrat|Some animals]] explode upon death. You can use [[transport pod]]s to drop [[animals]] on enemies. Think about it.
+
| 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
 
| 18 = If you need help in a fight, call your allies using the comms console.
 
| 18 = If you need help in a fight, call your allies using the comms console.
| 19 = Maddened [[animals]] will attack any human, including your enemies. You can use this.
+
| 19 = Maddened animals will attack any human, including your enemies. You can use this.
| 20 = [[EMP]] bursts will temporarily disable [[turrets]] and [[shield]]s.
+
| 20 = EMP bursts will temporarily disable turrets and shields.
| 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]].
+
| 21 = EMP bursts instantly break personal shields.
<!-- Hunting -->
+
| 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
| 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's [[animals]] and shooting skills.
+
| 23 = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
| 23 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting.
+
| 24 = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| 24 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
+
| 25 = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
| 25 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
+
| 26 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
| 26 = Carefully-slaughtered [[animals]] yield more meat and leather than those who were killed violently.
+
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
<!-- Caravans -->
+
| 28 = Single-person caravans can be very useful in certain situations.
| 27 = Place the [[caravan hitching spot]] where you want your [[caravan]]s to form up. It's usually best to place it near your storage areas.
+
| 29 = Faster animals make faster caravans.
| 28 = During encounters away from home, you can place a [[caravan hitching spot]] to keep your [[animals]] from wandering.
+
| 30 = Smaller caravans will be attacked less often because they're less visible.
| 29 = [[Caravan]]s move faster if they include rideable [[animals]] like horses, donkeys and dromedaries.
+
| 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
| 30 = Smaller [[caravan]]s get attacked less often because they're less visible.
+
| 32 = 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.
| 31 = Before forming a [[caravan]], collect the items you want to send in a stockpile near your [[caravan hitching spot]]. This will make packing much faster.
+
| 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
| 32 = 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.
+
| 34 = Some colonists are worse than useless. Bad allies are part of the challenge.
| 33 = Don't forget to pack medicine on your [[caravans]].
+
| 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
<!-- Game style -->
+
| 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
| 34 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
+
| 37 = Put chairs in front of workbenches so workers can sit comfortably while working.
| 35 = Some [[colonists]] are worse than useless. Bad allies are part of the challenge.
+
| 38 = Mechanical structures break down and require replacement components. Don't build things you don't need.
| 36 = If you can't defend against a threat, make a [[caravan]] and run. You may lose your home, but your story can continue.
+
| 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
| 37 = When you have more [[wealth]], more powerful enemies attack. If you want the challenge to scale with time instead, select '[[AI_Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]]' in the [[storyteller]] settings.
+
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
<!-- Building -->
+
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 38 = Avoid using [[stone]] for [[door]]s. They open very slowly, which wastes your colonists' time.
+
| 42 = Terrain affects movement speed. Build floors to help your colonists get around quicker.
| 39 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working.
+
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
| 40 = Mechanical structures [[breakdown|break down]] and require replacement [[component]]s. Don't build things you don't need.
+
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
| 41 = Be careful what you construct on [[bridge]]s. Bridges collapse easily under explosions, and your buildings will go with them.
+
| 45 = You can request specific types of trade caravans using the comms console.
| 42 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce food poisoning. [[Sterile tile]]s make rooms extra-clean.
+
| 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
| 43 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
+
| 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
| 44 = [[Terrain]] affects movement speed. Build [[floors]] to help your colonists get around quicker.
+
| 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
| 45 = Different [[terrain]] has different inherent [[cleanliness]] levels. Tiles are inherently clean; dirt is inherently dirty.
+
| 49 = Cute tame animals will nuzzle your colonists, improving their mood.
| 46 = Some floor types are faster to clean than others. It takes much longer to clean [[carpet]] compared to metal tile.
+
| 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
<!-- Diplomacy -->
+
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
| 47 = You can give [[prisoners]] as gifts. Giving a prisoner back to their own [[faction]] will be highly appreciated.
+
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
| 48 = You can request specific types of [[trade]] caravans using the [[comms console]].
+
| 53 = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
| 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations.
+
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
<!-- Misc -->
+
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together.
+
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
| 51 = Enemy [[faction base]]s are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
+
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
| 52 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]].
+
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
| 53 = Assign your [[herbivorous]] [[animals]] to areas with lots of [[grass]]. They'll eat the grass and spare you the need to feed them.
+
| 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
| 54 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life.
+
| 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
| 55 = Sloshing through [[Terrain|water]] makes people unhappy. Build a [[bridge]] when you can.
+
| 61 = 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.
| 56 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
+
| 62 = Clean labs with sterile tile give research speed bonuses.
| 57 = Work and [[movement speed]] are affected by [[light]]ing. Everything is slower in the dark.
+
| 63 = You can change storyteller and playstyle at any time through the options menu.
| 58 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
+
| 64 = The more factions you are allied with, the more random traders and military aid you will receive.
| 59 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insects]].
+
| 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
| 60 = [[Prisoners]] will join much quicker and attempt fewer breakouts when they're in a good [[mood]].
+
| 66 = Set schedules with long stretches of one activity to minimize travel time.
| 61 = You can have multiple [[research]]ers working simultaneously at multiple [[research table]]s.
+
| 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
| 62 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful.
+
| 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. {{RoyaltyIcon}}
| 63 = Explosions extinguish [[fire]]s in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
+
| 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. {{RoyaltyIcon}}
| 64 = 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.
+
| 70 = If a title holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
| 65 = Keep [[weapon]] stockpiles away from your prisons. [[Prison break]]s are much more dangerous with guns and explosives.
+
| 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
| 66 = When taming [[animals]], make sure you have enough food of the correct type to feed them.
+
| 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. {{RoyaltyIcon}}
| 67 = Dropping a [[Stone chunk|stone]] or [[Steel slag chunk|slag chunk]] in a [[door]]way will force it open, leaving you vulnerable to hostile wildlife and [[raiders]].
+
| 73 = Psylink neuroformers can be acquired through quests. {{RoyaltyIcon}}
<!-- Added misc -->
+
| 74 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
| 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses.
+
| 75 = Psychic powers can give you significant advantage in combat. {{RoyaltyIcon}}
| 69 = You can change [[storyteller]] and playstyle at any time through the options menu.
+
| 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. {{RoyaltyIcon}}
| 70 = The more [[faction]]s you are allied with, the more random traders and military aid you will receive.
+
| 77 = Psychic invisibility doesn't wear off when you attack. {{RoyaltyIcon}}
| 71 = You can use [[Drug policy|drug policies]] to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle.
+
| 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
| 72 = Set [[schedule]]s with long stretches of one activity to minimize travel time.
+
| 79 = Creatures with higher psychic sensitivity are affected more by psychics. {{RoyaltyIcon}}
<!-- Animals and ranching -->
+
| 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
| 73 = [[Straw matting]] ignores [[filth]]. Use it as the floor for your barn.
+
| 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
| 74 = Some [[animals]] produce a lot of [[filth]]. Keep your elephants and cattle outside.
+
| 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
| 75 = Predators won't hunt [[animals]] which are on the other side of [[fence]]s or [[barricade]]s.
+
| 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. {{RoyaltyIcon}}
<!-- ROYALTY -->
+
| 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. {{RoyaltyIcon}}
<!-- Nobles -->
+
| 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
| 76 = Some [[title]] [[Title#Permits|permits]] allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
+
<!-- Repeat --->
| 77 = [[title|Nobles]] from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are [[Trait|greedy or jealous]]. {{RoyaltyIcon}}
+
| {{#expr: 1 + 85}} = You can dismiss letters by right-clicking on them.
| 78 = [[Eltex|Prestige armor and eltex apparel]] will also satisfy the apparel requirements of [[titles|royal titles]]. {{RoyaltyIcon}}
+
| {{#expr: 2 + 85}} = You can hold the shift key to queue orders on your colonists.
| 79 = If a [[title]] holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
+
| {{#expr: 3 + 85}} = You can right-click and drag to reorder colonists on the colonist bar.
| 80 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
+
| {{#expr: 4 + 85}} = You can select previous/next colonist with the , and . keys.
<!-- Implants -->
+
| {{#expr: 5 + 85}} = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 81 = The [[Empire]] bestows a free level of [[psylink]] upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}}
+
| {{#expr: 6 + 85}} = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
| 82 = [[Psylink neuroformer]]s can be acquired through [[quests]]. These items can give a person psychic powers. {{RoyaltyIcon}}
+
| {{#expr: 7 + 85}} = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
| 83 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
+
| {{#expr: 8 + 85}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
<!-- Psycasts -->
+
| {{#expr: 9 + 85}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 84 = [[Psycast|Psychic powers]] can give you significant advantage in combat. {{RoyaltyIcon}}
+
| {{#expr: 10 + 85}} = In a gunfight, always be behind cover!
| 85 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. <abbr title="The definition of 'negative' is applied loosely. Some apparently neutral powers, like Skip, cause relation loss."><sup>[Note]</sup></abbr> {{RoyaltyIcon}}
+
| {{#expr: 11 + 85}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
| 86 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}}
+
| {{#expr: 12 + 85}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
| 87 = Going over your [[Neural heat|neural heat limit]] can save you in a desperate situation - but the [[psychic breakdown]] can last a while. {{RoyaltyIcon}}
+
| {{#expr: 13 + 85}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| 88 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}}
+
| {{#expr: 14 + 85}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
| 89 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
+
| {{#expr: 15 + 85}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
<!-- Mech clusters -->
+
| {{#expr: 16 + 85}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
| 90 = When fighting a [[mech cluster]], try shooting their [[Unstable power cell|power cells]]. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
+
| {{#expr: 17 + 85}} = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
| 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
+
| {{#expr: 18 + 85}} = If you need help in a fight, call your allies using the comms console.
<!-- Misc -->
+
| {{#expr: 19 + 85}} = Maddened animals will attack any human, including your enemies. You can use this.
| 92 = The Imperial royal tribute collector arrives twice per year, and accepts [[prisoners]] and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}}
+
| {{#expr: 20 + 85}} = EMP bursts will temporarily disable turrets and shields.
<!-- Added misc -->
+
| {{#expr: 21 + 85}} = EMP bursts instantly break personal shields.
| 93 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}}
+
| {{#expr: 22 + 85}} = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
| 94 = The [[psycasts|psychic skip power]] works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
+
| {{#expr: 23 + 85}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
| 95 = You can carry a [[downed]] ally while using the [[jump pack]]. Aerial rescues save lives. {{RoyaltyIcon}}
+
| {{#expr: 24 + 85}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
<!-- IDEOLOGY -->
+
| {{#expr: 25 + 85}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
<!-- Slavery -->
+
| {{#expr: 26 + 85}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
| 96 = [[Slaves]] work slower than normal [[colonists]] due to lack of motivation. {{IdeologyIcon}}
+
| {{#expr: 27 + 85}} = Place a caravan packing spot to designate where you want your caravans to form up.
| 97 = [[Terror]]-inducing [[buildings]] affect anyone within a 5-cell radius. {{IdeologyIcon}}
+
| {{#expr: 28 + 85}} = Single-person caravans can be very useful in certain situations.
<!-- Buildings -->
+
| {{#expr: 29 + 85}} = Faster animals make faster caravans.
| 98 = [[Sleep accelerator]]s increase [[colonists]]' [[sleep]] quality, but also increase [[hunger]] rate. Consider assigning them more frequent, short naps to prevent [[starvation]] during sleep. {{IdeologyIcon}}
+
| {{#expr: 30 + 85}} = Smaller caravans will be attacked less often because they're less visible.
| #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]]
+
| {{#expr: 31 + 85}} = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
}}</includeonly><noinclude>{{Documentation}}</noinclude>
+
| {{#expr: 32 + 85}} = 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.
 +
| {{#expr: 33 + 85}} = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 +
| {{#expr: 34 + 85}} = Some colonists are worse than useless. Bad allies are part of the challenge.
 +
| {{#expr: 35 + 85}} = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
 +
| {{#expr: 36 + 85}} = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
 +
| {{#expr: 37 + 85}} = Put chairs in front of workbenches so workers can sit comfortably while working.
 +
| {{#expr: 38 + 85}} = Mechanical structures break down and require replacement components. Don't build things you don't need.
 +
| {{#expr: 39 + 85}} = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
 +
| {{#expr: 40 + 85}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 +
| {{#expr: 41 + 85}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 +
| {{#expr: 42 + 85}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
 +
| {{#expr: 43 + 85}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 +
| {{#expr: 44 + 85}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 +
| {{#expr: 45 + 85}} = You can request specific types of trade caravans using the comms console.
 +
| {{#expr: 46 + 85}} = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
 +
| {{#expr: 47 + 85}} = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
 +
| {{#expr: 48 + 85}} = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
 +
| {{#expr: 49 + 85}} = Cute tame animals will nuzzle your colonists, improving their mood.
 +
| {{#expr: 50 + 85}} = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
 +
| {{#expr: 51 + 85}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 +
| {{#expr: 52 + 85}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 +
| {{#expr: 53 + 85}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 +
| {{#expr: 54 + 85}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 +
| {{#expr: 55 + 85}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 +
| {{#expr: 56 + 85}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
 +
| {{#expr: 57 + 85}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 +
| {{#expr: 58 + 85}} = You can have multiple researchers working simultaneously at multiple research tables.
 +
| {{#expr: 59 + 85}} = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
 +
| {{#expr: 60 + 85}} = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
 +
| {{#expr: 61 + 85}} = 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.
 +
| {{#expr: 62 + 85}} = Clean labs with sterile tile give research speed bonuses.
 +
| {{#expr: 63 + 85}} = You can change storyteller and playstyle at any time through the options menu.
 +
| {{#expr: 64 + 85}} = The more factions you are allied with, the more random traders and military aid you will receive.
 +
| {{#expr: 65 + 85}} = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
 +
| {{#expr: 66 + 85}} = Set schedules with long stretches of one activity to minimize travel time.
 +
| {{#expr: 67 + 85}} = Some title permits allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
 +
| {{#expr: 68 + 85}} = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. {{RoyaltyIcon}}
 +
| {{#expr: 69 + 85}} = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. {{RoyaltyIcon}}
 +
| {{#expr: 70 + 85}} = If a title holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
 +
| {{#expr: 71 + 85}} = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
 +
| {{#expr: 72 + 85}} = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. {{RoyaltyIcon}}
 +
| {{#expr: 73 + 85}} = Psylink neuroformers can be acquired through quests. {{RoyaltyIcon}}
 +
| {{#expr: 74 + 85}} = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
 +
| {{#expr: 75 + 85}} = Psychic powers can give you significant advantage in combat. {{RoyaltyIcon}}
 +
| {{#expr: 76 + 85}} = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. {{RoyaltyIcon}}
 +
| {{#expr: 77 + 85}} = Psychic invisibility doesn't wear off when you attack. {{RoyaltyIcon}}
 +
| {{#expr: 78 + 85}} = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
 +
| {{#expr: 79 + 85}} = Creatures with higher psychic sensitivity are affected more by psychics. {{RoyaltyIcon}}
 +
| {{#expr: 80 + 85}} = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
 +
| {{#expr: 81 + 85}} = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
 +
| {{#expr: 82 + 85}} = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
 +
| {{#expr: 83 + 85}} = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. {{RoyaltyIcon}}
 +
| {{#expr: 84 + 85}} = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. {{RoyaltyIcon}}
 +
| {{#expr: 85 + 85}} = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
 +
<!-- Repeat --->
 +
| {{#expr: 1 + 170}} = You can dismiss letters by right-clicking on them.
 +
| {{#expr: 2 + 170}} = You can hold the shift key to queue orders on your colonists.
 +
| {{#expr: 3 + 170}} = You can right-click and drag to reorder colonists on the colonist bar.
 +
| {{#expr: 4 + 170}} = You can select previous/next colonist with the , and . keys.
 +
| {{#expr: 5 + 170}} = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
 +
| {{#expr: 6 + 170}} = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
 +
| {{#expr: 7 + 170}} = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
 +
| {{#expr: 8 + 170}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 +
| {{#expr: 9 + 170}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 +
| {{#expr: 10 + 170}} = In a gunfight, always be behind cover!
 +
| {{#expr: 11 + 170}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 +
| {{#expr: 12 + 170}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 +
| {{#expr: 13 + 170}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 +
| {{#expr: 14 + 170}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
 +
| {{#expr: 15 + 170}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 +
| {{#expr: 16 + 170}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 +
| {{#expr: 17 + 170}} = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
 +
| {{#expr: 18 + 170}} = If you need help in a fight, call your allies using the comms console.
 +
| {{#expr: 19 + 170}} = Maddened animals will attack any human, including your enemies. You can use this.
 +
| {{#expr: 20 + 170}} = EMP bursts will temporarily disable turrets and shields.
 +
| {{#expr: 21 + 170}} = EMP bursts instantly break personal shields.
 +
| {{#expr: 22 + 170}} = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
 +
| {{#expr: 23 + 170}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 +
| {{#expr: 24 + 170}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 +
| {{#expr: 25 + 170}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
 +
| {{#expr: 26 + 170}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 +
| {{#expr: 27 + 170}} = Place a caravan packing spot to designate where you want your caravans to form up.
 +
| {{#expr: 28 + 170}} = Single-person caravans can be very useful in certain situations.
 +
| {{#expr: 29 + 170}} = Faster animals make faster caravans.
 +
| {{#expr: 30 + 170}} = Smaller caravans will be attacked less often because they're less visible.
 +
| {{#expr: 31 + 170}} = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
 +
| {{#expr: 32 + 170}} = 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.
 +
| {{#expr: 33 + 170}} = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 +
| {{#expr: 34 + 170}} = Some colonists are worse than useless. Bad allies are part of the challenge.
 +
| {{#expr: 35 + 170}} = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
 +
| {{#expr: 36 + 170}} = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
 +
| {{#expr: 37 + 170}} = Put chairs in front of workbenches so workers can sit comfortably while working.
 +
| {{#expr: 38 + 170}} = Mechanical structures break down and require replacement components. Don't build things you don't need.
 +
| {{#expr: 39 + 170}} = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
 +
| {{#expr: 40 + 170}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 +
| {{#expr: 41 + 170}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 +
| {{#expr: 42 + 170}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
 +
| {{#expr: 43 + 170}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 +
| {{#expr: 44 + 170}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 +
| {{#expr: 45 + 170}} = You can request specific types of trade caravans using the comms console.
 +
| {{#expr: 46 + 170}} = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
 +
| {{#expr: 47 + 170}} = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
 +
| {{#expr: 48 + 170}} = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
 +
| {{#expr: 49 + 170}} = Cute tame animals will nuzzle your colonists, improving their mood.
 +
| {{#expr: 50 + 170}} = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
 +
| {{#expr: 51 + 170}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 +
| {{#expr: 52 + 170}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 +
| {{#expr: 53 + 170}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 +
| {{#expr: 54 + 170}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 +
| {{#expr: 55 + 170}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 +
| {{#expr: 56 + 170}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
 +
| {{#expr: 57 + 170}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 +
| {{#expr: 58 + 170}} = You can have multiple researchers working simultaneously at multiple research tables.
 +
| {{#expr: 59 + 170}} = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
 +
| {{#expr: 60 + 170}} = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
 +
| {{#expr: 61 + 170}} = 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.
 +
| {{#expr: 62 + 170}} = Clean labs with sterile tile give research speed bonuses.
 +
| {{#expr: 63 + 170}} = You can change storyteller and playstyle at any time through the options menu.
 +
| {{#expr: 64 + 170}} = The more factions you are allied with, the more random traders and military aid you will receive.
 +
| {{#expr: 65 + 170}} = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
 +
| {{#expr: 66 + 170}} = Set schedules with long stretches of one activity to minimize travel time.
 +
| {{#expr: 67 + 170}} = Some title permits allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
 +
| {{#expr: 68 + 170}} = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. {{RoyaltyIcon}}
 +
| {{#expr: 69 + 170}} = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. {{RoyaltyIcon}}
 +
| {{#expr: 70 + 170}} = If a title holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
 +
| {{#expr: 71 + 170}} = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
 +
| {{#expr: 72 + 170}} = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. {{RoyaltyIcon}}
 +
| {{#expr: 73 + 170}} = Psylink neuroformers can be acquired through quests. {{RoyaltyIcon}}
 +
| {{#expr: 74 + 170}} = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
 +
| {{#expr: 75 + 170}} = Psychic powers can give you significant advantage in combat. {{RoyaltyIcon}}
 +
| {{#expr: 76 + 170}} = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. {{RoyaltyIcon}}
 +
| {{#expr: 77 + 170}} = Psychic invisibility doesn't wear off when you attack. {{RoyaltyIcon}}
 +
| {{#expr: 78 + 170}} = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
 +
| {{#expr: 79 + 170}} = Creatures with higher psychic sensitivity are affected more by psychics. {{RoyaltyIcon}}
 +
| {{#expr: 80 + 170}} = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
 +
| {{#expr: 81 + 170}} = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
 +
| {{#expr: 82 + 170}} = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
 +
| {{#expr: 83 + 170}} = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. {{RoyaltyIcon}}
 +
| {{#expr: 84 + 170}} = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. {{RoyaltyIcon}}
 +
| {{#expr: 85 + 170}} = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
 +
<!-- Repeat --->
 +
| {{#expr: 1 + 255}} = You can dismiss letters by right-clicking on them.
 +
| {{#expr: 2 + 255}} = You can hold the shift key to queue orders on your colonists.
 +
| {{#expr: 3 + 255}} = You can right-click and drag to reorder colonists on the colonist bar.
 +
| {{#expr: 4 + 255}} = You can select previous/next colonist with the , and . keys.
 +
| {{#expr: 5 + 255}} = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
 +
| {{#expr: 6 + 255}} = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
 +
| {{#expr: 7 + 255}} = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
 +
| {{#expr: 8 + 255}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 +
| {{#expr: 9 + 255}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 +
| {{#expr: 10 + 255}} = In a gunfight, always be behind cover!
 +
| {{#expr: 11 + 255}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 +
| {{#expr: 12 + 255}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 +
| {{#expr: 13 + 255}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 +
| {{#expr: 14 + 255}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
 +
| {{#expr: 15 + 255}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 +
| {{#expr: 16 + 255}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 +
| {{#expr: 17 + 255}} = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
 +
| {{#expr: 18 + 255}} = If you need help in a fight, call your allies using the comms console.
 +
| {{#expr: 19 + 255}} = Maddened animals will attack any human, including your enemies. You can use this.
 +
| {{#expr: 20 + 255}} = EMP bursts will temporarily disable turrets and shields.
 +
| {{#expr: 21 + 255}} = EMP bursts instantly break personal shields.
 +
| {{#expr: 22 + 255}} = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
 +
| {{#expr: 23 + 255}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 +
| {{#expr: 24 + 255}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 +
| {{#expr: 25 + 255}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
 +
| {{#expr: 26 + 255}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 +
| {{#expr: 27 + 255}} = Place a caravan packing spot to designate where you want your caravans to form up.
 +
| {{#expr: 28 + 255}} = Single-person caravans can be very useful in certain situations.
 +
| {{#expr: 29 + 255}} = Faster animals make faster caravans.
 +
| {{#expr: 30 + 255}} = Smaller caravans will be attacked less often because they're less visible.
 +
| {{#expr: 31 + 255}} = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
 +
| {{#expr: 32 + 255}} = 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.
 +
| {{#expr: 33 + 255}} = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 +
| {{#expr: 34 + 255}} = Some colonists are worse than useless. Bad allies are part of the challenge.
 +
| {{#expr: 35 + 255}} = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
 +
| {{#expr: 36 + 255}} = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
 +
| {{#expr: 37 + 255}} = Put chairs in front of workbenches so workers can sit comfortably while working.
 +
| {{#expr: 38 + 255}} = Mechanical structures break down and require replacement components. Don't build things you don't need.
 +
| {{#expr: 39 + 255}} = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
 +
| {{#expr: 40 + 255}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 +
| {{#expr: 41 + 255}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 +
| {{#expr: 42 + 255}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
 +
| {{#expr: 43 + 255}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 +
| {{#expr: 44 + 255}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 +
| {{#expr: 45 + 255}} = You can request specific types of trade caravans using the comms console.
 +
| {{#expr: 46 + 255}} = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
 +
| {{#expr: 47 + 255}} = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
 +
| {{#expr: 48 + 255}} = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
 +
| {{#expr: 49 + 255}} = Cute tame animals will nuzzle your colonists, improving their mood.
 +
| {{#expr: 50 + 255}} = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
 +
| {{#expr: 51 + 255}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 +
| {{#expr: 52 + 255}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 +
| {{#expr: 53 + 255}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 +
| {{#expr: 54 + 255}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 +
| {{#expr: 55 + 255}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 +
| {{#expr: 56 + 255}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
 +
| {{#expr: 57 + 255}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 +
| {{#expr: 58 + 255}} = You can have multiple researchers working simultaneously at multiple research tables.
 +
| {{#expr: 59 + 255}} = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
 +
| {{#expr: 60 + 255}} = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
 +
| {{#expr: 61 + 255}} = 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.
 +
| {{#expr: 62 + 255}} = Clean labs with sterile tile give research speed bonuses.
 +
| {{#expr: 63 + 255}} = You can change storyteller and playstyle at any time through the options menu.
 +
| {{#expr: 64 + 255}} = The more factions you are allied with, the more random traders and military aid you will receive.
 +
| {{#expr: 65 + 255}} = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
 +
| {{#expr: 66 + 255}} = Set schedules with long stretches of one activity to minimize travel time.
 +
| {{#expr: 67 + 255}} = Some title permits allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}}
 +
| {{#expr: 68 + 255}} = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. {{RoyaltyIcon}}
 +
| {{#expr: 69 + 255}} = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. {{RoyaltyIcon}}
 +
| {{#expr: 70 + 255}} = If a title holder dies, their title goes to their chosen heir. {{RoyaltyIcon}}
 +
| {{#expr: 71 + 255}} = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
 +
| {{#expr: 72 + 255}} = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. {{RoyaltyIcon}}
 +
| {{#expr: 73 + 255}} = Psylink neuroformers can be acquired through quests. {{RoyaltyIcon}}
 +
| {{#expr: 74 + 255}} = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
 +
| {{#expr: 75 + 255}} = Psychic powers can give you significant advantage in combat. {{RoyaltyIcon}}
 +
| {{#expr: 76 + 255}} = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. {{RoyaltyIcon}}
 +
| {{#expr: 77 + 255}} = Psychic invisibility doesn't wear off when you attack. {{RoyaltyIcon}}
 +
| {{#expr: 78 + 255}} = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
 +
| {{#expr: 79 + 255}} = Creatures with higher psychic sensitivity are affected more by psychics. {{RoyaltyIcon}}
 +
| {{#expr: 80 + 255}} = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
 +
| {{#expr: 81 + 255}} = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}}
 +
| {{#expr: 82 + 255}} = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
 +
| {{#expr: 83 + 255}} = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. {{RoyaltyIcon}}
 +
| {{#expr: 84 + 255}} = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. {{RoyaltyIcon}}
 +
| {{#expr: 85 + 255}} = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}}
 +
<!-- Repeat --->
 +
| {{#expr: 1 + 340}} = You can dismiss letters by right-clicking on them.
 +
| {{#expr: 2 + 340}} = You can hold the shift key to queue orders on your colonists.
 +
| {{#expr: 3 + 340}} = You can right-click and drag to reorder colonists on the colonist bar.
 +
| {{#expr: 4 + 340}} = You can select previous/next colonist with the , and . keys.
 +
| {{#expr: 5 + 340}} = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
 +
| {{#expr: 6 + 340}} = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
 +
| {{#expr: 7 + 340}} = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
 +
| {{#expr: 8 + 340}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 +
| {{#expr: 9 + 340}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 +
| {{#expr: 10 + 340}} = In a gunfight, always be behind cover!
 +
| {{#expr: 11 + 340}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 +
| {{#expr: 12 + 340}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 +
| {{#expr: 13 + 340}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 +
| {{#expr: 14 + 340}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
 +
| {{#expr: 15 + 340}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 +
| {{#expr: 16 + 340}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 +
| {{#expr: 17 + 340}} = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
 +
| {{#expr: 18 + 340}} = If you need help in a fight, call your allies using the comms console.
 +
| {{#expr: 19 + 340}} = Maddened animals will attack any human, including your enemies. You can use this.
 +
| {{#expr: 20 + 340}} = EMP bursts will temporarily disable turrets and shields.
 +
| {{#expr: 21 + 340}} = EMP bursts instantly break personal shields.
 +
| {{#expr: 22 + 340}} = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
 +
| {{#expr: 23 + 340}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 +
| {{#expr: 24 + 340}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 +
| {{#expr: 25 + 340}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
 +
| {{#expr: 26 + 340}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 +
}}

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