Editing Template:Daily Tip

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

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

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)