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| 0 = You can dismiss letters by right-clicking on them. | | 0 = You can dismiss letters by right-clicking on them. | ||
− | | 1 = You can hold the shift key to queue | + | | 1 = You can hold the shift key to queue orders on your colonists. |
− | | 2 = You can right-click and drag to reorder | + | | 2 = You can right-click and drag to reorder colonists on the colonist bar. |
− | | 3 = You can select previous/next | + | | 3 = 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. | | 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 = In the | + | | 5 = 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. | | 6 = 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 | + | | 7 = 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 | + | | 8 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. |
− | | 9 | + | | 9 = In a gunfight, always be behind [[cover]]! |
− | + | | 10 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | |
− | + | | 11 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | |
− | | | + | | 12 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. |
− | | | + | | 13 = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
− | | | + | | 14 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. |
− | | | + | | 15 = 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 = [[Boomrat|Some]] [[Boomalope|animals]] explode upon death. You can use [[transport pod]]s to drop [[animals]] on [[Raid|enemies]]. Think about it. |
− | | | + | | 17 = If you need help in a fight, call your allies using the comms console. |
− | | | + | | 18 = Maddened animals will attack any human, including your enemies. You can use this. |
− | | | + | | 19 = [[EMP]] bursts will temporarily disable [[turrets]] and shields. |
− | | | + | | 20 = [[EMP]] bursts instantly break [[Shield belt|personal shields]]. |
− | | | + | | 21 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. |
− | | | + | | 22 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting. |
− | + | | 23 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | |
− | | | + | | 24 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
− | | | + | | 25 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. |
− | | | + | | 26 = Place a caravan packing spot to designate where you want your caravans to form up. |
− | | | + | | 27 = Single-person caravans can be very useful in certain situations. |
− | | | + | | 28 = [[Property:Move_Speed_Base|Faster]] [[animals]] make faster caravans. |
− | + | | 29 = Smaller caravans will be attacked less often because they're less visible. | |
− | | | + | | 30 = 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. |
− | | 28 = | + | | 31 = 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. |
− | | 29 = | + | | 32 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. |
− | + | | 33 = Some colonists are worse than useless. Bad allies are part of the challenge. | |
− | | | + | | 34 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. |
− | | | + | | 35 = Avoid using [[stone]] for doors. They open very slowly, which wastes your colonists' time. |
− | | | + | | 36 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working. |
− | + | | 37 = Mechanical structures break down and require replacement [[component]]s. Don't build things you don't need. | |
− | + | | 38 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them. | |
− | | | + | | 39 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce [[food poisoning]]. [[Sterile tile]]s make rooms extra-clean. |
− | | | + | | 40 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. |
− | | | + | | 41 = [[Terrain]] affects movement speed. Build [[floors]] to help your colonists get around quicker. |
− | + | | 42 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | |
− | + | | 43 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | |
− | | 39 = | + | | 44 = You can request specific types of trade caravans using the [[comms console]]. |
− | + | | 45 = You can use [[transport pod]]s to send gifts directly to other factions' bases - even your enemies. This improves [[faction]] relations. | |
− | | | + | | 46 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together. |
− | | 42 = | + | | 47 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. |
− | | 43 = | + | | 48 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]]. |
− | | 44 = [[ | + | | 49 = Assign your [[Herbivore|herbivorous]] animals to areas with lots of grass. They'll eat the [[grass]] and spare you the need to feed them. |
− | | 45 = | + | | 50 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life. |
− | | 46 = | + | | 51 = Sloshing through water makes people unhappy. Build a [[bridge]] when you can. |
− | + | | 52 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | |
− | | | + | | 53 = Work and movement speed are affected by lighting. Everything is slower in the dark. |
− | | | + | | 54 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. |
− | | | + | | 55 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]]. |
− | + | | 56 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | |
− | | | + | | 57 = You can have multiple researchers working simultaneously at multiple research tables. |
− | | | + | | 58 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful. |
− | | | + | | 59 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. |
− | | | + | | 60 = 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. |
− | | | + | | 61 = Clean labs with [[sterile tile]] give [[Research Speed|research speed]] bonuses. |
− | + | | 62 = You can change [[storyteller]] and playstyle at any time through the options menu. | |
− | | | + | | 63 = The more [[factions]] you are allied with, the more random [[traders]] and military aid you will receive. |
− | | | + | | 64 = 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. |
− | | | + | | 65 = Set schedules with long stretches of one activity to minimize travel time. |
− | | | + | | 66 = Some [[title]] [[Title#Permits|permits]] allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}} |
− | | | + | | 67 = [[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}} |
− | + | | 68 = [[Eltex|Prestige armor and eltex apparel]] will also satisfy the apparel requirements of [[titles|royal titles]]. {{RoyaltyIcon}} | |
− | | | + | | 69 = If a [[title]] holder dies, their title goes to their chosen heir. {{RoyaltyIcon}} |
− | | | + | | 70 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}} |
− | | | + | | 71 = The Empire bestows a free level of psylink upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}} |
− | | | + | | 72 = [[Psylink neuroformer]]s can be acquired through [[quests]]. {{RoyaltyIcon}} |
− | | | + | | 73 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}} |
− | | | + | | 74 = [[Psycast|Psychic powers]] can give you significant advantage in combat. {{RoyaltyIcon}} |
− | + | | 75 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. {{H:title|link=no|The definition of "negative" is applied loosely. Some apparently neutral powers, like Skip, cause relation loss.|<sup>[Note]</sup>}} {{RoyaltyIcon}} | |
− | | | + | | 76 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}} |
− | | | + | | 77 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}} |
− | + | | 78 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}} | |
− | | | + | | 79 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}} |
− | | | + | | 80 = When fighting a [[mech cluster]], try shooting their [[Unstable power cell|power cells]]. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}} |
− | + | | 81 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}} | |
− | | | + | | 82 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}} |
− | | | + | | 83 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}} |
− | | | + | | 84 = The [[psycasts|psychic skip power]] works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}} |
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| #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]] | | #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]] | ||
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