Search results

Jump to navigation Jump to search
Results 101 – 121 of 131
Advanced search

Search in namespaces:

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  • * Pawn decision trees are now defined in XML. * Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
    14 KB (2,354 words) - 02:51, 7 November 2023
  • ...rojects might be "essential", like hydroponics, but even an 0 Intellectual pawn can sit in a [[research bench]] all day once their initial needs are met. ...ven up, run wild) are direct colony-ending threats. At the very least, any mental break is a major time setback. While extremely low expectations and initial
    32 KB (5,488 words) - 18:25, 22 April 2024
  • ...enever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalti A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these prac
    28 KB (4,201 words) - 07:31, 8 June 2024
  • ...cus is a new long-term resource on psycasters. Fictionally, it’s a sort of mental structuring that a psycaster can build up. Each psycast consumes a bit of i * Drug taking is faster and the pawn won’t move when they do it. Good for combat drugs.
    22 KB (3,603 words) - 12:48, 2 November 2022
  • ...the colonist bar much more visible. They change color and glow when below mental break thresholds. * Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and othe
    42 KB (6,443 words) - 05:19, 22 April 2024
  • *Wanderer joins letter text specifically notes that you can’t question the pawn. *Clarified refugee pod crash letter and made it specific to the pawn who is crashing. Added _title text output from pawns. So now you can use [P
    27 KB (3,995 words) - 04:11, 7 November 2023
  • ...be violent''': There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon. ...h amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them man
    38 KB (6,562 words) - 01:51, 22 April 2024
  • ...pump shotgun also has an amazing [[stopping power]], able to stagger every pawn kind except the {{#ask: [[Body Size::>3.00001]] [[Name::!Tunneler]] | forma ...the pump shotgun as the short range makes the quarry more likely to turn [[Mental break#Manhunter|manhunter]].
    10 KB (1,269 words) - 09:18, 7 April 2024
  • ...psychic sleep. The psyfocus cost depends on the intensity of the target's mental break. ** Kill-focused: A pawn who kills someone with the weapon gains 20% psyfocus instantly.
    27 KB (4,325 words) - 11:14, 27 March 2023
  • ...r illnesses. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview. ...medicine, this option is not recommended unless your intent is to let the pawn die.
    27 KB (3,949 words) - 12:34, 16 February 2024
  • ...game, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[I When a pawn gains the ''Inspired Creativity'' inspiration, the next item, structure, or
    23 KB (2,296 words) - 17:19, 10 November 2023
  • '''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and action ...t or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.
    52 KB (8,178 words) - 13:54, 24 April 2024
  • * Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the * Fix: Enslaving a pawn removes unwaveringly loyal.
    25 KB (3,968 words) - 07:41, 22 November 2022
  • A human pawn can first get Alzheimer's at age 34. |xAxisTitle = Pawn age (years)
    67 KB (8,608 words) - 18:27, 10 June 2024
  • ...ead of showing all minerals on the map instantly, it can be worked at by a pawn, who will periodically find new mineral patches. This can go on forever, so * Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.
    16 KB (2,639 words) - 01:34, 8 May 2023
  • ...]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the cara ...the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harm
    51 KB (8,176 words) - 11:40, 6 June 2024
  • ...but will only fulfill the beauty ''need'' when in an 8-tile radius from a pawn. * someone [[Mood#Mental Breakdowns|gave up]]
    15 KB (2,120 words) - 00:00, 9 November 2023
  • ...m for a day. It won't make them feel better, but it's impossible to have a mental break if they are unconscious. ...d stored near it in hydroponic room. When flare appear, manually order any pawn to fill a campfire. It has been tested in practice that one campfire is eno
    21 KB (3,632 words) - 11:14, 16 May 2024
  • The type of gene is shown both by its position in the gene tab of the pawn and its background: :* Using this ability while genes are regrowing kills the pawn.
    117 KB (17,106 words) - 10:55, 28 May 2024
  • ...ve during the late game because of the bunched up enemies. Equipping every pawn with one of these, though, would be incredibly expensive because of the mas On the side of a killbox should be a small box with a single pawn with an [[EMP launcher]] or [[EMP grenades]] to stun any mechanoids coming
    22 KB (3,835 words) - 15:36, 18 December 2023

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)