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  • ! Artificial items<br>in range !! Strength<br>offset !! Graph | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset
    3 KB (485 words) - 10:41, 10 February 2024
  • ! Artificial items<br>in range !! Strength<br>offset !! Graph | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset
    4 KB (498 words) - 10:43, 10 February 2024
  • * Fix: Colonists unable to take items in containers into portals.
    2 KB (222 words) - 09:05, 14 April 2024
  • * Fixed some buildable items being displayed on the quick build menu before they were researched * Fixed when the player cannot view the detailed information of items that are not available to sell on the trade menu
    6 KB (873 words) - 02:22, 3 November 2023
  • The following items can be crafted at the serum lab.
    2 KB (176 words) - 07:28, 13 May 2024
  • ...Stockpiles can hold [[weapon]]s, [[gear]], [[food]], [[drugs]], and other items. These will all spawn as forbidden. Type of loot depend on the faction: ...extensive inventory consisting of most item categories, and they buy most items. Their inventory restocks 30 days after you visit them.
    5 KB (730 words) - 08:21, 30 December 2023
  • ...anced power generation and workbenches with the ability to craft all added items and much more. It also adds weapons, turrets and armours that will turn yo * A whole host of items including:
    25 KB (3,336 words) - 09:33, 6 March 2023
  • ...nerator'''" or "'''fueled generator'''" may refer to a number of different items in RimWorld.
    2 KB (250 words) - 07:37, 6 May 2024
  • ...items like [[molotov cocktail]]s and [[high-explosive shell]]s, and refuel items like [[pod launcher]]s and [[firefoam pop pack]]s. Meanwhile, [[chemfuel po
    4 KB (507 words) - 22:04, 10 January 2024
  • ...nd C# is used to add functionality to the mod, and also to modify existing items. For now, we will focus on XML and later tutorials will cover C#. Tweaks ar ...d folder, open the "ThingDefs.xml" file and add the following code to your items ThingDef:
    12 KB (1,991 words) - 16:09, 2 March 2024
  • ....) to groups of items (weapons stockpile, meal stockpile etc.) or even all items. An [[allowed area]] restricts where colonists and animals can travel. Items, locations, and tasks outside of a colonist's allowed area are considered f
    9 KB (1,362 words) - 06:37, 27 January 2024
  • Tamed animals will eat mature plants and consumable items they have access to, either in their [[pen]], surrounding the [[Caravan hit The '''harvest yield''' is a crop stat for the quantity of items the plant is converted into when a human [[Orders#harvest|harvest]]s the pl
    4 KB (600 words) - 16:30, 12 December 2023
  • | type = Medical Items
    1 KB (193 words) - 07:05, 10 May 2024
  • ...its maximum value at 50% HP. The health multiplier only applies to certain items, as controlled by their XML definition. See [[Deterioration]] for details. Items with a market value of above 200 will have their market value rounded to be
    4 KB (579 words) - 07:52, 3 February 2024
  • '''Mods''' are player-made modifications to the game, they can add items, new functionally, and a variety of other things. ...'Game changes''': These actually change the game itself, adding additional items and/or complexities. It might be as subtle as a new lighting item or orange
    4 KB (727 words) - 14:33, 28 January 2024
  • ...]]. Like [[tuque]]s, they provide exceptional cold resistance for headwear items but lack the protection of helmets or the [[Social Impact]] bonuses of some
    2 KB (197 words) - 11:44, 26 January 2024
  • ...ted by the player by use of the "Jump" gizmo, similar to using [[utility]] items. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will never ...not occupy the [[utility]] slot, and so can be worn with all other utility items such as the [[shield belt]].
    6 KB (941 words) - 03:19, 17 February 2024
  • ...then is shrunk by .9 (i.e. 1.4 - .5) for most* tiles that are occupied by items. : (* significantly, chairs do not reduce this space; most items do, including beds, work benches, lights, art, etc.)
    4 KB (655 words) - 06:30, 18 May 2023
  • ...kpile zone - you can click the "Storage" tab to select priority and stored items. The hopper defaults to Important priority. Set this priority higher than o ...id jamming. [[Small shelf|Small shelves]] are cheaper to create and hold 3 items rather than 1, so they are a better general storage option.
    4 KB (651 words) - 10:58, 11 January 2024
  • ...blunt weapons will completely nullify the little protection offered by the items. The heat armor is significant though, offering good protection against [[ ...o [[pants]] and [[button-down shirt]]s. That said, even as less protective items of clothing, hyperweave still offers decent protection. Even a pair of Norm
    4 KB (598 words) - 15:07, 7 January 2024

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