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{{Merge|destination=Events|reason=Incomplete, out of date, and redudant with [[Events]] but this page should be checked thoroughly for any useful and up-to-date information that can be salvaged for Events before deletionn}} {{Delete|reason=Incomplete, out of date, and mostly redundant with [[Events]]}}
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If you don't have the technology to make these then you should rotate your outdoor workers in shifts so they have time to recover between exposure to heat.
 
If you don't have the technology to make these then you should rotate your outdoor workers in shifts so they have time to recover between exposure to heat.
  
Make sure you have enough coolers to keep cool even in the middle of a heat wave. In tribal starts it may be worth it to build passive coolers in order to cool down rooms before you have electricity.
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Make sure you have enough coolers to keep cool even in the middle of a heat wave. In tribal starts it may be worth it to research passive coolers in order to cool down rooms before you have electricity.
  
 
=== Freezers ===
 
=== Freezers ===
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== Psychic drone ==
 
== Psychic drone ==
This event causes the mood of most colonists of a selected sex to drop by a large amount (-15, but dependent on [[psychic sensitivity]]) over a few days. While a -15 mood isn't too harmful if your colonists are well cared for, it can add insult to injury if you are already suffering from other additional events or are trying to rebuild in their aftermath. High psychic sensitivities can make the penalty totally untenable while low sensitivities might make it negligible or even non-existent.  
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This event causes the mood of most colonists of a selected sex to drop by a large amount (-15, but dependent on [[traits]]) over a few days. While a -15 mood isn't too harmful if your colonists are well cared for, it can add insult to injury if you are already suffering from other additional events or are trying to rebuild in their aftermath.
  
 
Humanoids are the only ones affected in this event.
 
Humanoids are the only ones affected in this event.
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=== Trait effects ===
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Some traits affect the sensitivity a colonist is to psychic events.
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* Psychically sensitive and hypersensitive colonists will suffer greatly during this event as their increased sensitivity corresponds to a greater mood drop.
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* On the contrary, psychically dull colonists are less affected, and psychically deaf colonists won't feel a thing at all.
  
 
=== Countering the mood drop ===
 
=== Countering the mood drop ===
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A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune.
 
A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune.
  
It chiefly affects all colonies that have electric appliances in them. Colonies extensively reliant on electricity, such as those using hydroponics farming or [[turret]]s, are especially affected.  
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It chiefly affects early-mid to late-game colonies that have electric appliances in them. Colonies extensively reliant on electricity, such as those using hydroponics farming or [[turret]]s, are especially affected.
  
 
=== Crops ===
 
=== Crops ===
Plants in a shut down hydroponics system will die over time in case of power cut, but time required for them to die exceeds the time of solar flare, so this is not a problem you should worry about. More dangerous problem for plants is cold, from which they die almost instantly. To avoid this, in advance put a campfire (prohibit refueling) with a stack of wood 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 enough for a room of 20 hydroponic farms at -40 outside. Plants growing in a sheltered greenhouse with a sun lamp but not hydroponics just won't grow during the power outage, but still can die from cold.
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Plants in a shut down hydroponics system will quickly die. Manually harvest them before they wither completely.
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Plants growing in a sheltered greenhouse with a sun lamp but not hydroponics won't grow during the power outage.  If your colony is reliant on heaters and the temperature dips low enough they may die, but this can be prevented camp fires.
  
 
=== Fueled alternatives ===
 
=== Fueled alternatives ===
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=== Freezers ===
 
=== Freezers ===
Another structure hit hard with flares, freezers will stop functioning completely (nothing can be done), as opposed to heat waves in which a well-built freezer may still be able to retain sub-zero temperatures. While the maximum duration of the solar flare is not long enough to cause meat to rot, it can significantly impact the remaining rot time of the stored food, rot food that has not been immediately frozen after collection, and if the freezer cannot be brought down to temperature rapidly enough, rot can still occur after the solar flare has finished.  
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Another structure hit hard with flares, freezers will stop functioning completely, as opposed to heat waves in which a well-built freezer may still be able to retain sub-zero temperatures.
  
 
Double-walling freezers help keep in the cold for slightly longer.
 
Double-walling freezers help keep in the cold for slightly longer.
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=== Temperature control ===
 
=== Temperature control ===
 
If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke.
 
If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke.
 
=== Turrets and mechanoids ===
 
Colonies that rely on turrets and mechanoids for their main combat power are most vulnerable to solar flares in the event of a raid. Turrets will not fire, while combat mechanoids may go out of control due to lack of throughput due to the Band node being disabled. Although the duration of the solar flare is not enough for them to go wild and become hostile, while it is going on the mechanoids will wander aimlessly around the settlement without the possibility of control. If the remaining bandwidth allows, you can disconnect from non-combat mechanoids to free up space for combat ones.
 
  
 
== Toxic fallout ==
 
== Toxic fallout ==
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=== Hunt quickly ===
 
=== Hunt quickly ===
For approximately the first day of toxic fallout, wildlife can still be hunted and butchered. When the animals' toxic buildup gets too high, they will instantly rot upon death. After the first few days any surviving wildlife will flee the map entirely. Get all the meat you can while it's still possible to do so. Note that boomrats and boomalopes will not flee the map and can be hunted later, as they are not affected by toxic fallout.
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For approximately the first day of toxic fallout, wildlife can still be hunted and butchered. When the animals' toxic buildup gets too high, they will instantly rot upon death. After the first few days any surviving wildlife will flee the map entirely. Get all the meat you can while it's still possible to do so.
  
 
=== Plan ahead ===
 
=== Plan ahead ===

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