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Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips.
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Since 1.1, the loading screen for Rimworld during save loading and world generation now includes loading screen tips.
  
==Tips==
 
 
Below is the list of tips that appear in-game.
 
Below is the list of tips that appear in-game.
  
*You can dismiss letters by right-clicking on them.
 
*You can hold the shift key to queue orders on your colonists.
 
*You can right-click and drag to reorder colonists on the colonist bar.
 
*You can select previous/next colonist with the , and . keys.
 
*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.
 
*In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
 
*Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
 
*Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
*Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
*In a gunfight, always be behind cover!
 
*In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
*Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
*When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
*Foggy or rainy weather reduces the accuracy of ranged weapons.
 
*You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
*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.
 
*Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
 
*If you need help in a fight, call your allies using the comms console.
 
*Maddened animals will attack any human, including your enemies. You can use this.
 
*EMP bursts will temporarily disable turrets and shields.
 
*EMP bursts instantly break personal shields.
 
*The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
 
*Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
*Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
*If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
 
*Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
*Place a caravan packing spot to designate where you want your caravans to form up.
 
*Single-person caravans can be very useful in certain situations.
 
*Faster animals make faster caravans.
 
*Smaller caravans will be attacked less often because they're less visible.
 
*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.
 
*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.
 
*RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 
*Some colonists are worse than useless. Bad allies are part of the challenge.
 
*If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
 
*Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
 
*Put chairs in front of workbenches so workers can sit comfortably while working.
 
*Mechanical structures break down and require replacement components. Don't build things you don't need.
 
*Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
 
*Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
*Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
*Terrain affects movement speed. Build floors to help your colonists get around quicker.
 
*Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
*You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 
*You can request specific types of trade caravans using the comms console.
 
*You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
 
*Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
 
*Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
 
*Cute tame animals will nuzzle your colonists, improving their mood.
 
*Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
 
*If someone has a serious infection in a limb, you can remove the limb to save their life.
 
*Sloshing through water makes people unhappy. Build a bridge when you can.
 
*Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
*Work and movement speed are affected by lighting. Everything is slower in the dark.
 
*Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
*Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
 
*Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
*You can have multiple researchers working simultaneously at multiple research tables.
 
*Geysers heat up rooms if enclosed. This can be dangerous, or useful.
 
*Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
 
*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.
 
*Clean labs with sterile tile give research speed bonuses.
 
*You can change storyteller and playstyle at any time through the options menu.
 
*The more factions you are allied with, the more random traders and military aid you will receive.
 
*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.
 
*Set schedules with long stretches of one activity to minimize travel time.
 
  
 
==Royalty Tips==
 
==Royalty Tips==
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*The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor.
 
*The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor.
 
*You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.
 
*You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.
 
 
[[Category:RimWorld game]]
 

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