Difference between revisions of "Loading screen"

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{{Rewrite|reason=Outdated. Also could be better interlinked}}
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Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips.
  
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.
 +
 
 +
*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==
 +
These tips only appear if the [[Royalty (DLC)|Royalty DLC]] is installed.
 +
 
 +
*Some royal titles allow the holder to call for military aid. This can save you in a tough moment.
 +
*Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne.
 +
*Higher level royal colonists won't eat food that is below their expectations, unless they're starving.
 +
*Power armor, cataphract armor and psyfocus apparel will satisfy the apparel requirements of royal titles.
 +
*If a royal title holder dies, their title goes to their chosen heir.
 +
*You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual.
 +
*The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it.
 +
*You can upgrade and downgrade an installed psychic amplifier through surgery.
 +
*The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire.
 +
*The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers.
 +
*Installing a new level of psychic amplifier grants knowledge of one psycast.
 +
*Psycasts can give you significant advantage in combat.
 +
*Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects.
 +
*The invisibility psycast's effect doesn't wear off when you attack.
 +
*Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe.
 +
*Creatures with higher psychic sensitivity are affected more by psycasts.
 +
*Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate.
 +
*When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
 +
*Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
 +
*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.
 +
 
 +
 
 +
[[Category:RimWorld game]]

Latest revision as of 11:17, 11 June 2022

Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips.

Tips[edit]

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[edit]

These tips only appear if the Royalty DLC is installed.

  • Some royal titles allow the holder to call for military aid. This can save you in a tough moment.
  • Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne.
  • Higher level royal colonists won't eat food that is below their expectations, unless they're starving.
  • Power armor, cataphract armor and psyfocus apparel will satisfy the apparel requirements of royal titles.
  • If a royal title holder dies, their title goes to their chosen heir.
  • You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual.
  • The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it.
  • You can upgrade and downgrade an installed psychic amplifier through surgery.
  • The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire.
  • The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers.
  • Installing a new level of psychic amplifier grants knowledge of one psycast.
  • Psycasts can give you significant advantage in combat.
  • Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects.
  • The invisibility psycast's effect doesn't wear off when you attack.
  • Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe.
  • Creatures with higher psychic sensitivity are affected more by psycasts.
  • Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate.
  • When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
  • Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
  • 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.