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  • #REDIRECT [[Exotic Items]]
    26 bytes (3 words) - 02:00, 7 January 2021
  • There are some items in RimWorld that are impossible to obtain by standard means, but can be spa [[Category:Items]]
    5 KB (514 words) - 02:30, 10 October 2023
  • Although not formally a part of "medical items", a '''shelf''' will prevent items (medicine and body parts, see below) stored in the same room to have a pena [[Category:Items]]
    1,015 bytes (139 words) - 16:50, 11 April 2022
  • [[Category:Items]]
    138 bytes (19 words) - 17:47, 28 March 2022
  • 4 KB (563 words) - 03:12, 6 February 2022
  • #REDIRECT [[Modding Tutorials/Plague Gun (old)/Required Items]]
    63 bytes (8 words) - 11:12, 1 May 2023

Page text matches

  • '''Gear''' includes items that are worn, equipped, or carried. These include: *[[Utility]] items
    734 bytes (113 words) - 12:18, 21 December 2022
  • #REDIRECT [[Exotic Items]]
    26 bytes (3 words) - 02:00, 7 January 2021
  • #REDIRECT [[Exotic Items]]
    26 bytes (3 words) - 02:01, 7 January 2021
  • #REDIRECT[[Quality#Legendary items]]
    36 bytes (4 words) - 04:53, 28 January 2022
  • [[Category:Items]]
    47 bytes (5 words) - 20:40, 27 May 2020
  • #REDIRECT [[Modding Tutorials/Plague Gun (old)/Required Items]]
    63 bytes (8 words) - 11:12, 1 May 2023
  • * '''Medical Items''' include medicine, used to treat wounds and perform operations, and artif * '''Exotic Items''' can be traded for a large surplus in silver.
    3 KB (475 words) - 14:24, 2 May 2024
  • [[Category:Items]]
    138 bytes (19 words) - 17:47, 28 March 2022
  • ..., and [[melee weapons]], a small volume material would require ×10 as many items. If a wall would take {{Icon Small|stuff}} 5 [[stuff]], a golden wall would
    534 bytes (72 words) - 15:21, 20 February 2023
  • === Mod Items ===
    1 KB (130 words) - 02:39, 5 July 2019
  • ...and other items to be [[hauling|hauled]] to [[stockpile zone]]. Most other items are automatically "haulable" so long as they are not forbidden. For any ite
    648 bytes (103 words) - 05:28, 7 January 2024
  • ...hile not available by itself in-game, it is noted as being part of several items. These include the following uncraftable items:
    784 bytes (98 words) - 22:23, 30 December 2022
  • Although not formally a part of "medical items", a '''shelf''' will prevent items (medicine and body parts, see below) stored in the same room to have a pena [[Category:Items]]
    1,015 bytes (139 words) - 16:50, 11 April 2022
  • ...ith no overlap in coverage. Items that cover multiple layers conflict with items on all layers. As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. F
    2 KB (288 words) - 13:40, 3 December 2022
  • | description = A multiplier on the price at which you can sell items. The default value for all other items - including materials, food, apparel, etc. - is 1 (100% market value). Thes
    1 KB (169 words) - 16:01, 30 June 2023
  • === Mod Items === === Mod Items ===
    2 KB (255 words) - 18:38, 17 December 2017
  • |description = Used for storing items. ...ace your stockpiles carefully to minimize the amount of time spent hauling items.
    4 KB (681 words) - 04:16, 7 January 2024
  • === Mod Items ===
    1 KB (171 words) - 18:40, 17 December 2017
  • Right mouse click desired items or tiles and select order. Hold {{key|Shift}} and right mouse click desired items or tiles and select order.
    831 bytes (104 words) - 00:13, 14 December 2022
  • '''Shirt''' can refer to any of several [[clothing]] items that occupies the skin layer of the torso. These include:
    238 bytes (29 words) - 01:16, 17 December 2020
  • | description = Multiplier on melee damage with blunt attacks for items made of this material.
    268 bytes (33 words) - 23:48, 30 December 2022
  • '''Lance''' may refer to one of several items using that name: * {{icon small|Psychic shock lance|24}} Psychic lances - [[utility]] items with two charges that inflict certain effects on [[psychic sensitivity|psyc
    1,021 bytes (148 words) - 12:48, 13 April 2024
  • * AIs now haul construction-blocking items to the nearest open square instead of hauling them all the way to storage.
    267 bytes (36 words) - 22:01, 8 September 2021
  • ...ks like [[Damage Types#Cut|cutting]] or [[Damage Types#Stab|stabbing]] for items made of this material.
    336 bytes (43 words) - 23:44, 30 December 2022
  • ▪ Colony wealth(items)
    385 bytes (36 words) - 02:27, 25 August 2021
  • Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Th
    351 bytes (56 words) - 12:47, 19 March 2023
  • ...ne]]. Colonists assigned to hauling and animals trained to haul will bring items to stockpiles configured to accept them. ...ckpile settings disallow those particular items. Haulers will remove these items and take them to stockpiles that do allow them.
    5 KB (916 words) - 01:16, 13 October 2021
  • ...to migrate with when selling colony and proceeding to take your allowed 7 items with you and can then be used. (inconclusive information regarding drop dis [[Category:Unobtainable items]]
    2 KB (321 words) - 18:30, 21 January 2024
  • ...dded by the [[Anomaly DLC]] that allows for the production of a variety of items from that DLC. ...h work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored.
    2 KB (276 words) - 21:47, 1 May 2024
  • ...ally rely on wild plants for sustenance but will eat any non-meat [[food]] items left lying about like vegetables, prepared [[meals]], [[chocolate]], and [[
    556 bytes (74 words) - 12:12, 1 March 2023
  • ...a nice hierarchy, so you can allow/disallow storage of individual kinds of items in a stockpile, or do it by categories. All with a nice collapsible-categor
    438 bytes (60 words) - 22:01, 8 September 2021
  • In RimWorld, while many items provide [[cover]], line of sight is typically only broken by [[walls]] and
    508 bytes (78 words) - 10:57, 22 May 2021
  • | type = Medical Items ...then applies chemical burns on the corpse, relative to where it destroyed items. It does not deal damage to anything else around the user on activation.
    3 KB (413 words) - 18:45, 7 February 2024
  • ...ith no overlap in coverage. Items that cover multiple layers conflict with items on all layers. * '''Belt:''' Technically the fourth layer. A distinct layer for [[utility]] items to allow them to be worn alongside any other apparel but not with each othe
    6 KB (929 words) - 01:49, 24 October 2022
  • ...[cotton plant]]. It can be used to create [[clothing]] and a few specialty items like [[carpet]]s. It is 20% more flammable than most other textiles.}} ...ric-type material for [[stuff]]able [[clothing]], [[armchair]]s, and other items.
    3 KB (489 words) - 15:02, 7 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (218 words) - 10:47, 13 April 2024
  • | type = Medical Items
    425 bytes (52 words) - 07:02, 10 May 2024
  • | type = Medical Items
    428 bytes (52 words) - 07:08, 10 May 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (199 words) - 22:58, 9 January 2024
  • ...anything on its own, but it is necessary to craft some other usable shield items. Shield cores can be obtained by deconstructing mechanoid shield generators | type = Exotic Items
    2 KB (238 words) - 19:46, 16 January 2024
  • {{Stub|reason=Full list of deterioration immune items and items that whose market value is not affected.}} ...ge conditions. This deterioration stacks with other forms of damage to the items in question, and can result in the eventual destruction of the item.
    7 KB (1,069 words) - 02:39, 24 October 2023
  • ...e location to another. Generally this term refers to either act of hauling items to [[stockpile zone]]s by [[colonist]]s or trained [[animal]]s but it can a All items except [[chunk]]s are assumed to be hauled so long as they are not [[forbid
    5 KB (858 words) - 22:17, 26 February 2024
  • ** Toggle for: Auto repair damaged/destroyed items ** Add to selection - quickly multi-select items and colonists
    2 KB (368 words) - 02:23, 3 November 2023
  • ...hat come and mill about the player's colony. Sometimes one of the them has items to trade, indicated by a question mark. Their arrival could prove advantage
    577 bytes (80 words) - 22:44, 17 June 2020
  • ...conflicts with any other apparel, regardless of layer or coverage. Utility items can be passive like a [[shield belt]], but most give an ability the player
    4 KB (481 words) - 07:46, 14 April 2024
  • ...d, or you can give a specific command to a pawn to prioritize that repair. Items not included in Home Areas cannot be repaired.
    2 KB (305 words) - 11:37, 12 February 2023
  • ...A small triple-stack shelf that holds three times as much as empty ground. Items stored inside will never deteriorate and don't affect the beauty of their s ...helf''' is an item of [[furniture]] item that stores up to three stacks of items and protects them from [[deterioration]].
    6 KB (968 words) - 20:07, 1 May 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (222 words) - 17:40, 9 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (231 words) - 17:41, 9 January 2024
  • {{About|the items in a specific category of Apparel|the mechanics common to both Clothing and ...ing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted
    6 KB (864 words) - 13:27, 3 December 2022
  • ...lt on a pod launcher's loading zone. Each transport pod can hold 150 kg of items. ...they don't deal any damage directly, the collapsing roof can damage nearby items.
    4 KB (702 words) - 00:40, 25 November 2023
  • | description = A shelf for storing miscellaneous items. Items stored in this will not affect room beauty and they won't deteriorate, even ...'shelf''' is an item of [[furniture]] item that stores up to six stacks of items and protects them from [[deterioration]].
    7 KB (1,176 words) - 20:06, 1 May 2024
  • There are some items in RimWorld that are impossible to obtain by standard means, but can be spa [[Category:Items]]
    5 KB (514 words) - 02:30, 10 October 2023
  • {{Acquisition}} Unlike most crafted items, the quality of the sculpture depends on the [[artistic]] skill of the scul ...[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].
    4 KB (594 words) - 12:51, 20 January 2024
  • {{Acquisition}} Unlike most crafted items, the quality of the sculpture depends on the [[artistic]] skill of the scul ...[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].
    4 KB (594 words) - 12:51, 20 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (280 words) - 01:51, 5 January 2023
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (255 words) - 10:49, 24 May 2023
  • ...itigate or negate]] damage, and thus take damage to its {{HP}}, only after items in those layers have attempted to do so when there is overlap in coverage.
    3 KB (421 words) - 12:30, 21 February 2024
  • * Updated the reward frequency for various items. Add flatscreen TV, telescrope, gladius, and recurve bow as quest rewards.
    743 bytes (110 words) - 16:15, 24 November 2022
  • You have completed the [[Modding Tutorials/Items|Items]] Tutorial.
    3 KB (426 words) - 22:29, 17 June 2020
  • | description = A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools. ...on the ground where a [[Work#Craft|crafter]] can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.}}
    4 KB (602 words) - 17:21, 6 August 2023
  • It is one of a set of [[eltex|eltex items]] with similar effects that cover different parts of the body. ...robe]] replacing a [[duster]], especially if paired with other protective items such as dusters, [[flak vest]]s or the [[Recon armor|various]] [[Marine arm
    3 KB (423 words) - 11:43, 26 January 2024
  • ...o get the [[Thoughts list#Eating|Ate raw food]] thought. Animals eat these items with no such effect. The following food items are tasty, even when eaten raw, and this incurs no mood penalty. However,
    4 KB (575 words) - 12:12, 31 July 2023
  • The following items use Drug Cooking Speed:
    866 bytes (98 words) - 02:01, 16 September 2022
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (278 words) - 05:26, 1 January 2024
  • '''Equipment''', currently consisting only of [[weapons]], are items that can be bought, stolen, or produced by your own colonists. Trade ships
    707 bytes (120 words) - 14:06, 28 March 2022
  • ...ription = A self-powered hermetically-sealed crate for preserving valuable items. These can preserve their contents for a long time.
    864 bytes (101 words) - 12:36, 26 December 2023
  • | description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power. ...weapons. This process is faster than smelting, and works on non-smeltable items, but yields no resources."|Destroy weapon description}}
    10 KB (1,417 words) - 20:22, 16 January 2024
  • ...eate neolithic and medieval [[weapons]], low tech [[armor]] and some other items. For its wood-powered counterpart, see [[fueled smithy]].}} ...]]. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has
    3 KB (473 words) - 14:18, 16 January 2024
  • {{Acquisition}} Unlike most crafted items, the quality of the sculpture depends on the [[artistic]] skill of the scul ...[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].
    5 KB (686 words) - 12:50, 20 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (307 words) - 05:26, 1 January 2024
  • Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, ...is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not express
    3 KB (410 words) - 11:39, 24 April 2022
  • | type = Medical Items
    921 bytes (120 words) - 02:53, 25 May 2023
  • ...in terms of protection, and it is one of the best insulators. High quality items can even match flak vests and helmets in terms of armor value.}} ...blunt weapons will completely nullify the little protection offered by the items. The heat armor is significant though, offering good protection against [[
    4 KB (524 words) - 15:14, 7 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (319 words) - 18:04, 30 December 2022
  • ...ction]] bench that [[Work#Craft|crafters]] will use to produce a number of items as well as disassemble [[mechanoid]]s. Like most production benches, the m ...h work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. Up to two nearby
    5 KB (731 words) - 23:10, 10 January 2024
  • ...eate neolithic and medieval [[weapons]], low tech [[armor]] and some other items. For its electrically-powered counterpart, see [[electric smithy]].}} ...es. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has
    3 KB (513 words) - 21:34, 10 January 2024
  • Inflicts mood penalty when wearing items made from it. * 2 item: {{Thought|desc=Two dread leather items. These make me uncomfortable.|label=dread leather <APPAREL NAME> (+1)|value
    4 KB (496 words) - 13:41, 8 May 2024
  • ...culations]] when taking damage, and thus take damage to its {{HP}}, before items in those layers when there is overlap in coverage.
    4 KB (528 words) - 15:32, 16 February 2024
  • ...it time versus a recreation item of the same power as all other recreation items are used continuously. ...due to the Recreation Boredom mechanic, rather than replacing these other items, it supplements them as they have different Recreation Types.
    5 KB (668 words) - 16:33, 10 November 2023
  • '''Psychic lance''' may refer to one of two [[utility]] items with two charges that inflict certain effects on [[psychic sensitivity|psyc
    868 bytes (125 words) - 12:49, 13 April 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    2 KB (317 words) - 22:57, 9 January 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    3 KB (343 words) - 04:00, 7 January 2024
  • An '''orbital trade beacon''' is a [[miscellaneous]] structure that allows items stored within its range to be used for trading with [[Trade#Orbital|orbital ...ransom or [[persona core]] information. All [[silver]] and other tradeable items within a beacon's radius are available to offer. [[Animal]]s don't need to
    5 KB (711 words) - 03:47, 25 April 2024
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    3 KB (324 words) - 06:14, 1 January 2024
  • Ovum items are harvested from live female [[human]]s older than 16 and with a [[Reprod Ovum items can be fertilized by a controllable (i.e. [[colonist]] or [[slave]]{{Ideolo
    2 KB (373 words) - 11:58, 25 January 2024
  • {{About|the stat that items of [[apparel]] have|more information about blunt armor generally|Apparel#Pr
    1 KB (162 words) - 11:21, 29 January 2023
  • Signal chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[Researc ...[pikeman]], [[scyther]], [[scorcher]], [[tunneler]]), and a few mechanitor items.
    4 KB (558 words) - 12:59, 25 October 2023
  • ...]]s and other carried items but will not drop equipped apparel and utility items. The vast majority of enemies will stop attacking a downed target. Pawns un * Stripping of [[apparel]], including [[utility]] items.
    4 KB (634 words) - 19:52, 14 April 2024
  • '''Parkas''' are items of [[apparel]] that provide exceptional cold [[insulation]]. ...allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be c
    3 KB (360 words) - 00:04, 17 February 2024
  • .... Which specific items are dyed is not important, only the total number of items equipped and how many of them are dyed.
    4 KB (588 words) - 01:14, 6 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
    3 KB (424 words) - 10:44, 10 February 2024
  • | type = Medical Items ...will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists wi
    3 KB (384 words) - 23:34, 19 February 2023
  • ...scription = A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for sending gifts, transporting people or supplies ...lower atmosphere by [[pod launcher]]s, and used to carry [[pawn]]s and/or items across the world map up to 66 tiles away. They can also be used by factions
    8 KB (1,231 words) - 22:09, 27 March 2024
  • | {{key|SHIFT}} || Use with left mouse to select multiple items | colspan="2" width=700 | Multiplier keys work on the trade screen, the items screen when forming a caravan, and for any quantity button for bills.
    4 KB (581 words) - 09:16, 15 January 2024
  • ...ral labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting sl
    1 KB (135 words) - 08:34, 28 February 2022
  • [[Category:Items]]
    993 bytes (149 words) - 11:21, 21 December 2023
  • ...er - This is a hard filter on the ingredients which the recipe can accept. Items not passing this filter are not displayed at all in the bill interface's in
    1 KB (178 words) - 02:08, 5 July 2019
  • Hand tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The qual ...h work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to
    3 KB (448 words) - 21:35, 10 January 2024
  • ...r own mods. After completing this tutorial you will know how to create new items and modify existing ones, as well as have a basic understanding of RimWorld == Required Items ==
    8 KB (1,178 words) - 17:24, 10 December 2022

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