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  • '''Pen animals''', or '''farm animals''', are [[animal]]s with special rules in regards to habitat. ...t be stepped over. Additionally, if a [[room]] is enclosed in the creation of a pen, players will need to ensure roofs aren't being constructed or they'l
    3 KB (495 words) - 10:27, 4 November 2023
  • ...[[Leather Amount]] of the butchered animal and the [[Butchery Efficiency]] of the butcher. Some animals, including [[dryads]], [[insectoids]], [[chicken] ...n, it is obtained by combining other leathers rather than directly from an animal.
    3 KB (444 words) - 13:45, 7 December 2022
  • {{Info|'''Sheep wool''' is a type of [[fabric]] gathered by [[Skills#Animals|animal handlers]] by shearing tamed [[sheep]].}} ...te that the amount of wool sheared scales with the [[Animal Gather Yield]] of the shearer.
    3 KB (433 words) - 15:13, 7 January 2024
  • | description = Thick and coarse wool of a bison. Quite warm. {{Info|'''Bison wool''' is a type of [[fabric]] gathered by [[Skills#Animals|animal handlers]] by shearing tamed [[bison]].}}
    3 KB (402 words) - 15:03, 7 January 2024
  • | description = Lightweight, thin leather. Probably harvested from a small animal. Not as protective as thicker leathers. ...eather]] produced when a [[Skills#Cooking|cook]] butchers one of a variety of small animals at a [[butcher table]].}}
    2 KB (282 words) - 15:08, 7 January 2024
  • ...fo|'''Muffalo wool''' is a type of [[fabric]] gathered by [[Skills#Animals|animal handlers]] by shearing tamed [[muffalo]]s.}} ...te that the amount of wool sheared scales with the [[Animal Gather Yield]] of the shearer.
    3 KB (429 words) - 15:09, 7 January 2024
  • ...s on cold biomes like sea ice and ice sheet. It can be hard to obtain lots of it as it takes quite a while for megasloth's to produce the wool (usually o ...te that the amount of wool sheared scales with the [[Animal Gather Yield]] of the shearer.
    4 KB (553 words) - 15:09, 7 January 2024
  • | description = The remarkably soft wool of an alpaca. It is warm, protects well from heat, and fetches a high price. {{Info|'''Alpaca wool''' is a type of [[fabric]] gathered by [[Skills#Animals|animal handlers]] by shearing tamed [[alpaca]]s. Alpaca wool is a very good insula
    3 KB (465 words) - 15:04, 7 January 2024
  • ...eather covered in a long, rugged mat of fur. Harvested from a large, hardy animal. This thick skin insulates and protects very well. {{Info|'''Heavy fur''' is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[megasloth]] at a [[butcher table]].}}
    3 KB (400 words) - 15:07, 7 January 2024
  • ...g other saves. To the very left of each save's "load" button, three pieces of information are stored: the corresponding date, time and version. If a save Clicking the red "X" to the right of the save's load button will delete the save, though the game will ask the p
    12 KB (1,708 words) - 09:15, 15 January 2024
  • {{Stub|section=1|reason=Needs analysis of exactly what order of operations is used for each additional factor. E.g. does the reader multipl *[[Skills#Social|Social]][[Skill::Social| ]]: [[Skill Base Factor::0|0%]] plus [[Skil
    11 KB (1,437 words) - 21:05, 8 February 2024
  • ...eats, items, bonuses, bugfixes, and bugs. A full change list is at the end of this post. ...an automatic link sender tool and our support email. There may be a delay of some hours before your download count resets or your email arrives.
    10 KB (1,543 words) - 02:53, 7 November 2023
  • '''NOTICE''': This is a repository of information for mod developers updating their mods to RimWorld 1.5. '''THER # Try to load your mod. Work the error list top to bottom.
    9 KB (1,212 words) - 23:51, 15 April 2024
  • ...k in the right place. Where is mech gestation in [[Work#Smith]]'s priority list. }} ...ighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].
    17 KB (2,459 words) - 16:00, 15 April 2024
  • ...umspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}} ...ew.png|right]][[File:skill_increase_anim.gif|236px|right|Increasing skills of a colonist that's currently building something.]]
    28 KB (3,926 words) - 07:47, 12 April 2024
  • ...psychological effects), an ambience sound suite from Alistair, and a pile of other goodies including various oft-requested features. The changelog has a full accounting of changes (read between builds 334 and 363).
    9 KB (1,374 words) - 15:53, 3 December 2022
  • ...itionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech se ...ed, persona weapons have no value, both for [[trade]] and for the purposes of [[raid points]].
    21 KB (3,222 words) - 15:07, 16 February 2024
  • ...want to keep playing Beta 18 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose beta18 from the drop-down menu. ...o we’re doing Beta 19 first. I very much want the 1.0 version to be worthy of its version number, which means not rushing it.
    14 KB (2,151 words) - 04:12, 7 November 2023
  • ...ters, and dozens of smaller improvements. A full change list is at the end of this post. * There are now three tiers of [[Sculptures|sculpture]]: [[Small sculpture|small]], [[Large sculpture|larg
    8 KB (1,285 words) - 04:26, 3 September 2023
  • ...ools, and dozens of smaller improvements. A full change list is at the end of this post. ...one still having trouble should start at this thread. There may be a delay of some hours before your download count resets or your email arrives.
    10 KB (1,708 words) - 02:53, 7 November 2023
  • <!-- End of Nav --> ...cation, as well as integration of tags to list stock using [[Template: Tag List]]}}
    30 KB (4,274 words) - 21:07, 5 February 2024
  • All [[skills]] in ''Rimworld'' improve simply while they are used, there is nothing spec ...ract them, and do it more slowly to boot. A colonist may need just a touch of something to be ''exactly'' the pawn your colony needs.
    37 KB (6,042 words) - 05:56, 4 May 2024
  • ...elopment mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.}} {{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options
    39 KB (6,219 words) - 21:02, 16 January 2024
  • ...s and the "Open Steam Workshop" button (if you are using the steam version of the game). Starting scenarios can be roughly grouped into one of two types, determined by the faction type the player will inherit. These ar
    21 KB (2,937 words) - 06:53, 4 May 2024
  • Below is the list of tips that appear in-game. ...s displayed in the background of their icon in the colonist bar at the top of the screen.
    9 KB (1,426 words) - 11:17, 11 June 2022
  • {{for|the skill of the same name|Skills#Social{{!}}Skills}} [[File:SocialTab.png|frame|Example of a social tab]]
    18 KB (2,805 words) - 02:34, 3 May 2024
  • ...kills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.<br/>The device uses chemical injection ...dded by the [[Biotech DLC]]. It allows the gestation and accelerated aging of [[babies]] and [[children]].
    17 KB (2,675 words) - 22:36, 9 January 2024
  • ...ave as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-inte ===Skills you need===
    38 KB (6,562 words) - 01:51, 22 April 2024
  • ...symbioticity by connecting with the tree itself, granting partial control of the dryads it produces for a colony's benefit. {{List|Dryad}}
    11 KB (1,706 words) - 05:19, 25 April 2024
  • ...d by images and icons. The following menus are found along the bottom edge of the screen. [[File:Work priorities.jpg|400px|thumb|right|Example of work priorities and the different work types.]]
    26 KB (3,992 words) - 01:00, 21 January 2024
  • <!-- End of Nav --> {{Split|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this
    52 KB (8,178 words) - 13:54, 24 April 2024
  • Because of this, it is possibly the hardest scenario of all. Note: The bulk of this guide was made assuming Core RimWorld, without any of its DLC. See [[#DLC Considerations|DLC Considerations]] for how each one ap
    32 KB (5,488 words) - 18:25, 22 April 2024
  • ...g support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old version's files in one folder and the new ...nclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen ma
    20 KB (3,121 words) - 04:15, 7 November 2023
  • ...rld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update). 1.0 is mostly the same as Beta 19, with a lot of bugfixes. The only significant new feature is a new food restriction system
    27 KB (3,995 words) - 04:11, 7 November 2023
  • When taken, a drug will have 2 major types of effects: ...drawal]]. Stronger drugs have stronger withdrawals, and always have a risk of [[overdose]], which can rarely lead to [[death]]. And, there can be [[healt
    31 KB (4,561 words) - 09:20, 30 April 2024
  • <!-- End of Nav --> ...the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth
    36 KB (5,582 words) - 19:51, 11 May 2024
  • &larr; <small>[[List of childhood backstories]]</small> See also [[List of childhood backstories]] and [[List of player created childhood backstories N through Z]].
    72 KB (9,892 words) - 00:44, 17 January 2023
  • &larr; <small>[[List of childhood backstories]]</small> See also [[List of childhood backstories]] and [[List of player created childhood backstories A through M]].
    57 KB (7,869 words) - 20:16, 15 September 2022
  • {{About|children of age 3 and up|pregnancy and babies|Reproduction}} ...r, slower, and less capable of work when compared to adult pawns, but gain skills as they age.
    33 KB (4,877 words) - 15:54, 7 May 2024
  • ...d environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for. ...represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the [[AI Storytellers#Colonist mood|Colo
    38 KB (5,513 words) - 06:44, 23 April 2024
  • <!-- End of Nav --> There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same b
    36 KB (5,564 words) - 21:37, 5 January 2024
  • This is the guide covering the gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out th *'''Starting site''': This consists of multiple factors.
    66 KB (11,227 words) - 07:57, 4 May 2024
  • ...is recommended to ''not'' follow this guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023). With that being said, there are two notes about the scope of this guide:
    45 KB (7,202 words) - 07:06, 4 May 2024
  • ...focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new intera == Type of ideoligion ==
    137 KB (20,181 words) - 08:27, 1 May 2024
  • ...e are used to store books. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recr ...ches. They function like armchairs but have room for two colonists instead of one.
    42 KB (6,443 words) - 05:19, 22 April 2024
  • {{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}} ...and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate
    117 KB (17,092 words) - 03:52, 12 May 2024
  • Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated. Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].
    65 KB (8,419 words) - 08:47, 13 May 2024
  • ...cient and can recover from disaster as quickly as possible. Even a string of bad events should not lead to ruin. ...ing this is how you avoid crises and increase overall productivity. A lot of the advice in this guide revolves around mood management, either directly o
    55 KB (9,250 words) - 08:34, 9 January 2024
  • ...nature of the subject matter, this page covers from conception to the age of three. ...e Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section
    42 KB (6,508 words) - 21:52, 5 April 2024
  • ...ater releases retcon old ones. Old lore is only presented here as a matter of interest. ...t populated with tribals and mountains.<ref name="Jon">Backstory of [[List of Player-created Pawns#Jonathan Craig|Jonathan 'Jon' Craig]]</ref>
    108 KB (16,181 words) - 08:09, 9 January 2024
  • ...people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.</onlyinclude> ...eater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:
    42 KB (5,870 words) - 13:49, 24 April 2024
  • ...ay either enhance or impair the colonist's competence regarding specific [[skills]]. ...pecially prolific mod authors or content creators. There are currently 301 of these player-created characters, listed below.
    364 KB (47,645 words) - 06:35, 4 December 2023