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  • '''Drug binge''' refers to one of two [[mental breaks]] in which a pawn consumes large quantities of a particular class of [[drugs]]. These are: * [[Mental break#Social drug binge|Social drug binge]], where a pawn consumes [[social drugs]].
    410 bytes (64 words) - 06:33, 25 April 2023
  • ...ental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. ...Nimble [[Traits#Nimble|trait]] multiplies the trap spring chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly paw
    776 bytes (114 words) - 02:21, 20 December 2023
  • ...s someone's [[Mood]] is below this level, they are in danger of having a [[mental break]]. The base Mental Break Threshold is 35% and defines where the minor break risk range starts.
    4 KB (482 words) - 04:33, 10 May 2023
  • ...pplies any factors to the sum of all offsets and the base 100%. As such, a pawn with the Slow Study gene and the Fast Learner trait has a Global Learning F ...a pawn learning that skill slightly slower (94% of base XP gained) than a pawn with a base global learning factor and a single passion in the skill (100%
    2 KB (316 words) - 15:19, 11 July 2023
  • ...sts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull f ...l break while they are in bed, and in various other situations.{{Check Tag|Mental break?|Can it be used on pawns who are already having a break? Including th
    2 KB (259 words) - 12:34, 5 April 2024
  • ...psychic sleep. The psyfocus cost depends on the intensity of the target's mental break. ...enity''' is a level {{P|Psylink Level}} [[psycast]] that ends the target's mental break by sending them into a short coma.
    2 KB (220 words) - 08:24, 7 April 2024
  • * Send a message to the player if a pawn is taking a baby to a safe place. * Fix: Genes losing pawn references after death->save->load->resurrect.
    1 KB (175 words) - 14:23, 3 November 2022
  • ...deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with ...break|breaking]] at inopportune times; mental breaks are dangerous for the pawn, and at the very least leaves the colony with 1 less defender.
    4 KB (582 words) - 23:30, 16 February 2023
  • ...ion for any capable pawn to begin fighting. It also allows you to direct a pawn to a specific tile. ...of movement, or under a [[mental break]] are unable to be drafted. While a pawn lit on [[fire]] will still be drafted, the player will lose some control of
    7 KB (1,103 words) - 14:38, 13 February 2024
  • ...inspiration''' is a level {{P|Psylink Level}} [[psycast]] that grants a [[mental inspiration]] to its target. Limited to the inspirations the pawn could naturally get?
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  • ...s in the [[Utility]] slot and manually activated to cause a target to go [[Mental break#Berserk|berserk]].}} ...rer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. The lance has 2 charges and c
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  • ...anges; [[need]]s like [[Recreation]] and [[Beauty]] will only decay when a pawn is conscious. ...ast majority of enemies will stop attacking a downed target. Pawns under [[Mental break#Murderous rage|murderous rage]] and predator [[animal]]s looking for
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  • ...mans with an [[Ideoligion]] are based on the precept of the ideoligion the pawn follows. ...sm stack with each other, either way. Mood effects can also be swayed by a pawn's [[Ideoligion]]{{IdeologyIcon}}.
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  • {{PAGENAME}}s are a form of [[sleep furniture]]. One pawn can sleep on one at a time. [[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast
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  • ...tivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in The mood bonus only lasts for as long as a pawn remains within its area of effect.
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  • ...d expectations, will trigger [[thoughts]] which in turn will influence the pawn's [[mood]]. ...eads to [[Rest#Levels of Rest | exhaustion]], which usually means that the pawn will uncontrollably fall asleep on the spot. Being tired also puts the per
    8 KB (1,301 words) - 04:53, 27 February 2023
  • Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex ...raits|work speed]], [[Traits#Natural mood|base mood]], and [[Traits#Nerves|mental break threshold]].
    5 KB (708 words) - 17:51, 22 April 2024
  • ...ful for giving the lavish meal mood buff when meat is unavailable, or if a pawn's [[ideoligion]]{{IdeologyIcon}} dislikes meat. ...to avoid [[mental break]]s. Wealthier colonies can use them to encourage [[mental inspiration]], or help mood during the [[ship]] launch.
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  • ...y are considered indoors by room mechanics. All changes are frozen while a pawn is sleeping. When the current level is ≥50%, the indoors need can only increase when the pawn is also under overhead mountain. If they are, it will do so at the normal r
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  • ...rs while a pawn is eating a meal, the eating process is cancelled, and the pawn will have to start over after vomiting. ...eal. Pemmican is said to be better than meals in this situation, because a pawn may successfully eat a few small pieces of pemmican before the vomiting beg
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  • Once implanted in a pawn, the harmonizer projects a psychic effect with a radius of 30 tiles that af The effects of multiple psychic harmonizers can stack. However, if a pawn has a psychic harmonizer implant, they cannot be impacted by another psychi
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  • ===New mental breaks=== ...and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
    8 KB (1,219 words) - 02:55, 7 November 2023
  • A dead pawn can no longer act, and creates a [[corpse]] if its body was not completely ...e a bonded animal dying gives a mood penalty to the pawn it's bonded to. A pawn's [[Ideoligion]]{{IdeologyIcon}} may change how they feel about various dea
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  • ...neecho:page|{{P|Name}} }} consumed increases the psychite tolerance of the pawn by the following formula: ...ceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated
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  • ...This consciousness penalty in turn negatively affects almost every task a pawn can perform, as it directly affects the {{#ask: [[Consciousness Importance: Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can u
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  • ...eb of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.<br>Mechlinks are not A '''mechlink''' is an item that can turn a pawn into a [[mechanitor]].
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  • ...s are impassable structures capable of supporting a roof. Walls obstruct a pawn's line of sight, though pawns can lean into a free space next to a wall to The pawn [[stat]] Smoothing Speed governs this task and is dependent on a pawn's Global Work Speed, Construction [[skill]], Manipulation and Sight. Natura
    6 KB (906 words) - 13:34, 17 April 2024
  • When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock] ...]]s more difficult, but gives a way to safely down the pawn in case of a [[mental break]] or [[prison break]].
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  • ...bilities|abilities]]. The maximum hemogen is the cap on how much hemogen a pawn can hold. Any hemogen consumed that would put the total over this value is ...the {{Icon Small|Hemogen pack}} icon, with a {{Check}} indicating that the pawn will consume packs to reach their target, while a {{Cross}} indicates that
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  • ...its [[hopper]]s. Typically, nutrient paste meals are dispensed by a hungry pawn and then immediately eaten; they can't be produced by work bill, and animal ...pensing and eating the meal, they will drop it. This is done by limiting a pawn's area restriction to just a nutrient paste dispenser, or by simply draftin
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  • | description = The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0 ...Icon}} and a [[Genes#Psychic bonding|psychic bond]] {{BiotechIcon}} with a pawn on the same map.
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  • ...s e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}} ...hen a pawns's '''mood''' drops below the '''mental break threshold'''. The pawn will then become uncontrollable and shirk work tasks for a short while, or
    35 KB (5,405 words) - 11:04, 30 April 2024
  • Novels have a recreation gain multiplier. They will fulfull the pawn's need for recreation faster. ...xcept that they progress [[Anomaly]] research and have a chance to cause [[mental break]]s while being read. They are generally harder to obtain than other v
    4 KB (614 words) - 07:02, 1 May 2024
  • ...drug]] that almost completely blocks [[pain]] and significantly improves a pawn's capabilities, at the risk of addiction and overdose.}} A pawn taking go-juice will do so right where it stands without looking for a plac
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  • ...fires during a [[Mental_break#Fire_starting_spree|fire starting spree]] [[mental break]] A pawn on fire will immediately enter a temporary "on fire" [[mental break]], run around uncontrollably for several seconds, then slowly extingu
    10 KB (1,606 words) - 05:54, 6 March 2024
  • ...for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors. {{Xenotype Faction Table|highmate|Standard Pawn Highmate Chance|collapsed}}
    12 KB (1,717 words) - 06:24, 28 April 2024
  • ...urrent value, multiplied by the pawn's [[Psychic Sensitivity]]. That is, a pawn with Psychic Sensitivity of 100%, Social 20 and a resulting 30% TPI would h * Giving the [[Ideoligion#Leaders|leader role]] {{IdeologyIcon}} to a pawn provides a +2% TPI. Flat bonus, cannot be modified or modify other bonuses.
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  • ...}} mood increase called "Cube Joy." Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture] ...y currently obsessed colonists who are not in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Any affected colonists within a [[carav
    9 KB (1,544 words) - 03:41, 9 May 2024
  • ...e rate that rest need is lost during the high. It also greatly increases a pawn's [[global work speed]], and also gives a modest boost to a number of stats A pawn taking wake-up will do so right where they stand without looking for a plac
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  • ...atically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the po ...til a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other [[utility]] items.
    5 KB (680 words) - 13:10, 21 April 2024
  • ...those targets are outside their allowed area. Colonists on [[mental break|mental breaks]] will also ignore their allowed area. ...nting roof collapse when removing a building, poking a hole in a roof so a pawn can use a [[telescope]] without fully exposing them to the environment, or
    9 KB (1,362 words) - 06:37, 27 January 2024
  • ...lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners ...e a caravan, the prisoner will never try and escape unless its part of a [[mental break]].
    26 KB (3,933 words) - 00:56, 9 May 2024
  • ...ncreases their [[blood loss]] by 45%; if blood loss exceeds 100%, then the pawn will die. Unlike most other operations, it does not consume medicine or [[A ...ackaged form of blood that can be extracted and implanted to alter a human pawn's [[blood loss]].
    10 KB (1,557 words) - 00:01, 19 February 2024
  • ...to rush [[titles]], and the availability of steel vs cut stone means that pawn labor can often be saved by avoiding the need to cut stone blocks. ...ld time required for spikecore plates partially pays for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o
    5 KB (761 words) - 12:39, 10 April 2023
  • ...pawn opens it, and a held open door toggled off will close after the next pawn walks through it. ...pawns will not pass through it, even if open. However, colonists under a [[mental break]] will ignore restrictions, as do visitors, traders, and enemies.
    7 KB (1,046 words) - 15:43, 14 April 2024
  • ...ke melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. ...efighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organi
    10 KB (1,430 words) - 17:13, 25 February 2024
  • .... It is possible to force other foods on top of a hopper by taking it to a pawn's inventory and then manually dropping it in front of the hopper. This may ...er to produce meals for storage or animals, you must manually manipulate a pawn - see below for details.
    14 KB (2,281 words) - 23:14, 10 January 2024
  • ...to rush [[titles]], and the availability of steel vs cut stone means that pawn labor can often be saved by avoiding the need to cut stone blocks. ...in build time required for hex tiles partially pays for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o
    5 KB (794 words) - 12:38, 10 April 2023
  • * If a pawn is not addicted: {{+|100%}} luciferium need * If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])
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  • ...s a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it. When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This
    5 KB (836 words) - 13:14, 9 April 2024
  • The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) ...ification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}
    18 KB (2,805 words) - 02:34, 3 May 2024
  • * We no longer show mood thought bubbles for unimportant pawn (e.g. spamming them on raiders during battles). * Fix: Bio mentions “Squirrel Boy” even if the pawn is female.
    8 KB (1,291 words) - 22:35, 5 June 2022
  • ...death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it b
    6 KB (907 words) - 12:43, 27 February 2024
  • ...bcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create. ...for them to be imprecisely controlled even when the mechanitor is having a mental break.
    13 KB (1,965 words) - 20:53, 21 February 2024
  • A pawn smoking a smokeleaf joint will look for a place to sit first, but is still * If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
    14 KB (1,871 words) - 10:34, 30 April 2024
  • ...ed by a pawn can be taken through the use of a gizmo that appears when the pawn is drafted{{Check Tag|Required?}} and selected. ...major break, and [[hard drug binge]]s are an extreme break. Colonists in a mental break will ignore [[allowed area]]s and forbidden items.
    31 KB (4,561 words) - 09:20, 30 April 2024
  • ...ger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderth ...ty on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose
    16 KB (2,221 words) - 06:26, 28 April 2024
  • * Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or fro * Skulls now keep track of the name of the pawn they originated from.
    12 KB (1,838 words) - 04:15, 7 November 2023
  • ...as been [[research]]ed (requires 1 [[techprint]]). You could also make the pawn go hungry, and only feed them once they become incapacitated from malnutrit ...st deprive the "lost lambs" from any comfort of world pleasure and let the mental crisis unfolds and decrease their faith, then strike when its low enough wi
    7 KB (1,153 words) - 01:45, 14 November 2023
  • *We now display a text mote when a player pawn gains a new level in a skill. *Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.
    16 KB (2,521 words) - 12:49, 16 February 2023
  • ...ole]] and must summon them by using the "summon mech threat" button of the pawn. ...ever the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs are in the same map. If they are separated, mechs
    8 KB (1,199 words) - 21:05, 5 May 2024
  • ..., they will instead attempt to fulfill those needs. For this setting, if a pawn is already asleep when this schedule begins, they will not wake up and inst ...t work task can be manually ended by [[Draft|drafting]] and undrafting the pawn.
    26 KB (3,992 words) - 01:00, 21 January 2024
  • ...ituations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise. * Immediately end a colonist's [[Mental break#Catatonia|catatonic break]], at quite a cost. Do so when the colonist
    6 KB (925 words) - 01:49, 23 April 2024
  • ...the taming chance. Wounding then saving the megasloth, or waiting for an [[Mental inspiration#Inspired taming|inspiration]] is the recommended way to tame on However by kiting it with one pawn as the others attack, trading off colonists for it to target as needed, and
    7 KB (1,056 words) - 23:12, 18 December 2023
  • A pawn taking psychite tea will do so right where it stands without looking for a * If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
    10 KB (1,438 words) - 10:33, 30 April 2024
  • ...drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventua * Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.
    7 KB (1,221 words) - 02:55, 7 November 2023
  • ...difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for. ...g or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.
    38 KB (5,513 words) - 06:44, 23 April 2024
  • A pawn's [[Filth Rate]] determines how often it spontaneously produces '''dirt''' ...rrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or
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  • ...ravans. Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provid ...ng available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)
    39 KB (6,219 words) - 21:02, 16 January 2024
  • ...[[Mortar Miss Radius Multiplier|accuracy of mortars]] is now related to a pawn's [[shooting]] skill. Skill level 8 makes it the same as before. Higher ski * Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress.
    9 KB (1,452 words) - 04:18, 7 November 2023
  • * Added facial hair for pawns. The style of hair is based on the pawn’s background. * Guest status with a faction is reset upon gifting a pawn to that faction.
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  • ...Psylink level equal to or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through ...can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psyfocus#Natural|Natural]] Meditation focus type
    42 KB (5,870 words) - 13:49, 24 April 2024
  • ...by attempting to enslave a prisoner while benefiting from a recruitment [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will ...boost. Slave expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and
    17 KB (2,510 words) - 23:31, 20 March 2024
  • ===Pawn AI=== *Added new class of “minor” mental breaks, which can happen at mood under 40%.
    10 KB (1,646 words) - 02:54, 7 November 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (786 words) - 12:41, 10 April 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (787 words) - 12:40, 10 April 2023
  • ...time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect o ...ore beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at r
    5 KB (787 words) - 12:40, 10 April 2023
  • ...for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors. ...Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], lasts a pawn for 125 days, just over 2 years, without deficiency. With 0 Social skill in
    11 KB (1,627 words) - 06:24, 28 April 2024
  • ...g stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw
    9 KB (1,349 words) - 07:42, 18 February 2024
  • ...experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally ...then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
    15 KB (2,437 words) - 22:30, 21 April 2024
  • ...0 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge <br/>{{Bad|−}} ''':''' Food binges randomly occur wit ...- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!--
    39 KB (5,841 words) - 19:57, 8 May 2024
  • {{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates o Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percen
    22 KB (3,104 words) - 00:22, 11 January 2024
  • ...pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, th ...with certain implants to safely down them as a method of safely downing [[Mental break#Beserk|berserking]] supersoldier colonists or rebellious [[slaves]].{
    8 KB (1,111 words) - 22:39, 16 January 2024
  • ...] in almost every way. It is naturally risky to handle boomalopes due to [[Mental break#Slaughterer|potential collateral damage]], but they can be a vital pa ...urther increased if the boomalope is allowed to graze instead of requiring pawn-grown crops. This can partially or totally negate the ongoing resource cost
    8 KB (1,077 words) - 10:52, 28 April 2024
  • ...eates romantic attraction, while word of serenity ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if t ...ed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again -
    9 KB (1,502 words) - 03:55, 1 April 2024
  • ...ke melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. ...anpower to clean everything up. Thus, cleansweepers can prevent mood and [[mental break]] spirals after a particularly damaging raid
    6 KB (877 words) - 17:09, 25 February 2024
  • ...e cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[Genes#Resistance_and_sensitivity|fire resistant ...the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.
    16 KB (2,508 words) - 18:29, 6 April 2024
  • A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-act ...#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.
    14 KB (2,174 words) - 20:37, 28 January 2024
  • ...the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists ma ...lent, dumb labor). Incapabilities are listed under ''"Incapable Of"'' in a pawn's Bio tab. Hovering the cursor over a listed incapability will show its sou
    17 KB (2,459 words) - 16:00, 15 April 2024
  • ...vides some [[recreation]], and inebriates the user. The more intoxicated a pawn is, the greater their [[mood]], but the worse it is for health and performa A pawn consuming beer will look for a place to sit in a twenty tile radius first,
    28 KB (3,497 words) - 10:32, 30 April 2024
  • ...starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing ...g and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood <type>''.
    42 KB (6,508 words) - 21:52, 5 April 2024
  • A pawn can be temporarily interrupted by manually assigning them to do another tas Any mental break of its members will pause the process until that member recovers. Dow
    41 KB (6,654 words) - 19:39, 12 January 2024
  • Every pawn in RimWorld has a set of '''skills''' which govern their speed and success ...selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.
    28 KB (3,926 words) - 07:47, 12 April 2024
  • ...cenitpedes now yield 10 plasteel when shredded, modified by difficulty and pawn skill. ...y colonists (temporary or permanent) during murderous rage and other aggro mental states cause relations loss.
    7 KB (1,004 words) - 12:04, 30 July 2022
  • ...a [[long-range mineral scanner]]. Mechanoids are not subject to illness or mental breaks, and only recharge for 2 days out of every 12. ...neler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler.{{Check Tag|Mining Specialist?}}
    11 KB (1,587 words) - 12:59, 25 February 2024
  • Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. ...has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their "true" age, so to say. Since chronolog
    33 KB (4,877 words) - 15:54, 7 May 2024
  • ..., this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is les * Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset.
    16 KB (2,484 words) - 22:35, 5 June 2022
  • * Pawn decision trees are now defined in XML. * Refactored gun spawning system to work by tech level, spawn tags, and pawn kind money.
    14 KB (2,354 words) - 02:51, 7 November 2023
  • ...enever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalti A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these prac
    27 KB (4,177 words) - 22:29, 7 February 2024
  • ...rojects might be "essential", like hydroponics, but even an 0 Intellectual pawn can sit in a [[research bench]] all day once their initial needs are met. ...ven up, run wild) are direct colony-ending threats. At the very least, any mental break is a major time setback. While extremely low expectations and initial
    32 KB (5,488 words) - 18:25, 22 April 2024

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