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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]]
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  • 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
  • ...te or negate]] damage, and thus take damage to its {{HP}}, before headgear items do.
    3 KB (434 words) - 21:14, 7 February 2024
  • {{About|the stat that items of [[apparel]] have|more information about sharp armor generally|Apparel#Pr
    1 KB (219 words) - 23:17, 29 January 2023
  • * Fix: Babies can carry items in caravans.
    1 KB (174 words) - 04:18, 7 November 2023
  • ...vely with one another and with other bonuses from [[eltex]]{{RoyaltyIcon}} items {{Check Tag|Prestige|Prestige armor implements it bonus differently, check Equipped items made from bioferrite apply an offset to both [[neural heat limit]] and [[ne
    5 KB (720 words) - 11:33, 18 April 2024
  • Compared to other recreation items, the poker table is tied with the [[billiards table]] with a recreation pow ...ther than buildings, a high quality poker table can replace the latter two items. The only downside is that, like the billiards table, the poker table requi
    3 KB (475 words) - 16:32, 10 November 2023
  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
    3 KB (418 words) - 01:47, 17 May 2023
  • Electric tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The [[qu ...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 (459 words) - 01:27, 6 February 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 (399 words) - 18:10, 2 February 2024
  • ...fire, NPC/AI use, and generally bring up to the standard of other utility items, }} ...ng pawn can cover several nearby pawns so they can carry other [[utility]] items.
    5 KB (680 words) - 13:10, 21 April 2024
  • ...], [[Dromedary]], [[Elephant]], [[Horse]], [[Muffalo]], [[Yak]], can carry items in [[Caravan]]s (See [[Pack animal]]).
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  • ...n-flammable, and spreads firefoam filth over the area preventing fires for items and floors in those tiles. Firefoam indoors has [[beauty]] of -25; outdoors ...pper is best used when put in warehouses, as it will prevent your valuable items from catching fire and burning. It can also protect against [[inferno canno
    3 KB (478 words) - 22:53, 19 March 2023
  • Chess tables are one of the early recreational items, built once the colony has outgrown the [[Horseshoe pin]] alone. They are r Compared to other recreation items, the chess table uses twice the materials of it's tribal equivalent, the [[
    3 KB (482 words) - 12:26, 13 December 2023
  • ...fact, since only one headgear can be worn at a time, there can be no other items to protect.
    3 KB (468 words) - 14:36, 25 April 2024
  • * The bill creates an item with an author, such as items with quality, another pawn has started but not completed the bill leaving a ...e when satisfied' which pauses the bill when the set quantity is reached. (Items not in a stockpile are not counted.)
    6 KB (964 words) - 07:13, 17 May 2023
  • ...f should be covered in apparel appropriate to my stature: <List of missing items> <br /> ''Nullifying traits: [[Ascetic]] || -4 || N/A || N/A || N/A ...|title]]> and I should have these items in my throneroom: <List of missing items> <br /> ''Nullifying traits: [[Ascetic]] || -8 || N/A || N/A || N/A
    2 KB (300 words) - 01:13, 17 February 2023
  • '''Shuttles''' are vehicles that can carry pawns and items. When landed on the ground, they are treated mechanically as a type of [[bu A shuttle called by permit will transport [[colonists]], items, and [[animals]] on a one-way trip to anywhere you like within 70 world til
    3 KB (492 words) - 13:15, 16 November 2023
  • The following items can be crafted at the bioferrite shaper.
    1 KB (158 words) - 06:38, 2 May 2024
  • ...[[Global Work Speed]] modifier of 50%, producing items 50% slower without items like the [[mech booster]]. In the settings for bills, the worker field can ...ed humans can be reserved for creating [[weapon]]s, [[apparel]], and other items.
    6 KB (886 words) - 17:11, 25 February 2024
  • ...rever? BuildingProperties has an isAttachment flag to support wall mounted items ...undiscovered items along with <hiddenWhileUndiscovered> tag. Undiscovered items won't show up in storage settings
    9 KB (1,212 words) - 23:51, 15 April 2024
  • Relics can be a range of different items. These include: ...ics|Inert relics]]: A term used internally for dedicated relic items, i.e. items that serve no other purpose than to act as relics. Inert relics have a reli
    11 KB (1,599 words) - 22:11, 8 February 2024
  • Gold is necessary to build items needed for tech progression, such as the [[multi-analyzer]], [[advanced com Gold can be used as a material for [[stuff]]able items, like [[wall]]s, [[door]]s, and [[club]]s. As a [[small volume material]],
    7 KB (1,024 words) - 15:06, 7 January 2024
  • ! Artificial items<br>in range !! Strength<br>offset !! Graph | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset
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  • | type = Medical Items
    1 KB (191 words) - 14:08, 27 April 2024
  • ! Artificial items<br>in range !! Strength<br>offset !! Graph | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset
    4 KB (498 words) - 10:43, 10 February 2024
  • * Fix: Colonists unable to take items in containers into portals.
    2 KB (222 words) - 09:05, 14 April 2024
  • * Fixed some buildable items being displayed on the quick build menu before they were researched * Fixed when the player cannot view the detailed information of items that are not available to sell on the trade menu
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  • ...Stockpiles can hold [[weapon]]s, [[gear]], [[food]], [[drugs]], and other items. These will all spawn as forbidden. Type of loot depend on the faction: ...extensive inventory consisting of most item categories, and they buy most items. Their inventory restocks 30 days after you visit them.
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  • ...anced power generation and workbenches with the ability to craft all added items and much more. It also adds weapons, turrets and armours that will turn yo * A whole host of items including:
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  • ...nerator'''" or "'''fueled generator'''" may refer to a number of different items in RimWorld.
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  • ...items like [[molotov cocktail]]s and [[high-explosive shell]]s, and refuel items like [[pod launcher]]s and [[firefoam pop pack]]s. Meanwhile, [[chemfuel po
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  • ...nd C# is used to add functionality to the mod, and also to modify existing items. For now, we will focus on XML and later tutorials will cover C#. Tweaks ar ...d folder, open the "ThingDefs.xml" file and add the following code to your items ThingDef:
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  • ....) to groups of items (weapons stockpile, meal stockpile etc.) or even all items. An [[allowed area]] restricts where colonists and animals can travel. Items, locations, and tasks outside of a colonist's allowed area are considered f
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  • Tamed animals will eat mature plants and consumable items they have access to, either in their [[pen]], surrounding the [[Caravan hit The '''harvest yield''' is a crop stat for the quantity of items the plant is converted into when a human [[Orders#harvest|harvest]]s the pl
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  • | type = Medical Items
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  • ...its maximum value at 50% HP. The health multiplier only applies to certain items, as controlled by their XML definition. See [[Deterioration]] for details. Items with a market value of above 200 will have their market value rounded to be
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  • '''Mods''' are player-made modifications to the game, they can add items, new functionally, and a variety of other things. ...'Game changes''': These actually change the game itself, adding additional items and/or complexities. It might be as subtle as a new lighting item or orange
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  • ...]]. Like [[tuque]]s, they provide exceptional cold resistance for headwear items but lack the protection of helmets or the [[Social Impact]] bonuses of some
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  • ...ted by the player by use of the "Jump" gizmo, similar to using [[utility]] items. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will never ...not occupy the [[utility]] slot, and so can be worn with all other utility items such as the [[shield belt]].
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  • ...then is shrunk by .9 (i.e. 1.4 - .5) for most* tiles that are occupied by items. : (* significantly, chairs do not reduce this space; most items do, including beds, work benches, lights, art, etc.)
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  • ...kpile zone - you can click the "Storage" tab to select priority and stored items. The hopper defaults to Important priority. Set this priority higher than o ...id jamming. [[Small shelf|Small shelves]] are cheaper to create and hold 3 items rather than 1, so they are a better general storage option.
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  • ...blunt weapons will completely nullify the little protection offered by the items. The heat armor is significant though, offering good protection against [[ ...o [[pants]] and [[button-down shirt]]s. That said, even as less protective items of clothing, hyperweave still offers decent protection. Even a pair of Norm
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  • ...t Points|strongest]] [[material]] in the game. Commonly used for high tech items, especially [[ship engine]]s and other modules, which are needed to [[Ship| In addition, plasteel is a metallic material for buildings and items that use the [[stuff]] system. It can be used for [[wall]]s, [[door]]s, and
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  • The following items can be crafted at the art bench.
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  • ...reason to pick the cannibal feast over another ritual that doesn't consume items.
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  • Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and ...hen not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s.
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  • * Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan form * Save prepare caravan gather items toil tree to disk.
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  • * Creating items out of human leather, or using human [[furniture]] at all, does not upset a As clothing items, human leather is one of the worst [[textiles]] in the game. It is the 21st
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  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped. [[Category:Unobtainable items]]
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  • ...he way the game functions by adding, changing, or removing content such as items, textures, sounds, or more. RimWorld has built-in support for modding, incl
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  • Pawns and items will spontaneous ignite above {{Temperature|235}}, however, limiting the ac
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  • ...items inside a throne room. However, workstations and [[Ideology]] ritual items cannot be placed in a throne room without undignifying it.
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  • With the wide variety of items added over the past few expansions, it was time to revisit quest rewards. O ...make a daring escape, so it made sense to add a wider range of interesting items. You can also find Biotech-specific rewards like genepacks, archite capsule
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  • | type = Medical Items
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  • * Fixed: Trade items dropping in weird places.
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  • ...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
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  • * Fix: With toxic fallout active, inspecting items from trade ships causes errors.
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  • * Added: Cancel option to “Abandon All” items confirmation prompt in the Caravan UI * Fixed: Occasions when a details card blocked the view of stats for items in various screens
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  • ...yIcon}} and [[phoenix armor]] {{RoyaltyIcon}}, and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam target
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  • ...peated for each stat. The material's sharp damage factor is applied to the items base sharp damage, flammability factor to flammability etc.
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  • * Improved: Display "give items to" interaction icon during beggars quest
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  • * Fix 2620: Learning Helper: Items remain after save-scum.
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  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped.
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  • ...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
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  • {{About|beauty of all items and structures|the beauty stat of pawns|Beauty (Pawn)}} Physical beauty is a stat of many structures, plants, items, and other objects. Some objects have two beauty stats - one that applies w
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  • ...tures|works of art]], and much more, running almost the entire spectrum of items in RimWorld, depending on the exact trader, what they have in stock to offe * Items that the foreign trader has no interest in are shown grayed out at the bott
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  • ...esive set of tutorials that guides the reader from the simplest single-Def items such as weapons to building a full custom faction.
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  • ...ew search and filtering added to custom scenario options. Quickly find the items etc you are looking for * Fix: An error with trying to view details card for apparel items has been fixed
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  • ...e isn't available for some visitors. Sometimes one member of the group has items to trade, indicated by a question mark over the pawn.
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  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped.
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  • So called "stuffable" buildings and items ([[walls]], [[armchair]]s, [[longsword]]s, [[plate armor]] etc.) have [[Pro
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  • ==Items== The Royalty DLC comes with a variety of high-tech gear, implants, and other items.
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  • {{Stub|reason=Ghoul, bioferrite items, psy steal ritual, voidsight serum etc}}
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  • Nano structuring chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[Researc
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  • ...gyIcon}} a skill 20 pawn will constantly pump out masterwork and legendary items. ...all this gene onto any [[tortured artist]] for an easy source of Legendary items. If you have this gene, you don't even need to deal with a gene's poor comb
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  • ...d unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distribu ...entire map. All clothing will be marked as tainted aside from [[utility]] items.
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  • A powered [[orbital trade beacon]] is required to initate trade, and items must be placed in a beacon's radius to be traded. While it may seem logical ...e, the more useful trade ships become. Trade ships will often buy and sell items that are impractical with caravans, including large supplies of [[stone blo
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  • ...except for [[jade]]). Such details are available in articles for specific items.
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  • ...ection of the torso, neck and shoulders than the recon armor, assuming all items are the same quality. The overall impact of the opposing traits of superior
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  • ===New quest reward special items=== * Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
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  • | type = Medical Items Liver items are harvested from live [[human]]s through [[surgery]]. It must be perfectl
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  • ** Bill details and items * Improved: Items with multiple variations now show in the correct colour in Caravan details
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  • While the ship chunks themselves have no value, items from their [[Orders#Deconstruct|deconstruction]] will increase [[Raid point
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  • ...[[carpet]], fields of [[plants]], and storage rooms filled with flammable items. [[Firefoam popper]]s are ideal for protecting against fire. These incendia As with all explosive items, these should be stored in separate storage containers. For maximum protect
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  • ...ms of early game, fabric-based protection, the veil faces competition with items introduced with the [[Ideology DLC]]: Note that both items require a [[hand tailor bench]] or [[electric tailor bench]], while veils a
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  • Powerfocus chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[Researc
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  • ...at Thing level? ThingComp. Does it have to do with two pawns, or multiple items on a map? Probably a MapComponent, or maybe a WorldComponent.
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  • * New scenario: Naked Brutality – Start naked with no items. ..., sending caravans, or giving gifts to their traders. Gifts can be silver, items, or slaves. No more magical teleporting silver gifts.
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  • ...to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However replacing the devilstrand with [[hyperweave]]
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  • | type = Medical Items
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  • The following items can be crafted at the drug lab:
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  • ...5}} ''Acidic Smog'' [[mood]]let, and [[deteriorate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[ * '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%), [[gas mask]]s ({{+|80}}%) and the [[Prestig
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  • | thingCategories = Items
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  • | type = Medical Items
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  • * Quests will no longer offer rewards with unreasonably small numbers of items (e.g. 5x hyperweave). * Fix: Text overlap for some items on architect tab description.
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  • ...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
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  • ...l traders, you must build an ORBITAL TRADE BEACON and place a stockpile of items near it. | Colonists will not interact with items marked FORBIDDEN. <br> Forbidden items have a small red X attached. Select a forbidden item and use the controls a
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  • ...rch#Standard mechtech|Standard mechtech]] to be researched. Creating these items is not done with a standard work bill.
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  • ..." next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse''; ..." next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';
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  • ...(forced and natural)}}{{About|the beauty stat of pawns|beauty of all other items|Beauty}}{{Stat
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  • ...Icon}} and [[phoenix armor]]s {{RoyaltyIcon}}, and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam target
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  • [[Molotov cocktail]]s can dispose items with an open [[fire]]; one throw is enough to burn many objects. A safe bur ...or little gain. You can mitigate this by shipping unwanted gear with other items you would've sent as gifts, anyway (like [[flake]] or [[sculpture]]s). As c
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  • Store up to ten items in one single container Scan your items and make a replicate with the nano printer
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  • ...on|mitigate or negate]] damage, and thus take damage to its {{HP}}, before items in those layers when there is overlap in coverage.
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  • ...[[uranium]]. This avoids absurd rewards with large numbers of unique quest items in modded or ultra late-game scenarios.
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  • ...your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules. **ScenPart: Start with items.
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  • ...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
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  • Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''. ! style="text-align:left;" | [[#Legendary items|Legendary]]
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  • * Fix: Items in fogged areas counting as complete for bills.
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  • | type = Medical Items
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  • Calculations for all items in [[Steel#Acquisition analysis]]. Assume healthy pawns in full [[light]] i *2.5 steel per wall. All items give half their steel.
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  • ...o any psycast, ''eventually''. Psytrainers are rare and somewhat expensive items.
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  • It is one of a set of [[eltex|eltex items]] with similar effects.
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  • ...ent flammability depending on the material chosen to make it. Surprisingly items, structures and buildings ''made out of'' steel, silver and gold are flamm
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  • ...mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped.
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  • ...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
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  • * Temperatures above {{Temperature|235}} will ignite flammable items and structures. ...o [[explosion]]s or [[roof collapse]] which can destroy even non-flammable items.
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  • * Fix: Occasional duplicate items in quest rewards. * Fix: Some possible cases where the starting items spawned in fogged areas.
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  • ...r come primarily from the materials that are used to make them rather than items themselves.
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  • | type = Medical Items Heart items are harvested from live [[human]]s through [[surgery]]. The heart must be p
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  • It is one of a set of [[eltex|eltex items]] with similar effects that cover different parts of the body.
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  • '''Wealth''' is a sum of the [[Market Value]] from your items, buildings, and pawns. A colony's total wealth can be viewed in the [[Histo | "Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))
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  • ...as [[psychic animal pulser]]s or [[psychic insanity lance]]s, and valuable items like [[luciferium]] are common. Ancients often carry [[plasteel]], [[gold]] ...gear. But they have quite a bit of health, so you can extinguish important items and capture important pawns before that happens.
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  • ...rial for something warmer. In very cold biomes, very warm materials on all items may be required to survive.
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  • | type = Medical Items
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  • ...makes up for a base recreation power between tier one and two recreational items and unaffected by [[quality]] modifiers.
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  • ...can hold up to 25 wort, which means it can hold the equivalent of 125 hop items.
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  • ...ring high outdoor temperatures, prevent heat stroke and prevent perishable items like [[food]] from spoiling. It requires [[power]] to operate.}} Coolers are often required to create freezers. Perishable items will spoil if not kept cool. Cold temperatures will slow down spoiling, unt
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  • ...a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. As [[molotov cocktail]]s fire faster, they are marginal
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  • ...ly or entirely buried in mountains and hills. Shrines can contain valuable items only otherwise obtained from [[quest]]s or [[trading]]. They are guarded by
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  • | type = Medical Items
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  • ...y damage pawns or items, or block routes back towards the exit. Colonists, items, and entities remaining within the caves after this timer expires will be l
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  • It is one of a set of [[eltex|eltex items]] with similar effects that cover different parts of the body.
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  • ...op working when the [[Events#Solar Flare|power goes out]], and [[apparel]] items will degrade when damaged and over time. Bandwidth packs never deteriorate
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  • | type = Medical Items
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  • The following items can be crafted at the fabrication bench:
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  • | type = Medical Items
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  • |"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 ...ealth ''investing'' colony would create flake as needed, but use it to buy items like [[component]]s and [[doomsday rocket launcher]]s to better deal with t
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  • | type = Medical Items
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  • Pawns will drop any held items and pawns they were carrying, to make use of their weapon. [[Babies]]{{Biot *Drop carried items at a specific location.
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  • {{For|a list of raw food items| Raw food}} * Items dropped in an area without a [[roof]] will [[deteriorate]] over time, and l
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  • ...market value per unit of work, after sandstone, so is well suited to craft items for sale in bulk.}}
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  • ...colonist to a TPI of 37%, by using informations of this page, and trading items affected by the precept of your Ideoligy. The price of items shows went trading in rounded to the nearest integer or the second decimal
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  • | type = Medical Items
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  • ...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
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  • | type = Medical Items
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  • ...areas on the ground where colonists are supposed to store certain kinds of items. Zones don’t cost anything because they’re not physical – they’re j ...be configured using a hierarchical interface to accept any combination of items. You could have one that takes all resources, or all guns, or just [[Autopi
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  • ...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
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  • ...instead it must be manually activated by the player similar to [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Ch ...to the combination of a [[devilstrand]] duster and flak vest, assuming all items are the same quality. However, replacing the devilstrand with [[hyperweave]
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  • Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time ...meter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.
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  • ...e process is forceful enough to detonate explosive projectiles. People and items are not affected.
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