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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
    15 KB (2,075 words) - 18:11, 8 May 2024
  • ...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.
    20 KB (3,121 words) - 04:15, 7 November 2023
  • ...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 (5,872 words) - 12:21, 18 May 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 (2,520 words) - 03:55, 12 May 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) - 03:18, 19 May 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 (2,436 words) - 12:37, 18 May 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><!--
    40 KB (5,901 words) - 23:50, 17 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
  • ...ompletion of the ritual, and rituals targeting a specific pawn require the pawn to able to walk or be carried to the ritual site, though they do not need t ...spots (whether there are four or six) grants a {{+|20%}} bonus, with each pawn contributing an equal portion of the bonus.
    14 KB (2,070 words) - 22:30, 11 May 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 (6,668 words) - 18:34, 14 May 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) - 03:42, 20 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

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