Difference between revisions of "Template:Daily Tip"

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(updated royalty tips. ideology tips)
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| 3 = You can select previous/next [[colonist]] with the , and . keys.
 
| 3 = You can select previous/next [[colonist]] with the , and . keys.
 
| 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
 
| 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 5 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
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| 5 = In the [[work]] tab's manual priorities mode, 1 is first priority, while 4 is last priority.
 
| 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen.
 
| 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen.
| 7 = Shift-clicking the name of a work type in the Work tab changes settings for all [[colonists]] at once.
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| 7 = Shift-clicking the name of a work type in the [[Work]] tab changes settings for all [[colonists]] at once.
| 8 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
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| 8 = Right-clicking a number in the [[Work]] tab using manual priorities will reduce the priority instead of increasing it.
 
| 9 = You can hold the alt key to show detailed information about a specific tile.
 
| 9 = You can hold the alt key to show detailed information about a specific tile.
 
<!-- Combat -->
 
<!-- Combat -->
 
| 10 = In a gunfight, always be behind [[cover]]! Right-click and drag to have your drafted fighters form a line.
 
| 10 = In a gunfight, always be behind [[cover]]! Right-click and drag to have your drafted fighters form a line.
| 11 = Right-click and drag to have your drafted fighters form a line. Bunched-up targets are easy to hit!
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| 11 = Right-click and drag to have your [[draft]]ed fighters form a line. Bunched-up targets are easy to hit!
 
| 12 = Smoke totally prevents [[turrets]] from detecting targets, but people can still shoot with reduced accuracy.
 
| 12 = Smoke totally prevents [[turrets]] from detecting targets, but people can still shoot with reduced accuracy.
 
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
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| 18 = If you need help in a fight, call your allies using the comms console.
 
| 18 = If you need help in a fight, call your allies using the comms console.
 
| 19 = Maddened [[animals]] will attack any human, including your enemies. You can use this.
 
| 19 = Maddened [[animals]] will attack any human, including your enemies. You can use this.
| 20 = [[EMP]] bursts will temporarily disable [[turrets]] and shields.
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| 20 = [[EMP]] bursts will temporarily disable [[turrets]] and [[shield]]s.
 
| 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]].
 
| 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]].
 
<!-- Hunting -->
 
<!-- Hunting -->
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| 23 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting.
 
| 23 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting.
 
| 24 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
| 24 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| 25 = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
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| 25 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
 
| 26 = Carefully-slaughtered [[animals]] yield more meat and leather than those who were killed violently.
 
| 26 = Carefully-slaughtered [[animals]] yield more meat and leather than those who were killed violently.
 
<!-- Caravans -->
 
<!-- Caravans -->
| 27 = Place the caravan hitching spot where you want your caravans to form up. It's usually best to place it near your storage areas.
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| 27 = Place the [[caravan hitching spot]] where you want your [[caravan]]s to form up. It's usually best to place it near your storage areas.
| 28 = During encounters away from home, you can place a caravan hitching spot to keep your [[animals]] from wandering.
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| 28 = During encounters away from home, you can place a [[caravan hitching spot]] to keep your [[animals]] from wandering.
| 29 = Caravans move faster if they include rideable [[animals]] like horses, donkeys and dromedaries.
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| 29 = [[Caravan]]s move faster if they include rideable [[animals]] like horses, donkeys and dromedaries.
| 30 = Smaller caravans get attacked less often because they're less visible.
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| 30 = Smaller [[caravan]]s get attacked less often because they're less visible.
| 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan hitching spot. This will make packing much faster.
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| 31 = Before forming a [[caravan]], collect the items you want to send in a stockpile near your [[caravan hitching spot]]. This will make packing much faster.
| 32 = If you have untrained [[animals]] in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
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| 32 = If you have untrained [[animals]] in your [[caravan]], you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
| 33 = Don't forget to pack medicine on your caravans.
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| 33 = Don't forget to pack medicine on your [[caravans]].
 
<!-- Game style -->
 
<!-- Game style -->
 
| 34 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 
| 34 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
 
| 35 = Some [[colonists]] are worse than useless. Bad allies are part of the challenge.
 
| 35 = Some [[colonists]] are worse than useless. Bad allies are part of the challenge.
| 36 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
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| 36 = If you can't defend against a threat, make a [[caravan]] and run. You may lose your home, but your story can continue.
| 37 = When you have more wealth, more powerful enemies attack. If you want the challenge to scale with time instead, select 'Wealth-independent progress mode' in the [[storyteller]] settings.
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| 37 = When you have more [[wealth]], more powerful enemies attack. If you want the challenge to scale with time instead, select '[[AI_Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]]' in the [[storyteller]] settings.
 
<!-- Building -->
 
<!-- Building -->
| 38 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
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| 38 = Avoid using [[stone]] for [[door]]s. They open very slowly, which wastes your colonists' time.
 
| 39 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working.
 
| 39 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working.
| 40 = Mechanical structures break down and require replacement [[component]]s. Don't build things you don't need.
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| 40 = Mechanical structures [[breakdown|break down]] and require replacement [[component]]s. Don't build things you don't need.
 
| 41 = Be careful what you construct on [[bridge]]s. Bridges collapse easily under explosions, and your buildings will go with them.
 
| 41 = Be careful what you construct on [[bridge]]s. Bridges collapse easily under explosions, and your buildings will go with them.
 
| 42 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce food poisoning. [[Sterile tile]]s make rooms extra-clean.
 
| 42 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce food poisoning. [[Sterile tile]]s make rooms extra-clean.
 
| 43 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
| 43 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 44 = [[Terrain]] affects movement speed. Build floors to help your colonists get around quicker.
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| 44 = [[Terrain]] affects movement speed. Build [[floors]] to help your colonists get around quicker.
| 45 = Different [[terrain]] has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
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| 45 = Different [[terrain]] has different inherent [[cleanliness]] levels. Tiles are inherently clean; dirt is inherently dirty.
| 46 = Some floor types are faster to clean than others. It takes much longer to clean carpet compared to metal tile.
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| 46 = Some floor types are faster to clean than others. It takes much longer to clean [[carpet]] compared to metal tile.
 
<!-- Diplomacy -->
 
<!-- Diplomacy -->
| 47 = You can give prisoners as gifts. Giving a prisoner back to their own [[faction]] will be highly appreciated.
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| 47 = You can give [[prisoners]] as gifts. Giving a prisoner back to their own [[faction]] will be highly appreciated.
| 48 = You can request specific types of trade caravans using the comms console.
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| 48 = You can request specific types of [[trade]] caravans using the [[comms console]].
 
| 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations.
 
| 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations.
 
<!-- Misc -->
 
<!-- Misc -->
 
| 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together.
 
| 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together.
| 51 = Enemy [[faction]] bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
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| 51 = Enemy [[faction base]]s are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
 
| 52 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]].
 
| 52 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]].
 
| 53 = Assign your [[herbivorous]] [[animals]] to areas with lots of [[grass]]. They'll eat the grass and spare you the need to feed them.
 
| 53 = Assign your [[herbivorous]] [[animals]] to areas with lots of [[grass]]. They'll eat the grass and spare you the need to feed them.
 
| 54 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life.
 
| 54 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life.
| 55 = Sloshing through water makes people unhappy. Build a [[bridge]] when you can.
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| 55 = Sloshing through [[Terrain|water]] makes people unhappy. Build a [[bridge]] when you can.
 
| 56 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
| 56 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
| 57 = Work and movement speed are affected by [[light]]ing. Everything is slower in the dark.
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| 57 = Work and [[movement speed]] are affected by [[light]]ing. Everything is slower in the dark.
 
| 58 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
| 58 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 59 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[Insects|insects]].
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| 59 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insects]].
 
| 60 = [[Prisoners]] will join much quicker and attempt fewer breakouts when they're in a good [[mood]].
 
| 60 = [[Prisoners]] will join much quicker and attempt fewer breakouts when they're in a good [[mood]].
 
| 61 = You can have multiple [[research]]ers working simultaneously at multiple [[research table]]s.
 
| 61 = You can have multiple [[research]]ers working simultaneously at multiple [[research table]]s.
 
| 62 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful.
 
| 62 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful.
| 63 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
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| 63 = Explosions extinguish [[fire]]s in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
 
| 64 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
 
| 64 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
| 65 = Keep weapon stockpiles away from your prisons. Prison breaks are much more dangerous with guns and explosives.
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| 65 = Keep [[weapon]] stockpiles away from your prisons. [[Prison break]]s are much more dangerous with guns and explosives.
 
| 66 = When taming [[animals]], make sure you have enough food of the correct type to feed them.
 
| 66 = When taming [[animals]], make sure you have enough food of the correct type to feed them.
| 67 = Dropping a stone or slag chunk in a doorway will force it open, leaving you vulnerable to hostile wildlife and raiders.
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| 67 = Dropping a [[Stone chunk|stone]] or [[Steel slag chunk|slag chunk]] in a [[door]]way will force it open, leaving you vulnerable to hostile wildlife and [[raiders]].
 
<!-- Added misc -->
 
<!-- Added misc -->
 
| 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses.
 
| 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses.
 
| 69 = You can change [[storyteller]] and playstyle at any time through the options menu.
 
| 69 = You can change [[storyteller]] and playstyle at any time through the options menu.
 
| 70 = The more [[faction]]s you are allied with, the more random traders and military aid you will receive.
 
| 70 = The more [[faction]]s you are allied with, the more random traders and military aid you will receive.
| 71 = You can use drug policies to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle.
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| 71 = You can use [[Drug policy|drug policies]] to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle.
| 72 = Set schedules with long stretches of one activity to minimize travel time.
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| 72 = Set [[schedule]]s with long stretches of one activity to minimize travel time.
 
<!-- Animals and ranching -->
 
<!-- Animals and ranching -->
| 73 = Straw matting ignores filth. Use it as the floor for your barn.
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| 73 = [[Straw matting]] ignores [[filth]]. Use it as the floor for your barn.
| 74 = Some [[animals]] produce a lot of filth. Keep your elephants and cattle outside.
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| 74 = Some [[animals]] produce a lot of [[filth]]. Keep your elephants and cattle outside.
| 75 = Predators won't hunt [[animals]] which are on the other side of fences or barricades.
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| 75 = Predators won't hunt [[animals]] which are on the other side of [[fence]]s or [[barricade]]s.
 
<!-- ROYALTY -->
 
<!-- ROYALTY -->
 
<!-- Nobles -->
 
<!-- Nobles -->
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| 80 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
 
| 80 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}}
 
<!-- Implants -->
 
<!-- Implants -->
| 81 = The Empire bestows a free level of psylink upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}}
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| 81 = The [[Empire]] bestows a free level of [[psylink]] upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}}
 
| 82 = [[Psylink neuroformer]]s can be acquired through [[quests]]. These items can give a person psychic powers. {{RoyaltyIcon}}
 
| 82 = [[Psylink neuroformer]]s can be acquired through [[quests]]. These items can give a person psychic powers. {{RoyaltyIcon}}
 
| 83 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
 
| 83 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}}
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| 85 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. <abbr title="The definition of 'negative' is applied loosely. Some apparently neutral powers, like Skip, cause relation loss."><sup>[Note]</sup></abbr> {{RoyaltyIcon}}
 
| 85 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. <abbr title="The definition of 'negative' is applied loosely. Some apparently neutral powers, like Skip, cause relation loss."><sup>[Note]</sup></abbr> {{RoyaltyIcon}}
 
| 86 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}}
 
| 86 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}}
| 87 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}}
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| 87 = Going over your [[Neural heat|neural heat limit]] can save you in a desperate situation - but the [[psychic breakdown]] can last a while. {{RoyaltyIcon}}
 
| 88 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}}
 
| 88 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}}
 
| 89 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
 
| 89 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}}
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| 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
 
| 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}}
 
<!-- Misc -->
 
<!-- Misc -->
| 92 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}}
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| 92 = The Imperial royal tribute collector arrives twice per year, and accepts [[prisoners]] and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}}
 
<!-- Added misc -->
 
<!-- Added misc -->
 
| 93 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}}
 
| 93 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}}

Revision as of 11:36, 26 April 2023

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Uses a pseudorandom number generator to select and then displays a new tips from the loading screens.


You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.