Difference between revisions of "Template:Daily Tip"

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(Quick and dirty but it works)
 
Line 1: Line 1:
{{#switch: {{#time:z}}
+
{{#switch: {{{1|{{#time:z}}}}}
 
| 0 = Happy New Years Day from the Rimworld Wiki!
 
| 0 = Happy New Years Day from the Rimworld Wiki!
 
| 1 = You can dismiss letters by right-clicking on them.
 
| 1 = You can dismiss letters by right-clicking on them.
Line 10: Line 10:
 
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 10 = In a gunfight, always be behind cover!
+
| 10 = In a gunfight, always be behind [[cover]]!
 
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| 11 = In a gunfight, spread your colonists out! 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.
| 14 = Foggy or rainy weather reduces the accuracy of ranged weapons.
+
| 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
 
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
Line 25: Line 25:
 
| 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.
+
| 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.
 
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
 
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
Line 42: Line 42:
 
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 42 = Terrain affects movement speed. Build floors to help your colonists get around quicker.
+
| 42 = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker.
 
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
Line 53: Line 53:
 
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
 
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
| 53 = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
+
| 53 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
+
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
 
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
 
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
Line 96: Line 96:
 
| {{#expr: 8 + 85}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 8 + 85}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 9 + 85}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
| {{#expr: 9 + 85}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| {{#expr: 10 + 85}} = In a gunfight, always be behind cover!
+
| {{#expr: 10 + 85}} = In a gunfight, always be behind [[cover]]!
 
| {{#expr: 11 + 85}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 11 + 85}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 12 + 85}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 12 + 85}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 13 + 85}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| {{#expr: 13 + 85}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| {{#expr: 14 + 85}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
+
| {{#expr: 14 + 85}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
 
| {{#expr: 15 + 85}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 15 + 85}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 16 + 85}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 
| {{#expr: 16 + 85}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
Line 111: Line 111:
 
| {{#expr: 23 + 85}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 23 + 85}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 24 + 85}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
| {{#expr: 24 + 85}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| {{#expr: 25 + 85}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
+
| {{#expr: 25 + 85}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
 
| {{#expr: 26 + 85}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 26 + 85}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 27 + 85}} = Place a caravan packing spot to designate where you want your caravans to form up.
 
| {{#expr: 27 + 85}} = Place a caravan packing spot to designate where you want your caravans to form up.
Line 128: Line 128:
 
| {{#expr: 40 + 85}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 40 + 85}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 41 + 85}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
| {{#expr: 41 + 85}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| {{#expr: 42 + 85}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
+
| {{#expr: 42 + 85}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker.
 
| {{#expr: 43 + 85}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 43 + 85}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 44 + 85}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 
| {{#expr: 44 + 85}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
Line 139: Line 139:
 
| {{#expr: 51 + 85}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 51 + 85}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 52 + 85}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 
| {{#expr: 52 + 85}} = Sloshing through water makes people unhappy. Build a bridge when you can.
| {{#expr: 53 + 85}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
+
| {{#expr: 53 + 85}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
| {{#expr: 54 + 85}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 54 + 85}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 55 + 85}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
| {{#expr: 55 + 85}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| {{#expr: 56 + 85}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
+
| {{#expr: 56 + 85}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
 
| {{#expr: 57 + 85}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 57 + 85}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 58 + 85}} = You can have multiple researchers working simultaneously at multiple research tables.
 
| {{#expr: 58 + 85}} = You can have multiple researchers working simultaneously at multiple research tables.
Line 182: Line 182:
 
| {{#expr: 8 + 170}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 8 + 170}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 9 + 170}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
| {{#expr: 9 + 170}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| {{#expr: 10 + 170}} = In a gunfight, always be behind cover!
+
| {{#expr: 10 + 170}} = In a gunfight, always be behind [[cover]]!
 
| {{#expr: 11 + 170}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 11 + 170}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 12 + 170}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 12 + 170}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 13 + 170}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| {{#expr: 13 + 170}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| {{#expr: 14 + 170}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
+
| {{#expr: 14 + 170}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
 
| {{#expr: 15 + 170}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 15 + 170}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 16 + 170}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 
| {{#expr: 16 + 170}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
Line 197: Line 197:
 
| {{#expr: 23 + 170}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 23 + 170}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 24 + 170}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
| {{#expr: 24 + 170}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| {{#expr: 25 + 170}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
+
| {{#expr: 25 + 170}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
 
| {{#expr: 26 + 170}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 26 + 170}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 27 + 170}} = Place a caravan packing spot to designate where you want your caravans to form up.
 
| {{#expr: 27 + 170}} = Place a caravan packing spot to designate where you want your caravans to form up.
Line 214: Line 214:
 
| {{#expr: 40 + 170}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 40 + 170}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 41 + 170}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
| {{#expr: 41 + 170}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| {{#expr: 42 + 170}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
+
| {{#expr: 42 + 170}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker.
 
| {{#expr: 43 + 170}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 43 + 170}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 44 + 170}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 
| {{#expr: 44 + 170}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
Line 225: Line 225:
 
| {{#expr: 51 + 170}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 51 + 170}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 52 + 170}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 
| {{#expr: 52 + 170}} = Sloshing through water makes people unhappy. Build a bridge when you can.
| {{#expr: 53 + 170}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
+
| {{#expr: 53 + 170}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
| {{#expr: 54 + 170}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 54 + 170}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 55 + 170}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
| {{#expr: 55 + 170}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| {{#expr: 56 + 170}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
+
| {{#expr: 56 + 170}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
 
| {{#expr: 57 + 170}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 57 + 170}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 58 + 170}} = You can have multiple researchers working simultaneously at multiple research tables.
 
| {{#expr: 58 + 170}} = You can have multiple researchers working simultaneously at multiple research tables.
Line 268: Line 268:
 
| {{#expr: 8 + 255}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 8 + 255}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 9 + 255}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
| {{#expr: 9 + 255}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| {{#expr: 10 + 255}} = In a gunfight, always be behind cover!
+
| {{#expr: 10 + 255}} = In a gunfight, always be behind [[cover]]!
 
| {{#expr: 11 + 255}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 11 + 255}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 12 + 255}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 12 + 255}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 13 + 255}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| {{#expr: 13 + 255}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| {{#expr: 14 + 255}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
+
| {{#expr: 14 + 255}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
 
| {{#expr: 15 + 255}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 15 + 255}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 16 + 255}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 
| {{#expr: 16 + 255}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
Line 283: Line 283:
 
| {{#expr: 23 + 255}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 23 + 255}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 24 + 255}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
| {{#expr: 24 + 255}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| {{#expr: 25 + 255}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
+
| {{#expr: 25 + 255}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
 
| {{#expr: 26 + 255}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 26 + 255}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 27 + 255}} = Place a caravan packing spot to designate where you want your caravans to form up.
 
| {{#expr: 27 + 255}} = Place a caravan packing spot to designate where you want your caravans to form up.
Line 300: Line 300:
 
| {{#expr: 40 + 255}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 40 + 255}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
 
| {{#expr: 41 + 255}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
 
| {{#expr: 41 + 255}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| {{#expr: 42 + 255}} = Terrain affects movement speed. Build floors to help your colonists get around quicker.
+
| {{#expr: 42 + 255}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker.
 
| {{#expr: 43 + 255}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 43 + 255}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
 
| {{#expr: 44 + 255}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
 
| {{#expr: 44 + 255}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
Line 311: Line 311:
 
| {{#expr: 51 + 255}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 51 + 255}} = If someone has a serious infection in a limb, you can remove the limb to save their life.
 
| {{#expr: 52 + 255}} = Sloshing through water makes people unhappy. Build a bridge when you can.
 
| {{#expr: 52 + 255}} = Sloshing through water makes people unhappy. Build a bridge when you can.
| {{#expr: 53 + 255}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
+
| {{#expr: 53 + 255}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
 
| {{#expr: 54 + 255}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 54 + 255}} = Work and movement speed are affected by lighting. Everything is slower in the dark.
 
| {{#expr: 55 + 255}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
 
| {{#expr: 55 + 255}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| {{#expr: 56 + 255}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
+
| {{#expr: 56 + 255}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]].
 
| {{#expr: 57 + 255}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 57 + 255}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
 
| {{#expr: 58 + 255}} = You can have multiple researchers working simultaneously at multiple research tables.
 
| {{#expr: 58 + 255}} = You can have multiple researchers working simultaneously at multiple research tables.
Line 354: Line 354:
 
| {{#expr: 8 + 340}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 8 + 340}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
 
| {{#expr: 9 + 340}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
 
| {{#expr: 9 + 340}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| {{#expr: 10 + 340}} = In a gunfight, always be behind cover!
+
| {{#expr: 10 + 340}} = In a gunfight, always be behind [[cover]]!
 
| {{#expr: 11 + 340}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 11 + 340}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
 
| {{#expr: 12 + 340}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 12 + 340}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
 
| {{#expr: 13 + 340}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
 
| {{#expr: 13 + 340}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| {{#expr: 14 + 340}} = Foggy or rainy weather reduces the accuracy of ranged weapons.
+
| {{#expr: 14 + 340}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons.
 
| {{#expr: 15 + 340}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 15 + 340}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
 
| {{#expr: 16 + 340}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
 
| {{#expr: 16 + 340}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
Line 369: Line 369:
 
| {{#expr: 23 + 340}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 23 + 340}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
 
| {{#expr: 24 + 340}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
 
| {{#expr: 24 + 340}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| {{#expr: 25 + 340}} = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
+
| {{#expr: 25 + 340}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires.
 
| {{#expr: 26 + 340}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
| {{#expr: 26 + 340}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
 
}}
 
}}

Revision as of 15:51, 30 January 2021

Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.