Difference between revisions of "User:Hordes/Events"

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Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.
 
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.
  
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
+
Many event titles are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
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 +
{{TOCright}}
  
 
=Major Threats=
 
=Major Threats=
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=== Summer ===
 
=== Summer ===
This event occurs at the beginning of the summer [[quadrum]] when you are lacking warm [[apparel]]. It merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.
+
This event occurs at the beginning of the summer [[quadrum]], if you are lacking warm [[apparel]]. It merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.
  
 
=== Unwaiveringly loyal ===
 
=== Unwaiveringly loyal ===
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{{Biotech|section=1}}
 
{{Biotech|section=1}}
 
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.
 
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.
 +
 +
=Social=
 +
=== New lovers ===
 +
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]
 +
You receive the announcement that two characters have become lovers, and "now want to sleep together". These are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}}
 +
 +
Starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for "''sleeping alone''", even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. A [[double bedroll]] is prefered when in a [[caravan]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners.
 +
 +
=== Breakup ===
 +
[[File:Breakup.png|300px|thumb|right|Breakup]]
 +
 +
A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.
 +
{{Clear}}
 +
 +
=== Rejected proposal ===
 +
[[File:Rejected proposal.png|250px|thumb|left]]
 +
 +
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.
 +
{{Clear}}
 +
 +
=== Marriage is on! ===
 +
[[File:Marriage is on.png|thumb|right|400px|link=|"''Susy has accepted Mat's marriage proposal...''"]]
 +
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a [[marriage spot]], or any gathering spot ([[table]] or [[campfire]]) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
 +
 +
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees.
 +
 +
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick "draft" and "undraft" for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans obviously cannot attend.
 +
 +
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.
 +
 +
=== Affair ===
 +
Somebody who is already married starts an affair with a single person.  It is possible for your colonists to cheat on their lovers who aren't members of your faction.
 +
[[File:Affair.png|250px]]
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 +
=== Divorce ===
 +
A married couple has divorced; as a normal break up, but with worse mood penalties.

Revision as of 19:47, 13 November 2022

Events are driven by the currently selected AI storyteller.

Most events that occur create a Letter, an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.

Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.

Major Threats

Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the raid points mechanic; generally increasing with wealth, colonist count, and difficulty.

Enemy attack

Commonly known as a raid, this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions.

Arrival methods

Tribal-level factions can't use drop pods, so are limited to assaults.

  • Assaults: Arrive at the edge of the map, either by walking or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.
  • Center drop: Raiders arrive via drop pod, centered on of one of your colonists. 40% to drop on an unroofed orbital trade beacon if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.
  • Scatter drop': Raiders arrive via drop pod, which have gone "hay-wire" and will disperse throughout the map.

Types

  • Unusually clever: Will try and avoid traps and turrets.
  • Sappers: Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom.
  • Breachers: Appears with breach-type raiders, such as tribals with breach axes or termite mechanoids. Breachers will attack walls indiscriminately, as opposed to sappers having a target. The rest of the raid acts as normal.

Siege

Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct sandbags and mortars, and will continously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.

It is possible to steal a critical material (like components) and prevent them from completing construction. This is largely possible with psycasterContent added by the Royalty DLC using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.

Strategies to force sieges to attack include the sniper rifle (watch out for other snipers), a psychic animal pulser, or your own mortars.

Infestation

Infestations come with hives and insectoids. Hives will produce insect jelly, but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.

In order for a regular infestation to spawn, there must be an open area with the overhead mountain roof, within 30 tiles of a colony structure, and a temperature above -17 °C (1.4 °F). Light, and temperatures below -8 °C (17.6 °F) reduce the chance of infestations.

Too Deep: Infestation

Alternatively, insectoid infestations can spawn when actively digging from a deep drill. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.

Manhunter pack

Manhunting wargs

A pack of scaria-infested animals have arrived, hunting for human flesh. A manhunter pack has 40% more points (i.e. 40% more "raiders") than a regular raid. When killed, scaria has a chance to instantly rot a corpse, which makes them inedible and creates rot stink. A single animal can arrive and the event will still be called a "pack".

Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.

Psychic Wave

Immediately drives local wildlife insane, becoming manhunter. Unlike a manhunter pack, these animals were already on the map, so won't instantly rot like with scaria.

Crashed ship part

A large piece of an ancient ship crashes nearby, along with a pack of mechanoids. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.

Defoliator ship

A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in hydroponics basins. Crops will end up nearly impossible to grow.

Psychic ship

A ship part projects a psychic drone which negatively affects the mood of a specific gender. It begins low and grows progressively stronger the longer it stays. Psychic sensitivity increases or decreases the drone's effect.

The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.

Drone intensifies

If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.

Mech cluster

Mech clusters are similar to crashed ship parts that come with more advanced structure, with buildings like walls, turrets, and unstable power cells. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map condition causers, such as sun blockers or EMP dynanmos.

Problem causer

A condition causer has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.

Extreme weather

The following events can appear from Base Builder difficulty onwards.

Flashstorm

FlashstormScreenshot.png

A localized, intense lightning storm within a radius between 45 and 60 tiles. Active lightning will strike between every 320 ticks (5.33 secs) to 800 ticks (13.33 secs). Once it finishes, no rain can fall until 30,000 ticks (8.33 mins) has passed. This can create big fires. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.

This can also be caused by the Flashstorm Psycast Content added by the Royalty DLC, but will not show up as a notification.

Toxic fallout

"A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season."

Toxic fallout is a dangerous event which causes toxic buildup to any pawn not under a roof. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.

For humans, a moderate buildup - 40% severity, or 2.5 days left outside - is enough to potentially cause permanent damage, from either dementia or carcinoma. Death happens at 100% severity. Animals have 50% Toxic Resistance, so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their corpse to immediately rot. All plants, including trees, will wither during the fallout. Crops can be protected under a roof, but without a sun lamp, they'll rot anyways. Insectoids and mechanoids are fully immune.

In BiotechContent added by the Biotech DLC, several new objects give Toxic Resistance, which counter the effects of the fallout. These include the face mask, gas mask, detoxifier kidney and detoxifier Lung. Genes can make humans completely immune to toxins.

Volcanic winter

"A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months."

Volcanic winter lowers the temperature and natural light, which in turn weakens solar generators and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.

Random

Good

Ambrosia sprout

An ambrosia sprout among the trees
Ambrosia bush.png

A grove of the mysterious ambrosia bush has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive fruit.

Ambrosia bushes are the only way to harvest ambrosia, a safe mood boosting social drug. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.

It can only happen in the following biomes:

Animals join

Tamed dogs or farm animals from off-map join your colony.

Animal self-tamed

Thrumbo self-tamed.png

A random animal on the map becomes tame, and immediately joins the colony. Previously tamed animals can self-tame, where they retain all training they previously had.

You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.


Aurora

An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.

Cargo pods

Cargo pods.png

From time to time, cargo pods will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become steel slag chunks, which can be refined into usable metal at an electric smelter. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.

Herd migration: (Animal)

Thrumbo herd migration.png

A large herd of animals is passing through the area. They won't attack unless provoked.

This event only occurs in the following biomes:

Party

One of your colonists will throw a party around a party spot, or if unavailable, a gather spot (table or campfire). Colonists will continually get mood buffs the longer they attend a party.[Detail] Each stack adds +0.8 to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have beers and smokeleaf joints, if available, and eat meals even when not hungry.

Pawns that don't attend won't get mood buffs. Players may have to draft and undraft pawns to get them out of work. If too many pawns are drafted at once, or if a raid happens, then the party will be called off.

Psychic soothe

Psychic soothe.png

When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the Psychic Sensitivity) to all colonists of a randomly chosen sex. It can be considered the opposite of the Psychic Drone. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.

(Trader type)

This event, without a faction mentioned, occurs when an orbital trade ship passes near the colony and you have a powered comms console. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.

You need to build orbital trade beacons before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.

(Trader type) from (Faction)

This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the comms console at a hit to good will or randomly on their own with no penalty.

Transport pod crash

A downed and injured occupant falls from the sky, containing members of a faciton or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.

Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead capture a non-hostile person, but their faction (if not spacer) will turn hostile.

Since you rescued him/her. Character joined your group!

Baby

A transport pod may crash with a baby instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click "Adopt". Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.

People arrived

A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist. They will most likely be naked, so have some spare clothes ready just in case. Notification: A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory).

With Ideology, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an Ideoligion's event result set for this event is "Beautiful/Fun/Good / Unforgettable", with said colonist with the same Ideoligion as the masses of the colonist in the colony.

Wild (wo)man wanders in

A random person with no faction wanders into your colony and will mill about the map. You have the option to Tame this person with a minimum Animals skill of 7. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will not allow you to recruit or enslaveContent added by the Ideology DLC them like regular prisoners, they must be tamed or rescued.

Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.

These wild (wo)man may have random Ideoligion with Ideology.

Unlike other animals, wild people will not flee from gunfire. Cannibal wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.[Detail needed]

Royal Tribute Collector

If you are not hostile to the Empire, Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept gold and prisoners in exchange for Honor.

Anima tree sprout

If an anima tree was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.

Gauranlen pod sprout

A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic Gauranlen tree. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.

A pod will appear somewhere with the current map. Harvesting it yield 1-2 Gauranlen seed. This event occurs roughly every 60 days in every biome except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for tree connectors. This event can also occur if an Ideoligion's ritual result is set to trigger this event and performing the ritual receives a "Beautiful/Fun/Good/Unforgettable" quality.

Polux tree sprout

A polux tree may appear whenever there is enough pollution around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.

Bad

Beavers!

A group of ravenous wood-munching alphabeavers appears at the edge of the map. This only occurs in the arid shrubland and tundra,and only when outdoor temperature is above the alphabeaver's minimum comfortable temperature of -40 °C (-40 °F). It will not reoccur for 30 days.

Beavers will act like any other animal. But due to their hunger, beavers will continually eat trees and Saguaro cacti they can reach, including any you're farming. They will continue until there's no wood left, unless you eradicate them first.

Birthday

Character gains an age-related illness, such as bad back or cataracts. They may be cured by using the healer mech serum, luciferium, a biosculpter podContent added by the Ideology DLC, or the Scarless geneContent added by the Biotech DLC. Some may be 'cured' by replacing the affected parts with bionics.

Due to age or a pre-existing health condition, they can also have a heart attack.

Blight

Blighted crops with an indicator above them.

Blight is a disease that infects domesticated plants with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. Trees, wild, decorative plants, and devilstrand mushrooms are immune to blight.

Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.

It will not reoccur for 30 days.

Disease

Colonists (including prisoners and slavesContent added by the Ideology DLC) or animals will gain a random disease. Biome influences both the amount of disease and its selection. Multiple pawns can get a disease, but 1 event can only affect colonists or animals.

Sickly pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.

Eclipse

A moon has moved in front of the sun, causing an eclipse. Without light, solar generators won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.

If reliant on solar power, make sure to have batteries for times like these, or an eclipse raid can be extra threatening.

Heat wave

A heat wave sweeps the colony, driving outdoor temperatures unusually high for 1.5 and 3.5 days. There is also a chance for a fire to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least 20 °C (68 °F), and will not reoccur for 30 days.

The major risks are coolers failing to freeze food, and heat stroke to your colonists and animals. Summer clothing like cowboy hats and tribalwear can mitigate the heat, and passive coolers can help make indoor temperatures bearable.

Psychic drone

'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz." A psychic drone affects all colonists of a randomly chosen gender, giving a strong negative moodlet. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). Psychic Sensitivity will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.

Colonists have no choice but to endure it, as the point of origin is off-map. Psychic foil helmets, drugs, and other mood-enhancers can help deal with the effects. Animals are not affected.

Solar flare

Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. Wood-fired generators and chemfuel generators will still burn fuel during this time.

  • Colonies that rely on turrets for defense will become vulnerable to raids.
  • Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatsroke or hypothermia. Campfires and passive coolers are low-tech options that work even in a solar flare.
  • Crops in a hydroponics basin will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.
  • Occasionally an orbital trade ship may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''<trader> has left comms range" notification while unaware of their presence. If a ship leaves during a solar flare, you will be notified that the trader has left, although this is only a minor message in the upper right of the screen.

Due to its length, most of the adverse effects are manageable.

Zzztt...

This event can occur anytime a power conduit has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to rain or snow. Short-circuits outside of rain/snow will not reoccur for 8 days.

This short circuit will either result in a fire, or, if any batteries are connected to the circuit and contains at least 20Wd, a firey explosion centered on the tile, that increases with energy stored. The explosion deals 10 Flame damage and setting objects on fire. If the explosion radius is greated than 3.5 tiles, a second explosion of 30% radius deals 50 Bomb damage, which can extinguish fires. The fault will also discharge all stored power in batteries in the process.

The explosion radius is controlled by the following equation:

Explosion Radius = clamp( sqrt(Sum of all stored power) * 0.05, 1.5, 14.9)

Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored.

Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only batteries and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.

Incidential

These events aren't triggered by the storyteller. Instead, they come from various other game mechanics.

Good

Core Offer

A non-hostile faction will notify you that they know where an Persona core is located: a critical component for building a ship. They will want 1500 silver for this information. However, you can only make this request at the comms console with factions which have at least +40 relations.

Allied: (Faction)

Relations with another faction have risen above +75 and you are now allied with them. They may now assist you against mutual enemies.

Enemy now neutral: (Faction)

This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful peace talks or providing gifts.

Masterwork

One of your colonists has produced an object of masterwork quality.

Legendary Work

One of your colonists has produced an object of legendary quality.

New recruit

You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a transport pod crash victim chooses to join your faction.

Meteorite

A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.

Any colonists beneath the meteorite has a small while to escape before they are crushed by it. The map tile will read: Meteorite (incoming).

Rare Thrumbos

Two to six thrumbos will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops, but not including anima treesTemplate:Royalty Icon. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days. It will not reoccur for 13 days.

Ship chunks

This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more ship chunks fall onto the map. They can be deconstructed for 5-6 components and 20 steel. Rarely they can punch through roofs, damaging structures near it. Extremely rarely, they can land right on top of a colonist, killing them.

In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.

Trauma savant

This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.

A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra manipulation while losing the ability to speak, hear, and have any social relationships. It also restores the brain to full functioning, despite the injury.

Quest completed

You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.

Bad

Animal revenge

An animal that was harmed will go mad and become manhunter. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker.

Death

One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.

Drug addiction

A colonist has taken too much of a drug and is now addicted. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on fighting addictions.

Heart attack

A character or tamed animal suffers a heart attack. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.

During a heart attack, people or animals can fall unconscious or even die if not treated in time.

Hostile faction

Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.

You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons. Rough factions that are neutral/allied will naturally decay goodwill, until they become hostile again.

Mental Break

One of your colonists or prisoners has had it and has a mental break. During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.

Depending on the nature of the mental break, there are several ways to handle the situation:

  • Wall the person in – this is only possible if they wander to a suitable location.
  • Try to arrest them. They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff ("I was arrested!") after you release them from jail. Arresting temporary members will immediately cause their faction to become hostile.
  • Wait out the situation - This takes a while for most minor breaks.

Overdose

One of your colonists or animals has overdosed. There is a risk of overdose when taking any hard drug, as well as when taking too many drugs. This can cause permanent damage or even death.

Predator hunting

A wild, hungry predator has targeted one of your colonists or animals for killing and eating. Unlike the majority of threats in the game, predators will not stop attacking once a pawn is downed.

You may want to get this colonist or animal to safety. Drafted colonists will defend themselves. To defend your animals, if there is enough distance, zone them to safety. Otherwise, move a drafted colonist to fire on the predator.

Prison break

Prison break

Prisoners have staged a breakout! They are able to open doors and attempt to escape. They are more likely to attempt breakout when they are unhappy, healthy and numerous*, and when their prison has more doors. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.[Detail Needed]

Using low damage weapons is advised when containing a prison break to avoid a risk of killing them. Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.

Roof collapsed

This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.

All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain will instantly kill any pawn unfortunate enough to be crushed.

If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.

Informational

These events serve purely to give information about the game, and have no gameplay implications.

About: Electricity

Appears when you finish researching Electricity. Reminds you of the power of electric appliances, and the power infastructure required to mantain them.

About: Launching the ship

Appears when you finish researching Starflight Basics. This is a simple reminder about the dangers of powering up the ship reactor once built. Once turned on, the number of raids will greatly increase for the next 15 days.

Summer

This event occurs at the beginning of the summer quadrum, if you are lacking warm apparel. It merely informs you that you are ill-prepared for the winter. Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.

Unwaiveringly loyal

Appears when you first capture an unwaiveringly loyal prisoner. They are unable to be recruited as a colonist or be convertedContent added by the Ideology DLC, but can be released, enslavedContent added by the Ideology DLC, or used for a variety of human resources.

Baby Prep

Appears when a human's pregnancy is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.

Social

New lovers

A character woos another into a romance and she agrees

You receive the announcement that two characters have become lovers, and "now want to sleep together". These are usually colonists, but a pair of prisoners can also become lovers. They will receive mood boosts or debuff proportional to their opinion of their partner ranging from ? to ? for ? and ? opinion.[Values?]

Starting the moment their new relationship is announced, couples will immediately have a -4 mood debuff for "sleeping alone", even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the double sleeping spot, double bedroll, double bed or royal bed. A double bedroll is prefered when in a caravan. Couples that sleep in the same bed can also perform Lovin' for a mood boost to both partners.

Breakup

Breakup

A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.

Rejected proposal

Rejected proposal.png

After two characters fall in love, one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days. They may accept another offer in the future. Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.

Marriage is on!

"Susy has accepted Mat's marriage proposal..."

A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a marriage spot, or any gathering spot (table or campfire) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.

When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting +40 mood buff to the newly weds, and +20 to attendees.

Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick "draft" and "undraft" for everybody but the couple should be enough to coerce all capable colonists to attend. Colonists on caravans obviously cannot attend.

If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.

Affair

Somebody who is already married starts an affair with a single person. It is possible for your colonists to cheat on their lovers who aren't members of your faction. Affair.png

Divorce

A married couple has divorced; as a normal break up, but with worse mood penalties.