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Events are driven by the currently selected AI storyteller. They range from everyday occurrences like passers by, to all out assaults on the colony.
Most events occur with an envelope icon that will appear down the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Some events can also happen on temporary maps.
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events. Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.
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.
- 1 Big Threats
- 2 Special
- 3 Small Threats
- 4 Generally Bad
- 4.1 Animal disease (type)
- 4.2 Bad will
- 4.3 Beavers!
- 4.4 Breakup
- 4.5 Birthday
- 4.6 Blight
- 4.7 Crashed ship part
- 4.8 Death: (Pawn)
- 4.9 (Drug) addiction
- 4.10 Cold snap
- 4.11 Disease (Type)
- 4.12 Eclipse
- 4.13 Flashstorm
- 4.14 Heat wave
- 4.15 Hostile: (Faction)
- 4.16 (Mental break type): (Colonist)
- 4.17 (Name): Heart attack
- 4.18 Overdose: (Colonist)
- 4.19 (Pawn) hit trap
- 4.20 (Predator) hunting (Pawn)
- 4.21 Prison break
- 4.22 Psychic drone
- 4.23 Rejected proposal
- 4.24 Solar flare
- 4.25 Toxic fallout
- 4.26 Volcanic winter
- 5 Generally Good
- 5.1 AI Core Offer
- 5.2 Allied: (Faction)
- 5.3 Ambrosia sprout
- 5.4 Anima tree sprout
- 5.5 Gauranlen pod sprout
- 5.6 (Animals) join
- 5.7 (Animal) self-tamed
- 5.8 Aurora
- 5.9 Cargo pods
- 5.10 Enemy now neutral: (Faction)
- 5.11 Gift from (Faction)
- 5.12 Herd migration: (Animal)
- 5.13 Inspiration: (Type)
- 5.14 Legendary Work
- 5.15 Marriage is on!
- 5.16 Masterwork
- 5.17 New lovers
- 5.18 New recruit
- 5.19 Party
- 5.20 Psychic soothe
- 5.21 Quest completed
- 5.22 (Trader type)
- 5.23 (Trader type) from (Faction)
- 5.24 Transport pod crash
- 5.25 Wanderer joins
- 5.26 Wild (wo)man wanders in
- 5.27 Royal Tribute Collector
- 6 Neutral
- 7 World incidents
- 7.1 Attack begun
- 7.2 Bandit camp opportunity
- 7.3 Caravan ambushed / (manhunters)
- 7.4 Caravan arrived at (Location)
- 7.5 Caravan lost
- 7.6 Caravan meeting by (Caravan ID)
- 7.7 Caravan ready
- 7.8 Caravan request
- 7.9 Demand
- 7.10 Incapacitated refugee quest
- 7.11 Item Stash Opportunity (Time Remaining)
- 7.12 Peace talks
- 7.13 Prisoner rescue request
- 7.14 Precious minerals found
- 7.15 Quest no longer available
- 7.16 Rescuee joins
- 7.17 Sub-events
- 8 Game endings
- 9 Legacy events
- 10 Event Data
These events can take place from Base Builder difficulty onwards.
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.
Different types of raids include:
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of Mortar shells. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties. Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the components) and thus prevent them from completing construction of the mortars. Unlike ammunition, sieges will not be resupplied with building materials should any go mysteriously missing. This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen. If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked. This not only removes the danger of the incoming mortar shots, but the "sieged" army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).
The optimal method for accomplishing this is a psycaster with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times (psychic sensitivity increasing equipment such as Eltex garments and an Eltex Staff or a persona weapon with an appropriate trait are recommended to increase maximum neural heat), and ideally a jump pack. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum sniper rifle range is a good rule of thumb), then cast Invisibility on themself. They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile. At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base. Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range. Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. 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.
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.
Too deep: Infestation
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony. This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations. It seems to happen only at deep drills currently being used.
This event can take place from Base Builder difficulty onwards. Note that it will display "pack" even if only one animal arrives.
A pack of man-hunting animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days.
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition Scaria, which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.
- Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.
- Explosive animals, especially boomalopes, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local wildlife insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not Scaria infected.
Special events may have prerequisites or only occur during certain circumstances.
About: Launching the ship
This event appears upon completing the research project 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.
As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers— Message that appears when the first colonist walks near.
This event is related to map generation and may not appear on every map. It may occur more than once per map.
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient cryptosleep caskets, bugs with hives, mechanoids or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain megascarabs or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.
Ancient structures may include other treasures like psychic lances and pulsers. Luciferium can be found in these buildings. Pod people sometimes carry plasteel, components, and gold. The caskets can be claimed and used or deconstructed by the colony.
This event can only occur if you are allied with at least one other faction.
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations. They won't assist against factions that they aren't hostile to.
They will follow the same attack pattern as any Raider would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.
Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.
This event can only happen once per playthrough. Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet. If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.
Once you reach the ship's location, you will find a ship with 18 ship cryptosleep pods and all the required structures, that may be suffering from different degrees of damage. The ship reactor is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).
Man in black
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a flak vest and always carry a revolver. However, their skills and traits are fully randomized.
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.
Ransom (Time remaining)
This event can only occur if a colonist of yours was captured by another faction.
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.
The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.
You have completed the 15 day warm up period for starting a ship reactor. If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.
Refugee Chased at (Settlement)
This event will not trigger if your faction doesn't have hostile relations with any other human faction. Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between 1,000 ticks (16.67 secs) and 2,500 ticks (41.67 secs), the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. Raids arriving this way are 35% stronger than usual. Still, those chasing raiders are also potential colonists if they can be captured and recruited.
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.
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 can 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.
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.
This event can occur anytime a power conduit has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire.
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do Flame damage.
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.
Power networks which contain only batteries and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.
It will not reoccur for 8 days.
An animal that was harmed will go mad and target whomever hurt it. 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 Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in "no immediate danger." However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, and despite the message stating "It will attack anyone it sees", the insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc. ) blocking its way. If the "nearest" colonist changes, the animal may change its focus to that target. Any animal can be dangerous to a colonist, although some are more than others; large animals are obviously so, but small or fast animals such as squirrels or rabbits can be very hard to hit with ranged weapons, making melee combat more likely. This event adds additional danger if a Boomalope or Boomrat turns, as they explode upon death.
Animal disease (type)
One or more of your animals will become sick and will need to rest to receive treatment. Build some animal sleeping spots in their zone so that they can receive treatment.
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.
A group of ravenous wood-munching alphabeavers appears at the edge of the map. They will continually eat trees and Saguaro cacti they can reach (including any you're farming) until they consume them all, unless you eradicate them first.
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.
It will not reoccur for 30 days.
A couple splits, complete with the Mood and Social penalties for both colonists.
Character gains an age-related illness such as a bad back or cataracts. They may be cured by using the healer mech serum, or 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 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 can spread the blight to other nearby plants while slowly dying.
To stop blight, the affected plants need to be manually selected for cutting or burned.
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.
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops. It is also possible to create strips of plants not affected by blight.
It will not reoccur for 30 days.
Crashed ship part
A large piece of an ancient ship crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map. To stop the effect, destroy the ship part by manually attacking it. Upon attacking it however, mechanoids will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth. Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in Hydroponics basins. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the mood of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity traits may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.
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.
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
A cold snap makes the temperature of a colony drop. It only occurs when the map's summer temperature is in the range of 0 °C – 15 °C (32 °F – 59 °F). Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
Several of your pawns will be afflicted with a disease. Which disease they are infected with depends on the biome. The number of infected depends on the disease and the cruelty of the storyteller.
Non-blunt trauma wounds, treated or not, also have a chance to get infected. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.
Note that you will still get this notification even if penoxycyline blocked your colonists from catching a disease.
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet. During this eclipse, solar generators cease producing power and outdoor crops stop growing. This could be disastrous for a colony dependent on solar power. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.
It lasts between 0.75 and 1.25 days.
A localized, intense lightning storm in one area of the map. Causes big fires. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every 320 ticks (5.33 secs) to 800 ticks (13.33 secs). Once it finishes no more rain can fall until 30,000 ticks (8.33 mins) has passed. It lasts between 0.075 and 0.1 days and will not reoccur for 15 days.
This can also be caused by the Flashstorm Psycast, but will not show up as a notification.
A heat wave sweeps the colony, driving outdoor temperatures unusually high. It only occurs when the map's summer temperature is at least 20 °C (68 °F).
The major colony risks of the event are failing freezers due to insufficient cooling, and heat stroke to colonists and animals. It is often necessary to immediately build passive coolers to deal with the heat.
Only the best summer clothing (cowboy hats and dusters made of camelhide and panthera fur) might allow your colonists to still work outdoors. Appropriate apparel will not avoid the mood debuff from "sleeping in the heat".
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers. There is also a chance for a fire to randomly appear on the map which can quickly spread.
Some animals will leave the map if the temperature is too far outside their comfortable range. Visiting colonists and traders will also leave.
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
Relations with a rough outlander union or a rough tribe will decay over time. If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.
(Mental break type): (Colonist)
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.
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break. They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.
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.
- Wait out the situation - This takes a while for most minor breaks.
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that).
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.
After the break ends, the affected person will get a substantial mood buff of +40 ("Catharsis"["It feels good to unbottle my feelings"]) that lasts several days. This usually, effectively, makes them immune to further mental breaks for the duration. If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).
(Name): 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.
One of your colonists or animals has overdosed by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.
(Pawn) hit trap
One of your dumb colonists or animals stepped on one of your traps and managed to set it off.
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.
(Predator) hunting (Pawn)
A wild predator has targeted one of your colonists or animals for killing and eating! 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.
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, healthy and numerous*. Prisoners who are together in a single room will break out together. 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.
Prisoners who can't walk cannot trigger a prison break by themselves, nor participate in a group escape.
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.
'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).
Colonists have no choice but to endure it as the point of origin is off-map. Psychic sensitivity can be a big factor in the threat posed by this event - pawns with traits that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of psychic foil helmets, with priority given to more sensitive pawns, will help mitigate the damage.
There's also a positive version called Psychic soothe.
Animals are not affected.
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.
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.
Solar flares cause all electrical devices to stop working for the duration of the event.
- Colonies that rely on turrets for defense will become vulnerable to raids.
- Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside. If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.
- Heaters and coolers will stop working. If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.
- Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.
- Crops grown in hydroponic basins will rapidly die 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.
Because the solar flare event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days (~4-12 hrs).
|This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What is the severity increase rate?.|
"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 that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.
Toxic fallout causes toxic buildup in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with dementia or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a healer mech serum or luciferium, though carcinomas can be removed surgically with high skill and an unavoidable chance of death.
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a sun lamp. Trees are affected, which can lead to a wood shortage.
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is insectoids, which are outright immune to buildup. Animals killed with "moderate" or higher toxic buildup will only leave "rotten" bodies that are unsuitable for consumption. Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials. Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. Mechanoids are similarly immune.
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open. Another viable tactic is to send herbivorous animals on a caravan, if the season allows them to graze. This will protect them from the toxic fallout, and not require you to feed them manually.
A notification will appear once the fallout has stopped. 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.
Once moved to a safe place, creatures will need up to 12.5 days to recover.
"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."
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters 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.
When the event finishes the message "Most of the volcanic ash has settled." will be displayed.
It lasts between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.
AI Core Offer
A non-hostile faction will notify you that they know where an AI 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.
Relations with another faction have risen above +75 and you are now allied with them. They may now assist you against mutual enemies.
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:
Anima tree sprout
|This information relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
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
|This information relates to content added by the Ideology DLC. Please note that it will not be present without the DLC enabled.|
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.
Tamed dogs or farm animals join your colony.
A random animal on the map becomes tame, and immediately joins the colony.
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount. The remains of the pods become pieces of slag, 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.
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.
Gift from (Faction)
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.
Herd migration: (Animal)
A large herd of animals is passing through the area. They won't attack unless provoked.
This event only occurs in the following biomes:
One of your colonists has had a mental inspiration and will perform much better at a certain skill. The inspiration usually lasts for around eight days.
Inspirations can only occur if the colonist is in a very good mood.
One of your colonists has produced an object of legendary quality.
Marriage is on!
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future. This allows players to have enough preparation time to build a Marriage spot if they choose. If not, any Gather Spot will do. Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot. 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 mood buff to the colonists involved. This can be a major productivity boost, and lead to inspirations across the colony. Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.
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" 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 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. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
One of your colonists has created an item of masterwork quality.
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. You will probably want to build them a double bed* and assign both of them to it to avoid a mood debuff for both colonists. They will receive mood boosts or debuffs depending on the current relationship with their partner (relationships can turn "bad"). They can also receive a mood boost from "lovin'".
- (* There are 4 types of "double <sleeping>" choices: double beds, double sleeping spot, double bedroll, and royal beds (which are always "king size" and fit two). Any of these will work to trigger the "sleeping together" moods for a couple, but, as with single sleeping choices, each has their own dis/advantages. If a couple is going to go on caravans together, a double bedroll may be desirable in addition to their permanent arrangement.)
- 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. To avoid this, simply pick one of their current rooms (probably the better of the two), place a double sleeping spot (which requires no construction time or materials) anywhere in it, and assign the couple to that. So long as you get a double bed constructed in time for them to sleep in it, there will be no "slept on the ground" debuff, and meanwhile you'll immediately lose the "sleeping alone" penalty.
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.
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges. They will usually have beers and smokeleaf joints if available. Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party. An easy way to do this is by quickly drafting and undrafting them.
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a party spot.
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.
If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off."
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. It can be considered the opposite of the Psychic Drone.
The positive effect will be attenuated by psychic foil helmets. Make sure to take them off all colonists for the duration of the event.
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
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. The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in. The pods may also crash through your roof, so be prepared to repair.
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.
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
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. Capturing a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill.
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.
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 10. 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 no longer allow you to recruit or enslave 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.
Royal Tribute Collector
|This information relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
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.
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.
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an Ancient Danger, which are usually easy to find due to their large rectangular shape. It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids. It can also occur when mining, usually by accident when long straight lines are selected for digging. However, sometimes entrances to these areas can be seen on the map. Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.
(Leader) died: (Faction)
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.
This alert uses the variable title of the leader in question. For example, if the "boss" of a pirate band dies you will see 'Boss died', if the "chief" died, then it will read 'Chief died', and so on.
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.
New (Leader): (Faction)
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and recruiting another faction's leader. The leader then places first at the colonist bar, instead of last.
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).
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. 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.
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.
This event 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.
Occasionally, one or more members of a friendly faction will arrive, just passing through. They'll enter at one edge of the map and proceed across the map. They'll exit the map upon reaching another edge.
A drafted colonist can be directed to capture (arrest) one of the travelers. However, once the arresting colonist reaches the target, that entire faction will immediately turn extremely hostile, dropping to -76 Goodwill. This shift includes any other members of the same Faction currently there.
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving. In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists. Clicking the event envelope will show the relation.
If the visitor instance itself was an event, it will add "(Relationship)" onto the end of the envelope title. If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.
Visitors possess no higher purpose otherwise. Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
This notification will appear when a caravan has arrived at a settlement chosen for attacking.
Bandit camp opportunity
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.
The bandit camp will time out and are weaker than regular enemy bases.
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.
Caravan ambushed / (manhunters)
While traveling, one of your caravans are attacked. The game will give you a mini map to defend it.
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
Caravan battle won
This event will tell you if your people won their fight.
Caravan arrived at (Location)
This is a simple notification that your caravan has arrived at their destination.
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.
Caravan meeting by (Caravan ID)
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.
Once you've designated a caravan, you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.
Other friendly factions may make a special trade request of you. The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by. They may pay in silver or make a trade for a different item. They will usually pay well over the standard price that those items would otherwise be. Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.
You can see their number when they are demanding you hand over items.
Incapacitated refugee quest
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move. Without your help, he/she will die within X days. It may be dangerous there, so beware. The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days. For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death. Entering that map will speed up any bleeding, however.
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.
Item Stash Opportunity (Time Remaining)
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 skilltrainers, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver.
It is possible that the stash generates with an initially hostile faction guarding it, but Good will triggering before your colonists arrive at the stash will turn them friendly.
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.
To participate, you will need to send a caravan with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.
Peace talk triumph
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.
This has a base weight of 0.1.
Peace talk success
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.
This has a base weight of 0.55.
Peace talk flounder
The talks were neither successful nor a failure, and relations remain unchanged.
This has a base weight of 0.2.
Peace talk backfire
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.
This has a base weight of 0.1.
Peace talk disaster
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.
In addition, the angered faction sends a group of attackers after your negotiating party.
This has a base weight of 0.05.
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
- At 0% power, the bad outcome factor is 4.
- At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
- At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
The new weight of each outcome is calculated afterwards.
- Triumph = 0.1 * ( 1 / Bad Outcome Factor)
- Success = 0.55 * ( 1 / Bad Outcome Factor)
- Flounder = 0.2
- Backfire = 0.1 * Bad Outcome Factor
- Disaster = 0.05 * Bad Outcome Factor
The sum total of the new weights is then calculated.
Finally, the probability of each outcome is calculated:
Probability of each outcome = New Weight ÷ Sum Total of Weights
Take a level 15 Social negotiator as an example:
- The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
- The new weight of each outcome, to 3 d.p.:
- Triumph = 0.1 * ( 1 / 0.7) = 0.143
- Success = 0.55 * ( 1 / 0.7) = 0.786
- Flounder = 0.2
- Backfire = 0.1 * 0.7 = 0.07
- Disaster = 0.05 * 0.7 = 0.035
- The sum total of new weights is calculated:
- 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
- Finally, the probability of each event, to 2 d.p.:
- Triumph = 0.143 / 1.234 = 11.58%
- Success = 0.786 / 1.234 = 63.69%
- Flounder = 0.2 / 1.234 = 16.21%
- Backfire = 0.07 / 1.234 = 5.67%
- Disaster = 0.035 / 1.234 = 2.84%
Prisoner rescue request
A prisoner locked up in a hostile faction steals a radio and calls your faction for help.
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner. To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.
The event will expire if ignored.
Precious minerals found
This event may only occur once the long-range mineral scanner is built, powered and being used.
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).
Quest no longer available
A world quest previously given can no longer be done by your faction. This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.
When these happen, they signify that your game has ended, one way or another.
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.
This event can only happen by configuring the starting scenario.
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
Events from previous version of RimWorld.
Bonded animal's death
Both of these bonded death events were simplified into the Events#Death: (Pawn) event.
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal.
Bonded master's death
Both of these bonded death events were simplified into the Events#Death: (Pawn) event.
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.
This is one of the only situations where animals can have non-manhunter mental breaks.
In previous versions, this was its own event. Now it's just a notification.
This only applies to machines using electricity.
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually leave the map.
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.
Naturally forming tornadoes are exclusive to Beta 18. You can still use the Tornado generator to spawn them in for defense purposes.
|Category||Name||Common Name||Chance||Favorability||Min Time Before|
|Disease||Flu||Flu||varies by biome||Bad||varies by biome|
|Disease||Plague||Plague||varies by biome||Bad||varies by biome|
|Disease||Malaria||Malaria||varies by biome||Bad||varies by biome|
|Disease||SleepingSickness||Sleeping Sickness||varies by biome||Bad||varies by biome|
|Big Threat||AnimalInsanity||Mad Animals!: (Animal name)||1.0||VeryBad||1|
|Big Threat||ShipPartCrash||Psychic Ship||1.5||Bad||30|
|Big Threat||ManhunterPack||Manhunter Pack||2.0||Bad||15|
|Small Threat||AnimalInsanitySingle||Mad Animal||5||Bad||3|
|Small Threat||ColdSnap||Cold Snap||3||Bad||30|
|Small Threat||HeatWave||Heat Wave||3||Bad||30|
|General Bad||SolarFlare||Solar Flare||1.5||Bad||30|
|General Bad||PsychicDrone||Psychic Drone||1||Bad||30|
|General Bad||ToxicFallout||Toxic Fallout||0.25||Bad||180|
|General Bad||VolcanicWinter||Volcanic Winter||0.11||Bad||280|
|General Good||TraderArrivalGeneral||(Trader type)||13||Good||0|
|General Good||TraderArrivalSlaver||Pirate Merchant||4.5||Good||0|
|General Good||WandererJoin||Wanderer Join||0.4||VeryGood||0|
|General Good||ResourcePodCrash||Cargo Pods||6.0||Good||0|
|General Good||RefugeePodCrash||Escape Pod||1.5||Good||0|
|General Good||PsychicSoothe||Psychic Soothe||1.0||Good||30|
|Biome Name||Mean Time
- 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.
- 0.8.657 - Beavers! event added
- 0.11.877 - Toxic fallout, Volcanic winter, Chased refugee, Psychic sooth, Manhunter pack events added. Manhunter pack is exclusively made up of Wargs.
- 0.12.906 - Manhunter packs can use animals besides wargs. Farm Animals Wander In, Self Tame, Poison ship and Flashtorm events added. Animals join is exclusive to farm animals at this point.
- 0.12.910 - Poison ship now only drops one ship part instead of 2-3.
- 0.12.914 - Flashtorm are much less intense
- 0.14.1236 - Fixed many events never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.
- 1.1.0 - Pawns now sometimes take the family name of their partner upon marriage
- 1.1.2654 - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.