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* 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.
 
* 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 [[Trade#Orbital|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.
 
* Occasionally an [[Trade#Orbital|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.
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}{{Check Tag|Verify}}
 
  
 
Due to its length, most of the adverse effects are manageable.
 
Due to its length, most of the adverse effects are manageable.
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==== Zzztt... ====
 
==== Zzztt... ====
 
{{Stub|section=1|reason=Exactly what options zzzt in the rain}}
 
{{Stub|section=1|reason=Exactly what options zzzt in the rain}}
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 [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect hidden conduits, meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.
+
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 [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days.
  
 
The following buildings short circuit due to weather:
 
The following buildings short circuit due to weather:
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|}
 
|}
 
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|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.
 
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|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.
 
==== Transport pod crash (Ghoul) ====
 
{{Anomaly|section=1}}
 
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.
 
 
==== Gray pall ====
 
{{Anomaly|section=1}}
 
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.
 
  
 
== Incidental ==
 
== Incidental ==
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==== Predator hunting ====
 
==== Predator hunting ====
A wild, hungry predator has targeted one of your colonists or tamed animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. While regular enemies will tend to avoid targeting noncombatant [[children]], predators will target them the same as a regular pawn. Predators will also not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead and then eat the corpse. Predators don't change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base.  As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger "animal revenge," which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.
+
A wild, hungry predator has targeted one of your colonists or animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. Predators will not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead, in which it will then eat the corpse. It will also not change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base.  As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger "animal revenge," which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.
  
 
==== Prison break ====
 
==== Prison break ====
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==== About: Electricity ====
 
==== About: Electricity ====
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infrastructure required to maintain them.
+
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infastructure required to mantain them.
  
 
==== About: Getting advanced components ====
 
==== About: Getting advanced components ====
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! style="padding: 5px 1em;" | Gut<br/>Worms
 
! style="padding: 5px 1em;" | Gut<br/>Worms
 
! style="padding: 5px 1em;" | Muscle<br/>Parasites
 
! style="padding: 5px 1em;" | Muscle<br/>Parasites
! style="padding: 5px 1em;" | Organ<br/>Decay
 
 
|-  
 
|-  
 
! Arid Shrubland{{#vardefine: as_mtb | 60}}
 
! Arid Shrubland{{#vardefine: as_mtb | 60}}
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| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
| {{#vardefineecho: as_decay | 10}}
 
 
|-
 
|-
 
! Desert{{#vardefine: d_mtb | 80}}
 
! Desert{{#vardefine: d_mtb | 80}}
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| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
| {{#vardefineecho: d_decay | 10}}
 
 
|-
 
|-
 
! Extreme Desert{{#vardefine: ed_mtb | 90}}
 
! Extreme Desert{{#vardefine: ed_mtb | 90}}
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| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
| {{#vardefineecho: ed_decay | 10}}
 
 
|-
 
|-
 
! Boreal Forest{{#vardefine: bf_mtb | 50}}
 
! Boreal Forest{{#vardefine: bf_mtb | 50}}
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| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
| {{#vardefineecho: bf_decay | 10}}
 
 
|-
 
|-
 
! Tundra{{#vardefine: t_mtb | 80}}
 
! Tundra{{#vardefine: t_mtb | 80}}
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| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
| {{#vardefineecho: t_decay | 10}}
 
 
|-
 
|-
 
! Ice Sheet{{#vardefine: is_mtb | 90}}
 
! Ice Sheet{{#vardefine: is_mtb | 90}}
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| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
 
! Sea Ice{{#vardefine: is_mtb | 80}}
 
! Sea Ice{{#vardefine: is_mtb | 80}}
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| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
 
! Temperate Forest{{#vardefine: tr_mtb | 45}}
 
! Temperate Forest{{#vardefine: tr_mtb | 45}}
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| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|-
 
|-
 
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}
 
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}
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| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|}
 
|}
  

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