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  • [[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]] ...ial one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.
    9 KB (1,382 words) - 01:46, 27 February 2024
  • ...ing the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns. A '''militor''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
    6 KB (920 words) - 17:12, 25 February 2024
  • Hello, it’s Tia! I’m here to share a small update just before the holidays. ❄️️ ...ew tools to help out our modders and community translators do their thing. The changelog is below to read over.
    6 KB (967 words) - 15:13, 17 December 2022
  • Wood-fired generators can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research proje ...e generator by a [[Work#Haul|hauler colonist]]. It can be switched off; in the off state it will neither consume fuel nor produce power.
    8 KB (1,234 words) - 07:12, 1 May 2024
  • ...rd-coded elements. So here we will set out to make a building that follows the work bench pattern. ...irate ghosts to the game). Some, like this one, are modest. The concept of the smelter is simple. Make a building where colonists can take slag debris to
    18 KB (2,689 words) - 10:11, 21 August 2022
  • ...lee fighters, and dozens of smaller improvements. A full change list is at the end of this post. ...ading from the link you used before (it is a permanent link and always has the newest version). You should also get an update email from us. Anyone still
    8 KB (1,285 words) - 04:26, 3 September 2023
  • ...fire is getting out of control; if allowed to spread, it could soon ignite the nearby wooden walls, doors, floors and furniture.]] * Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter
    10 KB (1,606 words) - 17:42, 12 May 2024
  • ...travel across it with multiple caravans, having simultaneous encounters on the way and settling new colonies. ...ld, click Properties, click the Betas tab, and use the drop-down to select the branch you want.
    10 KB (1,596 words) - 02:55, 7 November 2023
  • ...with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depictio ...al|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.
    16 KB (2,515 words) - 23:59, 24 May 2024
  • Everyone who has the game got this on January 27th via email. If you didn’t get it, more info here. (Mac users: Please install the Mods folder alongside your app folder, not inside it. This will be rearrang
    13 KB (2,099 words) - 15:47, 3 December 2022
  • ...nyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days. The '''biosculpter pod''' is a [[miscellaneous]] building added by the [[Ideology DLC]] that can heal a variety of injuries and even reverse pawn
    21 KB (3,075 words) - 13:28, 16 February 2024
  • ...rio system#The_Mechanitor|starting out]] with one, they can be obtained in the following ways: ...s. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.
    19 KB (2,753 words) - 02:49, 24 May 2024
  • ...njections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered The '''growth vat''' is a building added by the [[Biotech DLC]]. It allows the gestation and accelerated aging of [[babies]] and [[children]].
    17 KB (2,675 words) - 22:36, 9 January 2024
  • {{Stub|reason=Add Childcare work in the right place. Where is mech gestation in [[Work#Smith]]'s priority list. }} ...lmost all non-combat related tasks. The Work Menu allows the player to set the types of work you want your colonists to perform, though some colonists can
    17 KB (2,459 words) - 16:00, 15 April 2024
  • ...d "best practices" will be skipped in this guide, excepting only to avoid "game over" level pitfalls. <!-- NOTE TO EDITORS - ...ck to the spirit of "Quick Start" guidelines. This is not how to min-max a game, how to make perfect defenses, no options or detours or tangents - it's fo
    37 KB (6,325 words) - 15:27, 8 February 2024
  • In the Naked Brutality scenario, you start with absolutely nothing, not even cloth Because of this, it is possibly the hardest scenario of all.
    32 KB (5,488 words) - 18:25, 22 April 2024
  • '''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].
    33 KB (4,877 words) - 03:42, 20 May 2024
  • ...ore, running almost the entire spectrum of items in RimWorld, depending on the exact trader, what they have in stock to offer and what they are interested ...e then, or not, or close this menu and continue with the game, then repeat the process later, as you wish.
    30 KB (4,274 words) - 21:07, 5 February 2024
  • In the [[Scenario system#Lost Tribe|Lost Tribe]] scenario, you start off with 5 pe ...an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so y
    38 KB (6,562 words) - 01:51, 22 April 2024
  • As there are more backstories than the wiki can display at once, this page is split into multiple parts. | [PAWN_nameDef] was curious about everything. While other kids played tag in the suburbs of their industrial city, [PAWN_nameDef] read every book he could f
    57 KB (7,869 words) - 20:16, 15 September 2022

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