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  • ...into external, modifiable xml and content files. This is the beginnings of the mod system. ...ustained sounds, various filters, pitch, volume settings, mappings from in-game parameters.
    798 bytes (109 words) - 22:00, 8 September 2021
  • ...ng download link. It always carries the latest version. (Don’t worry about running out of downloads, you can always email support for a reset. We just have th ...several raids in the 5-10 day range, making this crucial part of the early game far too hard.
    876 bytes (150 words) - 02:55, 7 November 2023
  • ...ion was had and it quickly became apparent that a lot of the events in the game weren’t really firing – ever. No heat waves, no crazy animals, no crash ...g some local testing, I realized how bad it was. Most of the events in the game would never fire.
    1 KB (228 words) - 02:54, 7 November 2023
  • (You cannot use the Package editor because it does not exist anymore) ...stem to tell it that it should play the sound. These are defined mostly in game code.
    6 KB (1,073 words) - 14:21, 12 July 2023
  • ...ivate events or damage colonists, etcetera. This can be achieved using the game's Development mode.<br/><br/> # Press the "Options" button in the main menu;
    7 KB (1,046 words) - 19:58, 23 October 2022
  • ...evices now short-circuit and cause fires if left out in the [[rain]] while running. * Added map size adjustment in an advanced menu at game start.
    1 KB (200 words) - 00:49, 6 February 2022
  • Harmony is the current best practice for changing the runtime execution of code in RimWorld. ...edetails/?id=2009463077 Harmony on Steam]. Please '''''do not''''' include the dll (0Harmony.dll) in your mod's assemblies folder! Outdated versions of Ha
    6 KB (1,006 words) - 07:50, 16 January 2023
  • ...er allowed area. Firefighters will not extinguish fire that is not both in the [[home area]] and inside their allowed area. For this reason, an allowed ar ...for the Area you just created. Use the mouse to draw out a rectangle for the area.
    4 KB (589 words) - 18:33, 14 January 2023
  • ...out a well-designed colony to support them, your colonists will be left to the mercy of hunger, [[disease]], marauding [[raider]]s, and even worse threats ...ach the base from its exterior entrance(s). It also means less exposure to the outside elements when dealing with especially hot or cold biomes. However,
    3 KB (565 words) - 04:37, 24 January 2024
  • * Hid the [[trait]] system to avoid confusion (since traits do nothing). * Rewrote storage square management system to use the generalized work reservation manager.
    2 KB (338 words) - 02:51, 7 November 2023
  • "My game broke/crashed/the UI is gone/froze, what do I do?" ...ated since you last played, if a game that was running fine suddenly broke the next time you loaded it.
    8 KB (1,376 words) - 05:07, 7 May 2022
  • ...trictions of the [[colonist]] in question and may either enhance or impair the colonist's competence regarding specific [[skills]]. ...nt in keeping the player-created backstories in that format vs just having the characters etc.}}
    5 KB (731 words) - 22:36, 15 April 2024
  • [[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]] A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming applianc
    5 KB (586 words) - 11:21, 12 April 2024
  • ...round it while producing energy. If all terrain in the radius is polluted, the generator will shut down. {{Info|The '''toxifier generator''' is a [[power]] generator added by the [[Biotech DLC]].}}
    4 KB (606 words) - 07:50, 16 March 2024
  • ...fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. ...ologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, a
    7 KB (1,108 words) - 04:13, 7 November 2023
  • This guide explains the application startup sequence of RimWorld. ...such as the '''#mod-development''' channel on [https://discord.gg/rimworld the RimWorld Discord].
    11 KB (1,095 words) - 22:17, 10 February 2024
  • ...autosaves, the save names are automatically labeled as "Autosave-#", with the number incrementing by one for every autosave stored. ...nfo will be displayed in yellow, rather than the standard grey (as seen in the image).
    12 KB (1,708 words) - 09:15, 15 January 2024
  • Comms consoles can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research proje ...will send the pawn to the console. Once the colonist reaches the console, the selected contact will be activated. Pawns that are [[incapable|incapable of
    7 KB (1,038 words) - 14:04, 27 December 2023
  • ...ge to the items in question, and can result in the eventual destruction of the item. ...m taking damage from projectiles, explosions, or [[fire]] - they all lower the same HP total, so they all stack with each other.
    7 KB (1,069 words) - 02:39, 24 October 2023
  • [[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
  • * Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter * [[Power conduit|Conduit]] explosions (the [[Events#Zzztt...|Zzztt...]] event) will cause fire.
    10 KB (1,606 words) - 05:54, 6 March 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
  • ''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].'' With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by
    13 KB (1,965 words) - 20:53, 21 February 2024
  • ...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 (2,508 words) - 18:29, 6 April 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
  • ...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) - 15:54, 7 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
  • ...ame difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for. ...rytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.
    38 KB (5,513 words) - 06:44, 23 April 2024
  • ...ally'', perform that task and (depending on the task) gain skill points in the governing skill. ...y to boot. A colonist may need just a touch of something to be ''exactly'' the pawn your colony needs.
    37 KB (6,042 words) - 05:56, 4 May 2024
  • ...he ultimate go-to guide to building your [[colony]], for all stages of the game. ...ot very effectively. Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that as soon as possible.
    59 KB (9,977 words) - 02:46, 20 November 2023
  • | [PAWN_nameDef] graduated from the Star Academy with honors and distinguished himself as an ace fighter pilot | Ever the dreamer, [PAWN_nameDef] traveled across the universe to find the thing he felt was calling to him
    76 KB (10,252 words) - 18:35, 15 September 2022
  • ...rified|reverification]]. Also suggest: Replace some sections with links to the more specific guides than rehash existing guide content. E.g. [[Weapon Guid ...arch and resources necessary to build the spaceship. At this point of the game, you want to create a stable community that is self-sufficient and can reco
    55 KB (9,250 words) - 08:34, 9 January 2024
  • ...veryone! I have many people to be grateful to (many of whom I mentioned in the last update). If you’re playing an unmodded game, just keep playing. Version 1.0 will be compatible with un-modded savegames
    27 KB (3,995 words) - 04:11, 7 November 2023
  • ...imal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}} {{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude>
    52 KB (8,178 words) - 13:54, 24 April 2024
  • As there are more backstories than the wiki can display at once, this page is split into multiple parts. ...rehouse. Due to cloning technology, [PAWN_possessive] parents decided that the time looking for [PAWN_objective] was better spent on just cloning a better
    72 KB (9,892 words) - 00:44, 17 January 2023
  • ...s a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony. ...s for defense and visualizations of them, applicable to most stages of the game.
    100 KB (16,750 words) - 21:44, 24 April 2024
  • '''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. ...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
    90 KB (13,617 words) - 04:24, 9 May 2024
  • ...'' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restric Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.
    137 KB (20,181 words) - 08:27, 1 May 2024
  • ...trictions of the [[colonist]] in question and may either enhance or impair the colonist's competence regarding specific [[skills]]. ...ions to the player-created pawn list are occasionally awarded for merit to the community, such as to honor especially prolific mod authors or content crea
    364 KB (47,645 words) - 06:35, 4 December 2023
  • ...-host rimworlds, generated ideology and quest descriptions, archotech, and the starting scenarios}} ...have been published outlining the lore for new players. Keep in mind that the lore is being updated and that later releases retcon old ones. Old lore is
    108 KB (16,181 words) - 08:09, 9 January 2024