https://rimworldwiki.com/api.php?action=feedcontributions&user=Enystrom8734&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T18:30:35ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Version_history&diff=2002Version history2013-11-05T14:06:37Z<p>Enystrom8734: Updated versions</p>
<hr />
<div>{{TOCright}}<br />
<div style="display:none;"><onlyinclude>0.0.250C</onlyinclude></div><br />
=== Public Releases === <br />
----<br />
======0.0.250C======<br />
:November 3, 2013 - Pre-alpha backer release 1<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.245======<br />
:October 29, 2013 - Pre-alpha press release 2<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.232======<br />
:October 16, 2013 - Pre-alpha press release 1<br />
----<br />
<br /><br /><br />
<br />
=== Internal Version ===<br />
----<br />
======0.0.250======<br />
:November 3, 2013<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.249A======<br />
:November 2, 2013<br />
:&#8226; Added video quality levels. Mostly it just turns off AA.<br />
:&#8226; T and G are now zoom keys<br />
:&#8226; Traders now stay around for two days, not a half day.<br />
:&#8226; Reorganized options menu.<br />
:&#8226; Fixed various bugs<br />
----<br />
======0.0.248======<br />
:November 1, 2013<br />
:&#8226; Split repair from construction<br />
:&#8226; Beating the fire on a burning pawn stuns them.<br />
:&#8226; Firefighters will extinguish nearby friendly pawns even outside home zones.<br />
:&#8226; Melee attacks incap more than guns and explosives.<br />
:&#8226; Cannot speed up time while a colonist is on fire<br />
:&#8226; Short throws will no longer have large inaccuracies<br />
:&#8226; Redid how the game uncovers fog at map start.<br />
:&#8226; Bugfixes.<br />
----<br />
======0.0.247======<br />
:October 31, 2013<br />
:&#8226; Totally refactored how equipment and verbs are managed under the hood.<br />
----<br />
======0.0.245======<br />
:October 29, 2013<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.243======<br />
:October 27, 2013<br />
:&#8226; You can now prioritize colonists’ tasks individually.<br />
:&#8226; Levels now cap at 20 (as designed).<br />
:&#8226; Power connectors report power net status.<br />
:&#8226; You can now dump meals in dumping areas.<br />
:&#8226; You can now click on names in the overview to center on the colonist.<br />
:&#8226; Overview now displays health of wounded colonists.<br />
:&#8226; Optimizations and bugfixes.<br />
----<br />
======0.0.241======<br />
:October 25, 2013<br />
:&#8226; Hid the trait system to avoid confusion (since traits do nothing).<br />
:&#8226; All weapons now have unique graphics.<br />
:&#8226; Rewrote storage square management system to use the generalized work reservation manager.<br />
:&#8226; Lots of bugfixes.<br />
----<br />
======0.0.240======<br />
:October 24, 2013<br />
:&#8226; Added map size adjustment in an advanced menu at game start.<br />
:&#8226; Fast-forwarding is disabled during combat where you are under attack.<br />
:&#8226; Added max selection size and max drag designate size.<br />
:&#8226; Added raiders: sniper squad and mercenary squad.<br />
:&#8226; Balanced down hydroponics growth rate.<br />
:&#8226; Charged batteries now explode while burning.<br />
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.<br />
:&#8226; Rebalanced shooting and melee to make skill more important.<br />
:&#8226; Drafted colonists no longer interrupt when melee attacked.<br />
:&#8226; Traders are now rarer but carry more goods.<br />
:&#8226; Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.<br />
:&#8226; Smoothed out and softened how AI Storytellers handle colony population.<br />
:&#8226; Colonists now gain bad thoughts from sleeping outside.<br />
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting<br />
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking<br />
:&#8226; Added credits screen.<br />
:&#8226; Replaced all noncommercial free sounds and attributed those under attribution licenses.<br />
:&#8226; Various bugfixes and balance adjustments.<br />
----<br />
<br />
==References==<br />
<sup>[1]</sup> [https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub New perma-changelog].</div>Enystrom8734https://rimworldwiki.com/index.php?title=Version_history&diff=1995Version history2013-11-04T19:48:25Z<p>Enystrom8734: Updated version</p>
<hr />
<div>{{TOCright}}<br />
<div style="display:none;"><onlyinclude>0.0.250C</onlyinclude></div><br />
=== Public Releases === <br />
----<br />
======0.0.250C======<br />
:November 3, 2013 - Pre-alpha press release 2<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.245======<br />
:October 29, 2013 - Pre-alpha press release 2<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.232======<br />
:October 16, 2013 - Pre-alpha press release 1<br />
----<br />
<br /><br /><br />
<br />
=== Internal Version ===<br />
----<br />
======0.0.250======<br />
:November 3, 2013<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.249A======<br />
:November 2, 2013<br />
:&#8226; Added video quality levels. Mostly it just turns off AA.<br />
:&#8226; T and G are now zoom keys<br />
:&#8226; Traders now stay around for two days, not a half day.<br />
:&#8226; Reorganized options menu.<br />
:&#8226; Fixed various bugs<br />
----<br />
======0.0.248======<br />
:November 1, 2013<br />
:&#8226; Split repair from construction<br />
:&#8226; Beating the fire on a burning pawn stuns them.<br />
:&#8226; Firefighters will extinguish nearby friendly pawns even outside home zones.<br />
:&#8226; Melee attacks incap more than guns and explosives.<br />
:&#8226; Cannot speed up time while a colonist is on fire<br />
:&#8226; Short throws will no longer have large inaccuracies<br />
:&#8226; Redid how the game uncovers fog at map start.<br />
:&#8226; Bugfixes.<br />
----<br />
======0.0.247======<br />
:October 31, 2013<br />
:&#8226; Totally refactored how equipment and verbs are managed under the hood.<br />
----<br />
======0.0.245======<br />
:October 29, 2013<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.243======<br />
:October 27, 2013<br />
:&#8226; You can now prioritize colonists’ tasks individually.<br />
:&#8226; Levels now cap at 20 (as designed).<br />
:&#8226; Power connectors report power net status.<br />
:&#8226; You can now dump meals in dumping areas.<br />
:&#8226; You can now click on names in the overview to center on the colonist.<br />
:&#8226; Overview now displays health of wounded colonists.<br />
:&#8226; Optimizations and bugfixes.<br />
----<br />
======0.0.241======<br />
:October 25, 2013<br />
:&#8226; Hid the trait system to avoid confusion (since traits do nothing).<br />
:&#8226; All weapons now have unique graphics.<br />
:&#8226; Rewrote storage square management system to use the generalized work reservation manager.<br />
:&#8226; Lots of bugfixes.<br />
----<br />
======0.0.240======<br />
:October 24, 2013<br />
:&#8226; Added map size adjustment in an advanced menu at game start.<br />
:&#8226; Fast-forwarding is disabled during combat where you are under attack.<br />
:&#8226; Added max selection size and max drag designate size.<br />
:&#8226; Added raiders: sniper squad and mercenary squad.<br />
:&#8226; Balanced down hydroponics growth rate.<br />
:&#8226; Charged batteries now explode while burning.<br />
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.<br />
:&#8226; Rebalanced shooting and melee to make skill more important.<br />
:&#8226; Drafted colonists no longer interrupt when melee attacked.<br />
:&#8226; Traders are now rarer but carry more goods.<br />
:&#8226; Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.<br />
:&#8226; Smoothed out and softened how AI Storytellers handle colony population.<br />
:&#8226; Colonists now gain bad thoughts from sleeping outside.<br />
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting<br />
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking<br />
:&#8226; Added credits screen.<br />
:&#8226; Replaced all noncommercial free sounds and attributed those under attribution licenses.<br />
:&#8226; Various bugfixes and balance adjustments.<br />
----<br />
<br />
==References==<br />
<sup>[1]</sup> [https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub New perma-changelog].</div>Enystrom8734https://rimworldwiki.com/index.php?title=Version_history&diff=1994Version history2013-11-04T16:30:27Z<p>Enystrom8734: </p>
<hr />
<div>{{TOCright}}<br />
<div style="display:none;"><onlyinclude>0.0.245</onlyinclude></div><br />
=== Public Releases === <br />
----<br />
======0.0.245======<br />
:October 29, 2013 - Pre-alpha press release 2<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.232======<br />
:October 16, 2013 - Pre-alpha press release 1<br />
----<br />
<br /><br /><br />
<br />
=== Internal Version ===<br />
----<br />
======0.0.250======<br />
:November 3, 2013<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.249A======<br />
:November 2, 2013<br />
:&#8226; Added video quality levels. Mostly it just turns off AA.<br />
:&#8226; T and G are now zoom keys<br />
:&#8226; Traders now stay around for two days, not a half day.<br />
:&#8226; Reorganized options menu.<br />
:&#8226; Fixed various bugs<br />
----<br />
======0.0.248======<br />
:November 1, 2013<br />
:&#8226; Split repair from construction<br />
:&#8226; Beating the fire on a burning pawn stuns them.<br />
:&#8226; Firefighters will extinguish nearby friendly pawns even outside home zones.<br />
:&#8226; Melee attacks incap more than guns and explosives.<br />
:&#8226; Cannot speed up time while a colonist is on fire<br />
:&#8226; Short throws will no longer have large inaccuracies<br />
:&#8226; Redid how the game uncovers fog at map start.<br />
:&#8226; Bugfixes.<br />
----<br />
======0.0.247======<br />
:October 31, 2013<br />
:&#8226; Totally refactored how equipment and verbs are managed under the hood.<br />
----<br />
======0.0.245======<br />
:October 29, 2013<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.243======<br />
:October 27, 2013<br />
:&#8226; You can now prioritize colonists’ tasks individually.<br />
:&#8226; Levels now cap at 20 (as designed).<br />
:&#8226; Power connectors report power net status.<br />
:&#8226; You can now dump meals in dumping areas.<br />
:&#8226; You can now click on names in the overview to center on the colonist.<br />
:&#8226; Overview now displays health of wounded colonists.<br />
:&#8226; Optimizations and bugfixes.<br />
----<br />
======0.0.241======<br />
:October 25, 2013<br />
:&#8226; Hid the trait system to avoid confusion (since traits do nothing).<br />
:&#8226; All weapons now have unique graphics.<br />
:&#8226; Rewrote storage square management system to use the generalized work reservation manager.<br />
:&#8226; Lots of bugfixes.<br />
----<br />
======0.0.240======<br />
:October 24, 2013<br />
:&#8226; Added map size adjustment in an advanced menu at game start.<br />
:&#8226; Fast-forwarding is disabled during combat where you are under attack.<br />
:&#8226; Added max selection size and max drag designate size.<br />
:&#8226; Added raiders: sniper squad and mercenary squad.<br />
:&#8226; Balanced down hydroponics growth rate.<br />
:&#8226; Charged batteries now explode while burning.<br />
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.<br />
:&#8226; Rebalanced shooting and melee to make skill more important.<br />
:&#8226; Drafted colonists no longer interrupt when melee attacked.<br />
:&#8226; Traders are now rarer but carry more goods.<br />
:&#8226; Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.<br />
:&#8226; Smoothed out and softened how AI Storytellers handle colony population.<br />
:&#8226; Colonists now gain bad thoughts from sleeping outside.<br />
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting<br />
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking<br />
:&#8226; Added credits screen.<br />
:&#8226; Replaced all noncommercial free sounds and attributed those under attribution licenses.<br />
:&#8226; Various bugfixes and balance adjustments.<br />
----<br />
<br />
==References==<br />
<sup>[1]</sup> [https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub New perma-changelog].</div>Enystrom8734https://rimworldwiki.com/index.php?title=Version_history&diff=1993Version history2013-11-04T16:28:43Z<p>Enystrom8734: /* Public Releases */</p>
<hr />
<div>{{TOCright}}<br />
<div style="display:none;"><onlyinclude>0.0.232</onlyinclude></div><br />
=== Public Releases === <br />
----<br />
======0.0.245======<br />
:October 29, 2013 - Pre-alpha press release 2<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.232======<br />
:October 16, 2013 - Pre-alpha press release 1<br />
----<br />
<br /><br /><br />
<br />
=== Internal Version ===<br />
----<br />
======0.0.250======<br />
:November 3, 2013<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.249A======<br />
:November 2, 2013<br />
:&#8226; Added video quality levels. Mostly it just turns off AA.<br />
:&#8226; T and G are now zoom keys<br />
:&#8226; Traders now stay around for two days, not a half day.<br />
:&#8226; Reorganized options menu.<br />
:&#8226; Fixed various bugs<br />
----<br />
======0.0.248======<br />
:November 1, 2013<br />
:&#8226; Split repair from construction<br />
:&#8226; Beating the fire on a burning pawn stuns them.<br />
:&#8226; Firefighters will extinguish nearby friendly pawns even outside home zones.<br />
:&#8226; Melee attacks incap more than guns and explosives.<br />
:&#8226; Cannot speed up time while a colonist is on fire<br />
:&#8226; Short throws will no longer have large inaccuracies<br />
:&#8226; Redid how the game uncovers fog at map start.<br />
:&#8226; Bugfixes.<br />
----<br />
======0.0.247======<br />
:October 31, 2013<br />
:&#8226; Totally refactored how equipment and verbs are managed under the hood.<br />
----<br />
======0.0.245======<br />
:October 29, 2013<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.243======<br />
:October 27, 2013<br />
:&#8226; You can now prioritize colonists’ tasks individually.<br />
:&#8226; Levels now cap at 20 (as designed).<br />
:&#8226; Power connectors report power net status.<br />
:&#8226; You can now dump meals in dumping areas.<br />
:&#8226; You can now click on names in the overview to center on the colonist.<br />
:&#8226; Overview now displays health of wounded colonists.<br />
:&#8226; Optimizations and bugfixes.<br />
----<br />
======0.0.241======<br />
:October 25, 2013<br />
:&#8226; Hid the trait system to avoid confusion (since traits do nothing).<br />
:&#8226; All weapons now have unique graphics.<br />
:&#8226; Rewrote storage square management system to use the generalized work reservation manager.<br />
:&#8226; Lots of bugfixes.<br />
----<br />
======0.0.240======<br />
:October 24, 2013<br />
:&#8226; Added map size adjustment in an advanced menu at game start.<br />
:&#8226; Fast-forwarding is disabled during combat where you are under attack.<br />
:&#8226; Added max selection size and max drag designate size.<br />
:&#8226; Added raiders: sniper squad and mercenary squad.<br />
:&#8226; Balanced down hydroponics growth rate.<br />
:&#8226; Charged batteries now explode while burning.<br />
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.<br />
:&#8226; Rebalanced shooting and melee to make skill more important.<br />
:&#8226; Drafted colonists no longer interrupt when melee attacked.<br />
:&#8226; Traders are now rarer but carry more goods.<br />
:&#8226; Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.<br />
:&#8226; Smoothed out and softened how AI Storytellers handle colony population.<br />
:&#8226; Colonists now gain bad thoughts from sleeping outside.<br />
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting<br />
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking<br />
:&#8226; Added credits screen.<br />
:&#8226; Replaced all noncommercial free sounds and attributed those under attribution licenses.<br />
:&#8226; Various bugfixes and balance adjustments.<br />
----<br />
<br />
==References==<br />
<sup>[1]</sup> [https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub New perma-changelog].</div>Enystrom8734https://rimworldwiki.com/index.php?title=Version_history&diff=1992Version history2013-11-04T16:27:40Z<p>Enystrom8734: /* Public Releases */</p>
<hr />
<div>{{TOCright}}<br />
<div style="display:none;"><onlyinclude>0.0.232</onlyinclude></div><br />
=== Public Releases === <br />
----<br />
======0.0.232======<br />
:October 16, 2013 - Pre-alpha press release 1<br />
----<br />
<br /><br /><br />
<br />
=== Internal Version ===<br />
----<br />
======0.0.250======<br />
:November 3, 2013<br />
:&#8226; Reorganized enemy attack AI to acquire turret targets even without line of sight.<br />
:&#8226; Many bugfixes in prep for public alpha<br />
----<br />
======0.0.249A======<br />
:November 2, 2013<br />
:&#8226; Added video quality levels. Mostly it just turns off AA.<br />
:&#8226; T and G are now zoom keys<br />
:&#8226; Traders now stay around for two days, not a half day.<br />
:&#8226; Reorganized options menu.<br />
:&#8226; Fixed various bugs<br />
----<br />
======0.0.248======<br />
:November 1, 2013<br />
:&#8226; Split repair from construction<br />
:&#8226; Beating the fire on a burning pawn stuns them.<br />
:&#8226; Firefighters will extinguish nearby friendly pawns even outside home zones.<br />
:&#8226; Melee attacks incap more than guns and explosives.<br />
:&#8226; Cannot speed up time while a colonist is on fire<br />
:&#8226; Short throws will no longer have large inaccuracies<br />
:&#8226; Redid how the game uncovers fog at map start.<br />
:&#8226; Bugfixes.<br />
----<br />
======0.0.247======<br />
:October 31, 2013<br />
:&#8226; Totally refactored how equipment and verbs are managed under the hood.<br />
----<br />
======0.0.245======<br />
:October 29, 2013<br />
:&#8226; Plants and such no longer cover bullets as well as sandbags.<br />
:&#8226; Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.<br />
:&#8226; R-4 charge rifle now has a unique sound.<br />
:&#8226; Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).<br />
----<br />
======0.0.243======<br />
:October 27, 2013<br />
:&#8226; You can now prioritize colonists’ tasks individually.<br />
:&#8226; Levels now cap at 20 (as designed).<br />
:&#8226; Power connectors report power net status.<br />
:&#8226; You can now dump meals in dumping areas.<br />
:&#8226; You can now click on names in the overview to center on the colonist.<br />
:&#8226; Overview now displays health of wounded colonists.<br />
:&#8226; Optimizations and bugfixes.<br />
----<br />
======0.0.241======<br />
:October 25, 2013<br />
:&#8226; Hid the trait system to avoid confusion (since traits do nothing).<br />
:&#8226; All weapons now have unique graphics.<br />
:&#8226; Rewrote storage square management system to use the generalized work reservation manager.<br />
:&#8226; Lots of bugfixes.<br />
----<br />
======0.0.240======<br />
:October 24, 2013<br />
:&#8226; Added map size adjustment in an advanced menu at game start.<br />
:&#8226; Fast-forwarding is disabled during combat where you are under attack.<br />
:&#8226; Added max selection size and max drag designate size.<br />
:&#8226; Added raiders: sniper squad and mercenary squad.<br />
:&#8226; Balanced down hydroponics growth rate.<br />
:&#8226; Charged batteries now explode while burning.<br />
:&#8226; Some electrical devices now short-circuit and cause fires if left out in the rain while running.<br />
:&#8226; Split shooting accuracy breakdown into misses due to equipment and misses due to skill.<br />
:&#8226; Rebalanced shooting and melee to make skill more important.<br />
:&#8226; Drafted colonists no longer interrupt when melee attacked.<br />
:&#8226; Traders are now rarer but carry more goods.<br />
:&#8226; Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.<br />
:&#8226; Smoothed out and softened how AI Storytellers handle colony population.<br />
:&#8226; Colonists now gain bad thoughts from sleeping outside.<br />
:&#8226; Added skills (which do nothing yet): cooking, medicine, artistic, crafting<br />
:&#8226; Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking<br />
:&#8226; Added credits screen.<br />
:&#8226; Replaced all noncommercial free sounds and attributed those under attribution licenses.<br />
:&#8226; Various bugfixes and balance adjustments.<br />
----<br />
<br />
==References==<br />
<sup>[1]</sup> [https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub New perma-changelog].</div>Enystrom8734https://rimworldwiki.com/index.php?title=File:Equipment_M16.png&diff=1782File:Equipment M16.png2013-10-30T14:14:40Z<p>Enystrom8734: </p>
<hr />
<div></div>Enystrom8734https://rimworldwiki.com/index.php?title=File:Equipment_R4.png&diff=1781File:Equipment R4.png2013-10-30T14:13:34Z<p>Enystrom8734: </p>
<hr />
<div></div>Enystrom8734https://rimworldwiki.com/index.php?title=Rifles&diff=1780Rifles2013-10-30T14:13:18Z<p>Enystrom8734: /* M-24 */</p>
<hr />
<div>===Lee-Enfield===<br />
[[File:Equipment_LeeEnfield.png|left]]A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.<br />
<br />
The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.<br />
<br />
"''Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire.''"<br />
*Damage: '''18'''<br />
*Range: '''37'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$750''' (modified by [[trade]])<br />
<br />
===M-16===<br />
[[File:Equipment_M16.png|left]]Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. {{clr}}<br />
<br />
"''Ancient pattern military Weapon. Good range, low power, high rate of fire.''"<br />
*Damage: '''7'''<br />
*Range: '''32'''<br />
*Accuracy: '''7'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$1300''' (modified by [[trade]])<br />
<br />
===R4 Charge rifle===<br />
[[File:Equipment_R4.png|left]]Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.<br />
{{clr}}<br />
<br />
"''Phase-charging energy/projectile rifle.''"<br />
*Damage: '''14'''<br />
*Range: '''24'''<br />
*Accuracy: '''6'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$2000''' (modified by [[trade]])<br />
<br />
===M-24===<br />
[[File:Equipment_M24.png|left]]An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.<br />
{{clr}}<br />
<br />
"''Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.''"<br />
*Damage: '''50'''<br />
*Range: '''45'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1500''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=Rifles&diff=1779Rifles2013-10-30T14:13:08Z<p>Enystrom8734: /* R4 Charge rifle */</p>
<hr />
<div>===Lee-Enfield===<br />
[[File:Equipment_LeeEnfield.png|left]]A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.<br />
<br />
The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.<br />
<br />
"''Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire.''"<br />
*Damage: '''18'''<br />
*Range: '''37'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$750''' (modified by [[trade]])<br />
<br />
===M-16===<br />
[[File:Equipment_M16.png|left]]Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. {{clr}}<br />
<br />
"''Ancient pattern military Weapon. Good range, low power, high rate of fire.''"<br />
*Damage: '''7'''<br />
*Range: '''32'''<br />
*Accuracy: '''7'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$1300''' (modified by [[trade]])<br />
<br />
===R4 Charge rifle===<br />
[[File:Equipment_R4.png|left]]Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.<br />
{{clr}}<br />
<br />
"''Phase-charging energy/projectile rifle.''"<br />
*Damage: '''14'''<br />
*Range: '''24'''<br />
*Accuracy: '''6'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$2000''' (modified by [[trade]])<br />
<br />
===M-24===<br />
[[File:Equipment_Rifle.png|left]]An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.<br />
{{clr}}<br />
<br />
"''Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.''"<br />
*Damage: '''50'''<br />
*Range: '''45'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1500''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=Rifles&diff=1778Rifles2013-10-30T14:12:44Z<p>Enystrom8734: /* M-16 */</p>
<hr />
<div>===Lee-Enfield===<br />
[[File:Equipment_LeeEnfield.png|left]]A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.<br />
<br />
The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.<br />
<br />
"''Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire.''"<br />
*Damage: '''18'''<br />
*Range: '''37'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$750''' (modified by [[trade]])<br />
<br />
===M-16===<br />
[[File:Equipment_M16.png|left]]Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. {{clr}}<br />
<br />
"''Ancient pattern military Weapon. Good range, low power, high rate of fire.''"<br />
*Damage: '''7'''<br />
*Range: '''32'''<br />
*Accuracy: '''7'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$1300''' (modified by [[trade]])<br />
<br />
===R4 Charge rifle===<br />
[[File:Equipment_Rifle.png|left]]Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.<br />
{{clr}}<br />
<br />
"''Phase-charging energy/projectile rifle.''"<br />
*Damage: '''14'''<br />
*Range: '''24'''<br />
*Accuracy: '''6'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$2000''' (modified by [[trade]])<br />
<br />
<br />
===M-24===<br />
[[File:Equipment_Rifle.png|left]]An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.<br />
{{clr}}<br />
<br />
"''Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.''"<br />
*Damage: '''50'''<br />
*Range: '''45'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1500''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=Rifles&diff=1777Rifles2013-10-30T14:12:31Z<p>Enystrom8734: /* Lee-Enfield */</p>
<hr />
<div>===Lee-Enfield===<br />
[[File:Equipment_LeeEnfield.png|left]]A slow reloading rifle able to take out target from a long range. In close quarters combat, it's slow handling makes it less valuable than a Uzi, a Shotgun or even a Pistol, but a colonist armed with a Lee-Enfield has the ability to run away from short range to take cover behind distant cover and fire accurate rounds without possibility of retaliation.<br />
<br />
The Lee-Enfield outranges the automatic turrets, forcing colonists to expose themselves to take an rifle-armed raider out.<br />
<br />
"''Ancient bolt-action rifle. Probably pulled from a basement somewhere. Good range, good power, low rate of fire.''"<br />
*Damage: '''18'''<br />
*Range: '''37'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$750''' (modified by [[trade]])<br />
<br />
===M-16===<br />
[[File:Equipment_Rifle.png|left]]Compromise between a slow firing rifle and a short-ranged machinegun, the M-16 can keep enemies in check at a range most weapons can't fire at. Its low power prevents it to be the ultimate weapon, however. {{clr}}<br />
<br />
"''Ancient pattern military Weapon. Good range, low power, high rate of fire.''"<br />
*Damage: '''7'''<br />
*Range: '''32'''<br />
*Accuracy: '''7'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$1300''' (modified by [[trade]])<br />
<br />
<br />
===R4 Charge rifle===<br />
[[File:Equipment_Rifle.png|left]]Conventional assault rifle, great improvement over the Uzi. Good against packed enemies even though it also can dish out huge damage to single targets.<br />
{{clr}}<br />
<br />
"''Phase-charging energy/projectile rifle.''"<br />
*Damage: '''14'''<br />
*Range: '''24'''<br />
*Accuracy: '''6'''<br />
*'''Automatic fire'''. Shots per burst: '''3'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$2000''' (modified by [[trade]])<br />
<br />
<br />
===M-24===<br />
[[File:Equipment_Rifle.png|left]]An upgraded version of the Lee-Enfield rifle. Same limitations regarding close-quarter combat, but better qualities regarding range and power.<br />
{{clr}}<br />
<br />
"''Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.''"<br />
*Damage: '''50'''<br />
*Range: '''45'''<br />
*Accuracy: '''9'''<br />
*'''Single-shot'''<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1500''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=Single-Shot_Weapons&diff=1776Single-Shot Weapons2013-10-30T14:12:04Z<p>Enystrom8734: /* T9 Incendiary Launcher */</p>
<hr />
<div>===Pistol===<br />
[[File:Equipment_Pistol.png|left]]The basic weapon of the game.<br /><br />
Your first pistol is given to you upon first landing, it's lying on the ground waiting for a colonists to be assigned its owner, or for an equipment rack to be stored in. It has a fast single-round firing speed, but has a medium range and low damage.<br />
<br />
"''Ancient pattern automatic pistol. Weak and short range, but quick.''"<br />
*Damage: '''10'''<br />
*Range: '''24'''<br />
*Accuracy: '''4'''<br />
*'''Single-shot'''<br />
*Handling: '''Quick'''<br />
*Usual price: '''$250''' (modified by [[trade]])<br />
<br />
<br />
===Pump shotgun===<br />
[[File:Equipment_Shotgun.png|left]]A good weapon if you can get close, useless in the open or against rifles.<br />
{{clr}}<br />
<br />
"''Ancient design. Deadly, but short range.''"<br />
*Damage: '''20'''<br />
*Range: '''16'''<br />
*Accuracy: '''7'''<br />
*'''Single-shot'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$700''' (modified by [[trade]])<br />
<br />
===T9 Incendiary Launcher===<br />
[[File:Equipment_T9_Incendiary.png|left]]Single-shot rifle that sets its target, either living or ground, on fire. Its low base damage is compensated by the damage over time of the fire if not put out quickly. Effective against wild life since it burns their remains, leaving no trace behind. {{clr}}<br />
<br />
"''Incendiary bolt launcher. Starts fires.''"<br />
*Damage: '''4'''<br />
*Range: '''24'''<br />
*Accuracy: '''1'''<br />
*Single shot<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1800''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=Single-Shot_Weapons&diff=1775Single-Shot Weapons2013-10-30T14:11:49Z<p>Enystrom8734: /* Pump shotgun */</p>
<hr />
<div>===Pistol===<br />
[[File:Equipment_Pistol.png|left]]The basic weapon of the game.<br /><br />
Your first pistol is given to you upon first landing, it's lying on the ground waiting for a colonists to be assigned its owner, or for an equipment rack to be stored in. It has a fast single-round firing speed, but has a medium range and low damage.<br />
<br />
"''Ancient pattern automatic pistol. Weak and short range, but quick.''"<br />
*Damage: '''10'''<br />
*Range: '''24'''<br />
*Accuracy: '''4'''<br />
*'''Single-shot'''<br />
*Handling: '''Quick'''<br />
*Usual price: '''$250''' (modified by [[trade]])<br />
<br />
<br />
===Pump shotgun===<br />
[[File:Equipment_Shotgun.png|left]]A good weapon if you can get close, useless in the open or against rifles.<br />
{{clr}}<br />
<br />
"''Ancient design. Deadly, but short range.''"<br />
*Damage: '''20'''<br />
*Range: '''16'''<br />
*Accuracy: '''7'''<br />
*'''Single-shot'''<br />
*Handling: '''Normal'''<br />
*Usual price: '''$700''' (modified by [[trade]])<br />
<br />
===T9 Incendiary Launcher===<br />
[[File:Equipment_Rifle.png|left]]Single-shot rifle that sets its target, either living or ground, on fire. Its low base damage is compensated by the damage over time of the fire if not put out quickly. Effective against wild life since it burns their remains, leaving no trace behind. {{clr}}<br />
<br />
"''Incendiary bolt launcher. Starts fires.''"<br />
*Damage: '''4'''<br />
*Range: '''24'''<br />
*Accuracy: '''1'''<br />
*Single shot<br />
*Handling: '''Slow'''<br />
*Usual price: '''$1800''' (modified by [[trade]])</div>Enystrom8734https://rimworldwiki.com/index.php?title=File:Equipment_Shotgun.png&diff=1772File:Equipment Shotgun.png2013-10-30T14:09:55Z<p>Enystrom8734: Shotgun</p>
<hr />
<div>Shotgun</div>Enystrom8734https://rimworldwiki.com/index.php?title=File:Equipment_M24.png&diff=1771File:Equipment M24.png2013-10-30T14:09:24Z<p>Enystrom8734: M-24 Rifle</p>
<hr />
<div>M-24 Rifle</div>Enystrom8734https://rimworldwiki.com/index.php?title=File:Equipment_Grenades.png&diff=1768File:Equipment Grenades.png2013-10-30T14:04:15Z<p>Enystrom8734: Enystrom8734 uploaded a new version of &quot;File:Equipment Grenades.png&quot;</p>
<hr />
<div>MsUpload</div>Enystrom8734https://rimworldwiki.com/index.php?title=Main_Page&diff=1751Main Page2013-10-28T13:07:02Z<p>Enystrom8734: </p>
<hr />
<div>__NOTITLE__<br />
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<!-- <div style="position:relative; font-family: EasonPro, Helvetica, Arial, sans-serif; font-size: 1.7em; line-height: 30px; margin:0.5em; text-align:center;">Welcome to the official '''RimWorld''' Wiki !</div> --><br />
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[[File:Logo1_temp.png|RimWorld Logo]]<br />
<br><br />
<div style="text-align: left; margin: 0 1.5em;"><br />
'''[http://rimworldgame.com RimWorld]''' is an indie space colony management game developed by [http://ludeon.com/blog/studio/ '''Ludeon Studios'''], an Ottawa-based game studio founded by [http://tynansylvester.com/ '''Tynan Sylvester''']. Tynan is a game designer and used to work at Irrational Games developing the Bioshock franchise.<br><br>If you want to find out what '''RimWorld''' looks like, watch some '''[[video]]s'''.<br />
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| class="content" id="newsblock" style="vertical-align: top; background-color: #e7e7e7;"| <br />
<span>Latest version is [[Version|'''0.0.243b''']]</span><br />
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| width="33%" style="border-right: #aaa solid 1px; padding: 7px 0;" | [[Version|Version history]]<br />
| width="34%" style="border-right: #aaa solid 1px;" | [[Upcoming_features|Upcoming Features]]<br />
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! width="33%" | Game Basics<br />
! colspan="2" | Gameplay Elements<br />
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| class="content separator" style="border-right: #aaa solid 1px; vertical-align: top;" |<br />
<!--1: content--><br />
<div style="text-align: left; margin: 0 1.5em;"><br />
[[Running the game]]<br />
:▪ [[Controls]] ▪ [[User interface]] <br />
[[AI_Storytellers|AI Storyteller]] <br />
:▪ [[AI_Cassandra|Cassandra]] ▪ [[AI_Kassandra|Kassandra]] ▪ [[AI_Phoebe|Phoebe]] ▪ [[AI_Randy|Randy]]<br />
[[Characters]]<br />
:▪ [[Skills]] ▪ [[Backstories]] ▪ [[Traits]]<br />
[[Architect]]<br />
:▪ [[Orders]] ▪ [[Areas]] ▪ [[Structures|Structure]] ▪ [[Buildings]] ▪ [[Security]] ▪ [[Furniture]]<br />
[[Overview]] • [[Research]] • [[Codex]] • [[Events]]<br />
</div><br />
| class="content separator" style="vertical-align: top;" |<br />
<!--2: content--><br />
<div style="text-align: left; margin: 0 1.5em;"><br />
[[Animals]]<br />
:▪ [[Squirrel]] ▪ [[Boomrat]] ▪ [[Muffalo]]<br />
[[Plants]]<br />
:▪ [[Accele-potato plant]] ▪ [[Agave]] ▪ [[Bush]] ▪ [[Dandelions]] ▪ [[Daylily]] ▪ [[Pincushion cactus]] ▪ [[Potato plant]] ▪ [[Poverty grass]] ([[Poverty grass seed|seed]]) ▪ [[Raspberry bush]] ▪ [[Saguaro cactus]]<br />
[[Characters|Colonists]]<br />
:▪ [[Prisoners]] ▪ [[Travelers]] ▪ [[Raiders]]<br />
[[Weapons]]<br />
:▪ [[Single shot]] ▪ [[SMG|Sub-Machine Guns]] ▪ [[Rifles]] ▪ [[Thrown]]<br />
[[Areas]] <br />
:▪ [[Growing area|Growing]] ▪ [[Dumping area|Dumping]] ▪ [[Stockpile area|Stockpile]]<br />
</div><br />
| class="content" style="vertical-align: top;"|<br />
<!--3: content--><br />
<div style="text-align: left; margin: 0 1.5em;"><br />
[[Structure]] <br />
:▪ [[Power conduit]] ▪ [[Door]] ▪ [[Wall]] ▪ [[Sandbags]]<br />
: [[Ground]] ([[Paved tile]] ▪ [[Metal tile]] ▪ [[Concrete]] ▪ [[Smooth stone]] ▪ [[Carpets]])<br />
[[Buildings]] <br />
:▪ [[Grave]] ▪ [[Battery]] ▪ [[Nutrient paste dispenser]] ▪ [[Geothermal generator]] ▪ [[Comms console]] ▪ [[Solar generator]]<br />
[[Security]] <br />
:▪ [[Auto-turret]] ▪ [[Blasting charges]]<br />
[[Furniture]]<br />
:▪ [[Research bench]] ▪ [[Plant pot]] ▪ [[Hydroponics table]] ▪ [[Chair]] ▪ [[Drop beacon]] ▪ [[Equipment rack]] ▪ [[Standing lamp]] ▪ [[Table (short)|Table]] ([[Table (long)|long]]) ▪ [[Bed]] ▪ [[Sleeping spot]] ▪ [[Sun lamp]]<br />
</div><br />
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</div></div>Enystrom8734https://rimworldwiki.com/index.php?title=User:AcDie&diff=1641User:AcDie2013-10-26T01:34:38Z<p>Enystrom8734: </p>
<hr />
<div>*Language - Russian / English<br />
*Location - Russia / Moscow<br />
*Age - 31<br />
Contact:<br />
*Skype - skirill82<br />
*ICQ - 874430<br />
*GTalk - skirill82@gmail.com<br />
*Jabber/XMPP - skirill82@jabber.ru<br />
<br />
<br />
"Awesome wiki design master" --[[User:Enystrom8734|Nystrom]] ([[User talk:Enystrom8734|talk]]) 21:34, 25 October 2013 (EDT)</div>Enystrom8734https://rimworldwiki.com/index.php?title=User:AcDie&diff=1640User:AcDie2013-10-26T01:34:27Z<p>Enystrom8734: </p>
<hr />
<div>*Language - Russian / English<br />
*Location - Russia / Moscow<br />
*Age - 31<br />
Contact:<br />
*Skype - skirill82<br />
*ICQ - 874430<br />
*GTalk - skirill82@gmail.com<br />
*Jabber/XMPP - skirill82@jabber.ru<br />
<br />
<br />
Awesome wiki design master --[[User:Enystrom8734|Nystrom]] ([[User talk:Enystrom8734|talk]]) 21:34, 25 October 2013 (EDT)</div>Enystrom8734https://rimworldwiki.com/index.php?title=Power&diff=732Power2013-10-17T12:53:32Z<p>Enystrom8734: /* Appliances */</p>
<hr />
<div>In RimWorld, electricity is the key to survival. Most vital [[structures]] and [[buildings]] require power, and building an efficient power grid is the key to success.<br />
==Power generators==<br />
===Solar generator===<br />
See also: [[Buildings#Solar generator|Solar generator]]<br />
<br />
[[File:SolarCollector.png|64px|left]]Solar panels are a cheap first way of producing power from the limitless energy of the Sun.<br />
The drawback is that they don't work during the night or during eclipses, requiring [[Buildings#Batteries|batteries]] to power lights and turrets when there is no sunlight available.<br />
{{Clr}}<br />
<br />
<br />
----<br />
<br />
===Geothermal generator===<br />
See also: [[Buildings#Geothermal generator|Geothermal generator]]<br />
<br />
[[File:GeothermalPlant.png|80px|left]]A Geothermal generator is a very good and reliable power source drawing its energy from the heat of the planet's core.<br />
It produces a lot of power all day round but it is more expensive to build than solar generator and it has to be placed on geothermal geysers.<br />
Those geysers are placed at random, sometimes not even occurring at all, and are usually positioned far from the initial landing zone.<br />
<br /><br />
This makes geothermal generators either a valuable asset far from the safety of the core base, or necessitates a base relocation to a zone harder to defend against [[raiders]].<br />
<br />
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"<br />
|+Power generator summary<br />
|-<br />
! scope="col"|Type<br />
! scope="col" style="text-align: center;"|Cost<br />
! scope="col" style="text-align: center;"|Size<br />
! scope="col" style="text-align: right;"|Power output<br />
! scope="col" style="text-align:center;"|Day<br />
! scope="col" style="text-align:center;"|Night<br />
! scope="col"|Placing<br />
|-<br />
|Solar<br />
| style="text-align:right;"|80 [[Resources#Metal|Metal]]<br />
| style="text-align: center;"|2x2<br />
| style="text-align:right;"|1500 W<br />
| style="text-align:center;"|✓<br />
| style="text-align:center;"|✗<br />
|Free<br />
|-<br />
|Geothermal<br />
| style="text-align:right;"|250 [[Resources#Metal|Metal]]<br />
| style="text-align: center;"|6x6<br />
| style="text-align:right;"|5000 W<br />
| style="text-align:center;"|✓<br />
| style="text-align:center;"|✓<br />
|On geysers<br />
|}<br />
<br />
==Power transfers==<br />
===Power conduit===<br />
See also: [[Power conduit]]<br />
<br />
A power conduit transmits power from generators or batteries to appliances.<br />
<br /><br />
It is a big cable that allows appliances to be powered up to 5 squares away from it.<br />
<br /><br />
A power conduit doesn't consume any power but takes some space on the floor, as most structures and buildings can't be built over it, except for solar generators and batteries.<br />
<br />
----<br />
<br />
===Wall===<br />
See also: [[Structures#Wall|Wall]]<br />
<br />
[[File:Wall.png|32px|left]]Regarding power distribution, a wall works exactly the same way as a power conduit, also powering appliances up to 5 squares away from any powered section. If a wall section is unpowered, the game will show a notice until it is connected to the power grid, but there is no drawbacks to not connecting walls to the power grid.<br />
<br />
----<br />
<br />
===Door===<br />
See also: [[Structures#Door|Door]]<br />
<br />
[[File:Door.png|32px|left]]Doors allow passage in a 1 square opening in a built wall or cave wall.<br />
It acts like a power conduit and needs a direct link to a wall or to a power conduit to open and close quickly and distribute power.<br />
If not powered, it will still open, but much slower.<br />
<br />
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"<br />
|+Power transfers summary<br />
|-<br />
! scope="col"|Item<br />
! scope="col" style="text-align:center;"|Cost<br />
! scope="col" style="text-align: center;"|Size<br />
! scope="col" style="text-align:center;"|Power needed<br />
! scope="col" style="text-align:center;"|Transmits power<br />
! scope="col" style="text-align: center;"|Powering distance<br />
! scope="col" style="text-align:center;"|Allows building<br />
! scope="col" style="text-align:center;"|Allows passage<br />
|-<br />
|Power conduit<br />
| style="text-align:right;"|1<span style="text-align:left;"> </span>[[Resources#Metal|Metal]]<br />
| style="text-align: center;"|1x1<br />
| style="text-align:center;"|✗<br />
| style="text-align:center;"|✓<br />
| style="text-align: center;"|5 squares<br />
| style="text-align:center;"|✗*<br />
| style="text-align:center;"|✓<br />
|-<br />
|Wall<br />
| style="text-align:right;"|3<span style="text-align:left;"> </span>[[Resources#Metal|Metal]]<br />
| style="text-align: center;"|1x1<br />
| style="text-align:center;"|✗<br />
| style="text-align:center;"|✓<br />
| style="text-align: center;"|5 squares<br />
| style="text-align:center;"|✗<br />
| style="text-align:center;"|✗<br />
|-<br />
|Door<br />
| style="text-align:right;"|25 [[Resources#Metal|Metal]]<br />
| style="text-align: center;"|1x1<br />
| style="text-align: center;"|50 W<br />
| style="text-align:center;"|✓<br />
| style="text-align: center;"|5 squares<br />
| style="text-align:center;"|✗<br />
| style="text-align:center;"|✓<br />
|}<br />
''* except for solar generator and battery''<br />
<br />
==Power storage==<br />
===Batteries===<br />
See also: [[Buildings#Battery|Batteries]]<br />
<br />
[[File:Battery.jpg|left]]Batteries play a very important part in the power grid of your base as it allows you to use power coming from solar generator all night long and offers a way to store energy coming from geothermal generators closer to your main base.<br />
A battery can only hold so much power, but it won't deplete over time if no appliance is connected to it.<br />
<br />
If a power generators' output exceeds appliances power consumption, excess power will be distributed evenly amongst all non-full connected batteries, charging all batteries at the same rate.<br />
Likewise, if power consumption exceeds power generation, all non-empty batteries will deplete at the same rate to fill the power gap.<br />
<br />
==Appliances==<br />
Appliances are [[structures]] or [[buildings]] that require power but don't transmit it.<br />
Appliances don't require a direct power cable/wall connection, they can be placed up to 5 squares away from them.<br />
When connected to the power grid, it can take a few moments before an appliance turns on.<br />
<br />
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%;"<br />
|+Appliances summary<br />
|-<br />
! scope="col"|Appliance<br />
! scope="col" style="text-align: right;"|Cost<br />
! scope="col" style="text-align: center;"|Size<br />
! scope="col" style="text-align: right;"|Power consumption<br />
|-<br />
|Standing lamp<br />
| style="text-align:right;"|<span style="line-height:15px;">5 </span>[[Resources#Metal|Metal]]<br />
| style="text-align: center;"|1x1<br />
| style="text-align:right;"|150 W<br />
|-<br />
|Sun lamp<br />
| style="text-align:right;"|<span style="text-align:left;line-height:15px;">20 </span>[[Resources#Metal|Metal]]<br />
| style="text-align: center;"|1x1<br />
| style="text-align:right;"|800 W<br />
|-<br />
|Nutrient paste dispenser<br />
| style="text-align:right;"|<span style="text-align:left;line-height:15px;">90 </span>[[Resources#Metal|Metal]]<br />
| style="text-align: center;"|4x3<br />
| style="text-align:right;"|200 W<br />
|-<br />
|Comms console<br />
| style="text-align:right;"|120 [[Resources#Metal|Metal]]<br />
| style="text-align: center;"|3x2<br />
| style="text-align:right;"|200 W<br />
|-<br />
|Auto-turret<br />
| style="text-align:right;"|90 [[Resources#Metal|Metal]]<br />
| style="text-align: center;"|2x2<br />
| style="text-align:right;"|250 W<br />
|}<br />
[[Category:Power]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=731Structures2013-10-17T12:51:58Z<p>Enystrom8734: </p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 300<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=730Structures2013-10-17T12:48:06Z<p>Enystrom8734: </p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 300<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=729Structures2013-10-17T12:43:49Z<p>Enystrom8734: /* Power conduit */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 300<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=728Structures2013-10-17T12:43:39Z<p>Enystrom8734: /* Power conduit */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 300<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=727Structures2013-10-17T12:43:10Z<p>Enystrom8734: /* Sandbags */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 300<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=726Structures2013-10-17T12:42:54Z<p>Enystrom8734: /* Concrete */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Quick-poured concrete. Fast to walk on, but quite ugly. You'll need to be able to dig out the ground to pour this.<br />
<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=725Structures2013-10-17T12:41:58Z<p>Enystrom8734: /* Paved tile */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Utilitarian concrete tiles. Quick to move around on, but not very pretty.<br />
<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=724Structures2013-10-17T12:41:20Z<p>Enystrom8734: /* Metal tile */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
Metal tiles, for that spaceship look.<br />
<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=723Structures2013-10-17T12:40:32Z<p>Enystrom8734: /* Wall */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = 0<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=722Structures2013-10-17T12:40:08Z<p>Enystrom8734: /* Power conduit */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = ''?''<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = 80<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=721Structures2013-10-17T12:39:16Z<p>Enystrom8734: /* Standing lamp */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = ''?''<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = ''???''<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = 50<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=720Structures2013-10-17T12:39:06Z<p>Enystrom8734: /* Standing lamp */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = ''?''<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = ''???''<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = ''50''<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=719Structures2013-10-17T12:37:48Z<p>Enystrom8734: /* Stockpile area */</p>
<hr />
<div>In RimWorld, your colonists are able to build structures from the ground up, according to the blueprints you decide.<br />
<br /><br />
The following structures are available:<br />
==Stockpile area==<br />
{{Structure<br />
| title = Stockpile area<br />
| image = AreaStockpile.png<br />
| imagewidth = 184<br />
| size = 6x6<br />
}}<br />
Your colonists will haul all [[resources]] (metal, food, etc...) to the nearest stockpile area.<br />
<br />
You are never able to remove your last stockpile. To remove the stockpile a new one must be placed.<br />
<br />
{{clr}}<br />
<br />
==Dumping area==<br />
{{Structure<br />
| title = Dumping area<br />
| image = AreaDump.png<br />
| imagewidth = 128<br />
| size = 4x4<br />
}}<br />
Your colonists will dump debris, bodies and animal corpses in dumping areas.<br />
<br /><br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
<br /><br />
Each placed debris/body/corpse takes one space, limiting the amount of available dumping spaces to 16 per dumping area.<br />
{{clr}}<br />
<br />
==Sandbags==<br />
{{ Structure<br />
| title = Sandbags<br />
| imagecaption = A sandbags wall<br />
| image = Sandbags_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = ''???''<br />
}}<br />
Sandbags can be placed to cover your structures and your colonists from gunfire.<br /><br />
It also reduces movement speed when crossed.<br />
{{clr}}<br />
<br />
==Metal tile==<br />
{{ Structure<br />
| title = Metal tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Paved tile and Concrete.<br />
{{clr}}<br />
<br />
==Paved tile==<br />
{{ Structure<br />
| title = Paved tile<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Concrete.<br />
{{clr}}<br />
<br />
==Concrete==<br />
{{ Structure<br />
| title = Concrete<br />
| size = 1x1<br />
| cost = 1<br />
| movement = 100<br />
}}<br />
A variation of Metal tile and Paved tile.<br />
{{clr}}<br />
<br />
==Smooth stone==<br />
{{ Structure<br />
| title = Smooth stone<br />
| size = 1x1<br />
| cost = 0<br />
| movement = 100<br />
| note = Requires Rough stone to build on<br />
}}<br />
This flooring does not require any metal to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above.<br />
{{clr}}<br />
<br />
==Wall==<br />
{{ Structure<br />
| title = Wall<br />
| image = Wall_wall.png<br />
| imagewidth = 96<br />
| size = 1x1<br />
| cost = 3<br />
| health = 400<br />
| power = ''?''<br />
}}<br />
Walls are used to prevent movement and/or to enclose space, adding automatically roofs over such enclosed space.<br />
<br /><br />
Act as a power conduit if [[power]]ed.<br />
{{clr}}<br />
<br />
==Door==<br />
{{ Structure<br />
| title = Door<br />
| image = Door.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 25<br />
| health = 150<br />
| power = 25<br />
}}<br />
A door allows colonists passage through walls or dug rock.<br />
<br /><br />
Although it still opens if not [[power]]ed, colonists have to manually open it, which requires much more time to open it and to close it.<br />
{{clr}}<br />
<br />
==Power conduit==<br />
{{ Structure<br />
| title = Power Conduit<br />
| size = 1x1<br />
| cost = 1<br />
| health = ''???''<br />
| note = Conducts power (5 tiles)<br />
}}<br />
A power conduit distributes [[power]] between generator and appliances.<br />
<br /><br />
It can power appliances up to 5 squares away.<br />
{{clr}}<br />
<br />
==Standing lamp==<br />
{{ Structure<br />
| title = Standling lamp<br />
| image = LampStanding.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 5<br />
| health = ''???''<br />
| power = 150<br />
}}<br />
A standing lamp lights a round surface with a radius 5 around it when it's [[power]]ed.<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
<br />
==Sun lamp==<br />
{{ Structure<br />
| title = Sun lamp<br />
| image = LampSun.png<br />
| imagewidth = 32<br />
| size = 1x1<br />
| cost = 20<br />
| health = 50<br />
| power = 800<br />
}}<br />
A sun lamp is required to grow foods indoors on [[Buildings#Hydroponic Tables|Hydroponic Tables]].<br />
<br /><br />
Does not conduct power.<br />
{{clr}}<br />
[[Category:Structures]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Characters&diff=686Characters2013-10-16T14:04:55Z<p>Enystrom8734: Tabled the traits, long list looked... long</p>
<hr />
<div>{{Template:Tocright}}RimWorld is a game based on the story of its characters, either player-managed colonists or AI-controlled wanderers and raiders.<br />
<br />
Each character has two sets of attributes, a basic set of skills and a two-part backstory (childhood and adulthood) that affect the starting skills and (in)abilities of the characters.<br />
==Skills==<br />
Characters can have variable proficiency in the following skills:<br />
*Construction<br />
*Growing<br />
*Research<br />
*Mining<br />
*Shooting<br />
*Hand to Hand<br />
*Social<br />
The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills:<br />
*Working skills get a 10% increased speed<br />
*Shooting gives a 0.20% reduced chance to miss per meter<br />
*Hand to Hand gives a ~2.1% improved chances to hit<br />
*Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negociation<br />
<br />
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0.<br />
<br />
==Backstories==<br />
<br />
===Childhood===<br />
===='''Medieval lordling'''====<br />
"[Character] ''was a minor noble in an old kingdom on a medieval world. He grew up in a manor made of stone, served by bowing lowerclassmen.''<br><br />
''Such a life teaches no technical skills and instils a lifelong aversion to manual labor - but'' [Character] ''learned early the ways of social manipulation.''"<br />
*Construction: -1<br />
*Growing: -1<br />
*Mining: -1<br />
*Social: +4<br />
<br><br />
===='''Medieval slave'''====<br />
"[Character] ''grew up pulling carts and digging holes on a medieval world. Simple manual labor is his/her oldest companion - along with the master's leash.''<br><br />
''He/She didn't learn to read until age nine.''"<br />
*Construction: +2<br />
*Growing: +2<br />
*Research: -3<br />
*Mining: +2<br />
<br><br />
===='''Midworld nerd'''====<br />
"[Character] ''had a good birth, reasonable parents, and went to a decent school on a mostly well-governed midworld.''<br><br />
''He/She was a consummate nerd, interested in technology and uninterested in people.''"<br />
*Research: +4<br />
*Social: -3<br />
<br><br />
<br />
===='''Urbworld urchin'''====<br />
"''The urbworlds - ancient and deep industrial cityscapes bursting with humanity and poison.''<br><br />
[Character] ''grew up in the dark, unwanted reaches of such a place. He/She had to fight for every scrap of food.''"<br />
*Shooting: +2<br />
*Hand to Hand: +4<br />
<br><br />
===='''Vatgrown soldier'''====<br />
"[Character] ''wasn't made as a person, but as an instrument of destruction.''<br><br />
''Growing in a bioweapons facility and taught combat during his/her accelerated growth,'' [Character] ''still has a proclivity for combat of all kinds and an aversion to human contact.''"<br />
*Shooting: +4<br />
*Hand to Hand: +4<br />
*Social: -4<br />
*Warden disabled<br />
*Doctoring disabled<br />
<br><br />
<br />
----<br />
===Adulthood===<br />
'''* Unavailable during character creation.'''<br />
===='''Assassin*'''====<br />
"[Character] ''was a professional assassin. He/She was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset.''"<br />
*Construction: -2<br />
*Growing: -2<br />
*Mining: -2<br />
*Shooting: +10<br />
*Hand to Hand: +10<br />
*Researching disabled<br />
*Cleaning disabled<br />
*Hauling disabled<br />
*Plant cutting disabled<br />
*Mining disabled<br />
*Growing disabled<br />
*Constructing disabled<br />
*Warden disabled<br />
*Doctoring disabled<br />
<br><br />
===='''Colony settler'''====<br />
"[Character] ''was a settler on a new colony world.''<br><br />
''Such a life requires a jack-of-all trades at basic hands-on tasks.''"<br />
*Construction: +4<br />
*Growing: +4<br />
*Mining: +4<br />
<br><br />
===='''Con Artist*'''====<br />
"[Character] ''never created a thing in his/her life. He/She did, however, prove to be natural at getting others to give him/her what they had created.''"<br />
*Social: +10<br />
*Soldiering disabled<br />
<br><br />
===='''Courtesean*'''====<br />
"[Character] ''was used for his/her body by hundreds of customers in brothels on several planets. He/She gained some mental marks and a special kind of street smarts.''"<br />
*Hand to Hand: +3<br />
*Social: +8<br />
*Cleaning disabled<br />
*Hauling disabled<br />
*Plant cutting disabled<br />
*Mining disabled<br />
*Growing disabled<br />
*Constructing disabled<br />
<br><br />
===='''Deep space miner'''====<br />
"[Character] ''did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. He/She used his/her hands-on industrial skills daily - and wasn't bad in a bar fight either.''"<br />
*Construction: +3<br />
*Mining: +7<br />
*Hand to Hand: +2<br />
<br><br />
===='''Illegal shipwright*'''====<br />
"''There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential.'' [Character] ''discovered that there was great profit to be made, however, from those who are uninterested in these laws.''"<br />
*Construction: +7<br />
<br><br />
===='''Medieval farm oaf'''====<br />
"''Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.''<br><br />
''Medieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities.''"<br />
*Growing: +8<br />
*Mining: +3<br />
*Research disabled<br />
<br><br />
===='''Medieval lord'''====<br />
"[Character] ''was a lord on a preindustrial planet. He/She went to parties, managed the underlings, and even learned some swordplay.''<br><br />
''His/Her soft hands did not hold a work tool during that entire time. He/She considers manual labor to be beneath him/her.''"<br />
*Construction: -5<br />
*Growing: -5<br />
*Mining: -5<br />
*Shooting: +5<br />
*Hand to Hand: +5<br />
*Social: +7<br />
*Cleaning disabled<br />
*Hauling disabled<br />
*Plant cutting disabled<br />
*Mining disabled<br />
*Growing disabled<br />
*Constructing disabled<br />
<br><br />
===='''Military commissar'''====<br />
"[Character] ''was an internal spymaster in an Imperial army battalion. He/She made sure that the men were loyal, and did not fall back unless ordered. This made him/her unpopular, but he/she gained great skill at detecting the slightest dishonesty.''"<br />
*Shooting: +3<br />
<br><br />
===='''Navy scientist'''====<br />
"''Interstellar warfare is won by technology, so imperial navies are always on the peak of modern research. Even better, they have first access to Transcendent artifacts because they find them in space.''<br><br />
[Character] ''worked in a navy lab.''"<br />
*Research: +8<br />
<br><br />
===='''Pit Brawler*'''====<br />
"[Character] ''was 15 when he/she got in his/her first fight. He/She won, but more important was the enjoyment of his/her audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal.''"<br />
*Hand to Hand: +8<br />
*Researching disabled<br />
*Doctoring disabled<br />
<br><br />
===='''Space Marine*'''====<br />
"[Character] ''was a warrior in an Imperial navy. His/Her job was to be punched into enemy warships, gun down the crew, and capture the ship intact. And he/she was good at it.''"<br />
*Shooting: +7<br />
*Hand to Hand: +5<br />
<br><br />
===='''Space pirate*'''====<br />
"''Piracy appears everywhere that governments are weak and society spread thin.'' [Character] ''was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit.''"<br />
*Shooting: +4<br />
*Hand to Hand: +4<br />
<br><br />
===='''Urbworld entrepreneur'''====<br />
"''In the urbworlds, most suffer. But someone has to run the corporations.''<br><br />
[Character] ''learned the skills of the trade - greasing palms and technical analysis. He/She is a sociointellectual machine.''"<br />
*Research: +3<br />
*Social: +6<br />
<br><br />
<br />
==Traits==<br />
<br />
Traits currently have no perceptible effect on the game and are there just to give more consistency to characters and to allow more complex player-conceived stories based on those characters.<br />
<br />
They include :<br />
<!-- There is currently 180 traits, divided into 4 columns, 45 per row. When adding to the columns, add to the left most column first, then continue on. --><br />
{|<br />
|<br />
*Absent-minded<br />
*Agoraphobic<br />
*Alcohol intolerance<br />
*Amnesiac<br />
*Animal lover<br />
*Artificial arms<br />
*Artificial eye<br />
*Artificial hands<br />
*Artificial heart<br />
*Artificial legs<br />
*Artificial lungs<br />
*Artistic<br />
*Ascetic<br />
*Attentive<br />
*Bad back<br />
*Bad eyesight<br />
*Bestiality thirst<br />
*Body scars<br />
*Bowlegged<br />
*Broad-minded<br />
*Burn scars<br />
*Business acumen<br />
*Callous<br />
*Carefuly<br />
*Cat lover<br />
*Celebrity fan<br />
*Changing personality<br />
*Charisma<br />
*Chauvinistic<br />
*Chummy<br />
*Chronic pain<br />
*Chronically depressed<br />
*City slicker<br />
*Claustrophobic<br />
*Clueless<br />
*Colorblind<br />
*Compulsive gambler<br />
*Compulsive liar<br />
*Compulsive partier<br />
*Compulsive thief<br />
*Compulsively generous<br />
*Congenial<br />
*Confused<br />
*Cosmetic genemod<br />
*Cosmetic surgery<br />
|<br />
*Cowardly<br />
*Criminal reputation<br />
*Culturally adaptable<br />
*Deaf<br />
*Digital brain<br />
*Disfigured<br />
*Disowned by family<br />
*Distractible<br />
*Dog lover<br />
*Double-jointed<br />
*Dull<br />
*Dreamer<br />
*Dyslexic<br />
*Eidetic memory<br />
*Empathy<br />
*Epileptic<br />
*Evil<br />
*Excommunicated<br />
*Facial scars<br />
*Famous<br />
*Fashion knowledge<br />
*Fear of loud noise<br />
*Flat-footed<br />
*Flatulent<br />
*Former addict<br />
*Fragile<br />
*Fur<br />
*Gadgeteer<br />
*Goes berserk<br />
*Gullible<br />
*Gunslinger<br />
*Gunsmith<br />
*Greedy<br />
*Hamfisted<br />
*Hates technology<br />
*Hates foreigners<br />
*Hears voices<br />
*Hemophiliac<br />
*Hemophobic<br />
*High pain treshold<br />
*History of murder<br />
*Hoarder<br />
*Honest<br />
*Horrible hangovers<br />
*Humble<br />
|<br />
*Hunchback<br />
*Illuminati connections<br />
*Imaginative<br />
*Impersonator<br />
*Impulsive<br />
*Incurious<br />
*Indecisive<br />
*Innumerate<br />
*Insomniac<br />
*Intolerant<br />
*Jealous<br />
*Killjoy<br />
*Kleptomaniac<br />
*Klutz<br />
*Knitter<br />
*Lame<br />
*Language talent<br />
*Lazy<br />
*Leader<br />
*Lecherous<br />
*Leper<br />
*Loner<br />
*Low pain treshold<br />
*Math talent<br />
*Megalomaniac<br />
*Mind reader<br />
*Miserly<br />
*Missing eye<br />
*Missing finger<br />
*Musician<br />
*Nervous stomach<br />
*Neurological disorder<br />
*Night blind<br />
*Nightmares<br />
*No identity<br />
*No sense of humor<br />
*Nocturnal<br />
*Noisy<br />
*Nose job<br />
*Nosy<br />
*Numb<br />
*Nymphomaniac<br />
*Oracular visions<br />
*Overconfident<br />
*Paranoid<br />
|<br />
*Pious<br />
*Photographic memory<br />
*Poor self-esteem<br />
*Pregnant<br />
*Prone to anger<br />
*Proud<br />
*Pyromaniac<br />
*Radiation tolerance<br />
*Raised by animals<br />
*Runner<br />
*Sadistic<br />
*Scrubber lungs<br />
*Secret identity<br />
*Selfish<br />
*Selfless<br />
*Sexual deviant<br />
*Sexually inexperienced<br />
*Short attention span<br />
*Shy<br />
*Smells bad<br />
*Spits on floor<br />
*Split personality<br />
*Squeamish<br />
*Stubborn<br />
*Stutter<br />
*Tattooed<br />
*Telescopic vision<br />
*Terminal illness<br />
*Terrifying appearance<br />
*Ticklish<br />
*Tough<br />
*Tuneless humming<br />
*Trivial delusion<br />
*Truthful<br />
*Uncreative<br />
*Universal digestion<br />
*Unlucky<br />
*Vat-grown<br />
*Vehicle mechanic<br />
*Veteran<br />
*Weak<br />
*Weather predictor<br />
*Weaver<br />
*Well-traveled<br />
*Workaholic<br />
|}<br />
Don't hesitate to add one to the list if it's missing!<br />
[[Category:Characters]]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Talk:Characters&diff=662Talk:Characters2013-10-14T13:03:29Z<p>Enystrom8734: Created page with "Traits would probably look better as a table and not a list?--~~~~"</p>
<hr />
<div>Traits would probably look better as a table and not a list?--[[User:Enystrom8734|Nystrom]] ([[User talk:Enystrom8734|talk]]) 09:03, 14 October 2013 (EDT)</div>Enystrom8734https://rimworldwiki.com/index.php?title=Talk:Main_Page&diff=20Talk:Main Page2013-10-11T03:54:44Z<p>Enystrom8734: </p>
<hr />
<div>So heres the beginning. I looked up details on the correct formatting of names (such as nouns, specifically video games) and it suggests doing italicized. Does this 'look' right to anyone? Does anybody even follow standard writing practices when referencing names and the such? Or am I just old school by the book?--[[User:Enystrom8734|Nystrom]] ([[User talk:Enystrom8734|talk]]) 23:54, 10 October 2013 (EDT)</div>Enystrom8734https://rimworldwiki.com/index.php?title=Talk:Main_Page&diff=19Talk:Main Page2013-10-11T03:53:46Z<p>Enystrom8734: </p>
<hr />
<div>So heres the beginning. I looked up details on the correct formatting of names (such as nouns, specifically video games) and it suggests doing italicized. Does this 'look' right to anyone? Does anybody even follow standard writing practices when referencing names and the such? Or am I just old school by the book?--[[User:Enystrom8734|Enystrom8734]] ([[User talk:Enystrom8734|talk]]) 23:53, 10 October 2013 (EDT)</div>Enystrom8734https://rimworldwiki.com/index.php?title=Talk:Main_Page&diff=18Talk:Main Page2013-10-11T03:52:36Z<p>Enystrom8734: Created page with "So heres the beginning. I looked up details on the correct formatting of names (such as nouns, specifically video games) and it suggests doing italicized. Does this 'look' rig..."</p>
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<div>So heres the beginning. I looked up details on the correct formatting of names (such as nouns, specifically video games) and it suggests doing italicized. Does this 'look' right to anyone? Does anybody even follow standard writing practices when referencing names and the such? Or am I just old school by the book?</div>Enystrom8734https://rimworldwiki.com/index.php?title=Main_Page&diff=17Main Page2013-10-11T03:49:36Z<p>Enystrom8734: /* Welcome To The RimWorld Wiki! */</p>
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<div><br />
== Welcome To The ''RimWorld'' Wiki! ==<br />
<br />
'''So I hear you say, "What is ''RimWorld''?"'''<br />
<br />
''[http://rimworldgame.com/ RimWorld]'' is an indie space colony management game developed by [http://ludeon.com/blog/studio/ Ludeon Studios], an Ottawa-based game studio founded by [http://tynansylvester.com/ Tynan Sylvester]. Tynan is a game designer and used to work at Irrational Games developing the ''Bioshock'' franchise.<br />
This wiki is aimed to help new players dive into the game as well as be an encyclopedia for all ''RimWorld''-related things.<br />
<br />
Feel free to add missing pages! <br />
If you happen to have some graphics skills, please don't hesitate to propose improvements for the wiki!<br />
<br />
You are also welcome to discuss about ''RimWorld'' in the [http://ludeon.com/forums/index.php Ludeon forums].<br />
<br />
== KickStarter ==<br />
''RimWorld'' is now on [http://www.kickstarter.com/projects/tynansylvester/rimworld KickStarter]!!! Go check ''RimWorld's'' KickStarter project to learn more about what the game is about, and what it's aiming to be.<br />
<br />
https://www.youtube.com/watch?v=DJmYKKzC0uA<br />
<br />
== About ''RimWorld''==<br />
<br />
''RimWorld'' tells the stories of [[Characters|colonists]] stranded on a distant planet, having to build [[Structures|structures]] and [[Buildings|buildings]] to survive and defend against raiders and the elements. These events are controlled by one of three different AIs called "Storytellers".<br />
<br />
https://www.youtube.com/watch?v=vV6wyeZ7458<br />
<br />
<br />
<br />
<br />
<br />
'''MediaWiki has been successfully installed.'''<br />
<br />
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.<br />
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== Getting started ==<br />
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]<br />
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]<br />
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]<br />
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Buildings&diff=16Buildings2013-10-11T03:46:37Z<p>Enystrom8734: Created page with "Place holder. FILL ME IN!"</p>
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<div>Place holder.<br />
<br />
FILL ME IN!</div>Enystrom8734https://rimworldwiki.com/index.php?title=Structures&diff=15Structures2013-10-11T03:46:24Z<p>Enystrom8734: Created page with "Place holder. FILL ME IN!"</p>
<hr />
<div>Place holder.<br />
<br />
FILL ME IN!</div>Enystrom8734https://rimworldwiki.com/index.php?title=Main_Page&diff=14Main Page2013-10-11T03:46:11Z<p>Enystrom8734: </p>
<hr />
<div><br />
== Welcome To The RimWorld Wiki! ==<br />
<br />
'''So I hear you say, "What is RimWorld?"'''<br />
<br />
''[http://rimworldgame.com/ RimWorld]'' is an indie space colony management game developed by [http://ludeon.com/blog/studio/ Ludeon Studios], an Ottawa-based game studio founded by [http://tynansylvester.com/ Tynan Sylvester]. Tynan is a game designer and used to work at Irrational Games developing the ''Bioshock'' franchise.<br />
This wiki is aimed to help new players dive into the game as well as be an encyclopedia for all ''RimWorld''-related things.<br />
<br />
Feel free to add missing pages! <br />
If you happen to have some graphics skills, please don't hesitate to propose improvements for the wiki!<br />
<br />
You are also welcome to discuss about ''RimWorld'' in the [http://ludeon.com/forums/index.php Ludeon forums].<br />
<br />
<br />
== KickStarter ==<br />
''RimWorld'' is now on [http://www.kickstarter.com/projects/tynansylvester/rimworld KickStarter]!!! Go check ''RimWorld's'' KickStarter project to learn more about what the game is about, and what it's aiming to be.<br />
<br />
https://www.youtube.com/watch?v=DJmYKKzC0uA<br />
<br />
== About ''RimWorld''==<br />
<br />
''RimWorld'' tells the stories of [[Characters|colonists]] stranded on a distant planet, having to build [[Structures|structures]] and [[Buildings|buildings]] to survive and defend against raiders and the elements. These events are controlled by one of three different AIs called "Storytellers".<br />
<br />
https://www.youtube.com/watch?v=vV6wyeZ7458<br />
<br />
<br />
<br />
<br />
<br />
'''MediaWiki has been successfully installed.'''<br />
<br />
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.<br />
<br />
== Getting started ==<br />
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]<br />
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]<br />
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]<br />
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]</div>Enystrom8734https://rimworldwiki.com/index.php?title=Characters&diff=13Characters2013-10-11T03:44:33Z<p>Enystrom8734: Created page with "Place holder FILL ME IN!"</p>
<hr />
<div>Place holder<br />
<br />
FILL ME IN!</div>Enystrom8734https://rimworldwiki.com/index.php?title=User:Enystrom8734&diff=12User:Enystrom87342013-10-11T03:39:19Z<p>Enystrom8734: Created page with "Tester extraordinaire :D"</p>
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<div>Tester extraordinaire :D</div>Enystrom8734https://rimworldwiki.com/index.php?title=Main_Page&diff=11Main Page2013-10-11T03:33:56Z<p>Enystrom8734: </p>
<hr />
<div><br />
== Welcome To The RimWorld Wiki! ==<br />
<br />
'''So I hear you say, "What is RimWorld?"'''<br />
<br />
''[http://rimworldgame.com/ RimWorld]'' is an indie space colony management game developed by [http://ludeon.com/blog/studio/ Ludeon Studios], an Ottawa-based game studio founded by [http://tynansylvester.com/ Tynan Sylvester]. Tynan is a game designer and used to work at Irrational Games developing the ''Bioshock'' franchise.<br />
This wiki is aimed to help new players dive into the game as well as be an encyclopedia for all ''RimWorld''-related things.<br />
<br />
Feel free to add missing pages! <br />
If you happen to have some graphics skills, please don't hesitate to propose improvements for the wiki!<br />
<br />
You are also welcome to discuss about ''RimWorld'' in the [http://ludeon.com/forums/index.php Ludeon forums].<br />
<br />
<br />
== KickStarter ==<br />
''RimWorld'' is now on [http://www.kickstarter.com/projects/tynansylvester/rimworld KickStarter]!!! Go check ''RimWorld's'' KickStarter project to learn more about what the game is about, and what it's aiming to be.<br />
<br />
https://www.youtube.com/watch?v=DJmYKKzC0uA<br />
<br />
== About ''RimWorld''==<br />
<br />
''RimWorld'' tells the stories of colonists stranded on a distant planet, having to build structures and buildings to survive and defend against raiders and the elements. These events are controlled by one of three different AIs called "Storytellers".<br />
<br />
https://www.youtube.com/watch?v=vV6wyeZ7458<br />
<br />
<br />
<br />
<br />
<br />
'''MediaWiki has been successfully installed.'''<br />
<br />
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.<br />
<br />
== Getting started ==<br />
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]<br />
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]<br />
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]<br />
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]</div>Enystrom8734