https://rimworldwiki.com/api.php?action=feedcontributions&user=Makanar56&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T16:41:32ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Wake-up&diff=79686Wake-up2021-01-18T18:02:08Z<p>Makanar56: /* Gameplay Overview */</p>
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<div>{{Define|Drug<br />
| always haulable = true<br />
| def name = WakeUp<br />
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.<br />
| deterioration rate base = 2.0 <br />
| draw gui overlay = true<br />
| flammability base = 1.0<br />
| food preference = NeverForFood<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Thing/Drug/WakeUp<br />
| label = wake-up<br />
| market value base = 28<br />
| max hit points base = 50<br />
| max num to ingest at once = 1<br />
| nutrition base = 0<br />
| parent name = MakeableDrugPillBase<br />
| path cost = 15<br />
| preferability =<br />
| resource readout priority = Last<br />
| rotatable = false<br />
| selectable = true<br />
| social properness matters = true<br />
| sound eat = <br />
| stack limit = 400<br />
| taste = <br />
| tech level = industrial<br />
| thing class = Drugs<br />
| ticker type = <br />
| use hit points = true<br />
| work to make base = 14<br />
<!--<br />
- Drug Parameters --><br />
| addictiveness base = 0.10<br />
| blood filtration factor =<br />
| blood filtration offset =<br />
| blood pumping factor = <br />
| blood pumping offset =<br />
| breathing factor = <br />
| breathing offset =<br />
| consciousness factor = <br />
| consciousness offset = 0.1<br />
| drug category = hard<br />
| global Work Speed offset = 0.50<br />
| hearing factor = <br />
| hearing offset =<br />
| hunger factor =<br />
| hunger offset =<br />
| is pleasure drug = true<br />
| joy kind = chemical<br />
| joy offset = 0.40<br />
| manipulation factor = <br />
| manipulation offset =<br />
| metabolism factor = <br />
| metabolism offset = <br />
| moving factor = <br />
| moving offset = 0.1<br />
| pain factor =<br />
| pain offset = <br />
| rest fall factor = 0.8<br />
| rest offset = 1.0<br />
| sight factor = <br />
| sight offset =<br />
| talking factor =<br />
| talking offset = <br />
<br />
}}<br />
{{Info|An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Can cause heart attacks rarely.}}<br />
<br />
==Gameplay Overview==<br />
Wake-up is a highly addictive drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). It may be preferable to manually take each pill, both to get the most out of the complete satisfaction of the need to rest but also to make sure that a pawn only consumes a pill after exactly 3 days have passed. <br />
<br />
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dosage carrying a 2% chance of addiction.<br />
<br />
<br />
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.<br />
<br />
'''Detailed Effects'''<br />
* Increased global work speed (+50%)<br />
* Improved movement (+10%)<br />
* Heightened consciousness (+10%)<br />
* Fully satisfies rest need (+100%)<br />
* Chemical joy (+40%)<br />
* Reduces tiredness rate (x80%)<br />
* Wake-up tolerance (+4.5%)<br />
* Heart attack (''mtb of 120 days'')<br />
<br />
==Crafting==<br />
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].<br />
<br />
==Side-Effects==<br />
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.<br />
<br />
==Withdrawal Symptoms==<br />
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.<br />
<br />
'''Detailed Symptoms'''<br />
* Impaired consciousness (-50%)<br />
* Impaired manipulation (-25%)<br />
* Impaired movement (-20%)<br />
* Increased tiredness (x130%)<br />
* Increased likelihood of social fighting (x200%)<br />
* Hard drug binges (''mtb of 40 days'')<br />
* Psychotic wandering (''mtb of 10 days'')<br />
* Awful mood (-40)<br />
<br />
{{nav/drugs}}</div>Makanar56https://rimworldwiki.com/index.php?title=Cooler&diff=78351Cooler2020-12-24T19:35:56Z<p>Makanar56: /* Performance */</p>
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{{infobox main|temperature|<br />
| name = Cooler<br />
| image = Cooler.png<br />
| type = Temperature<br />
| placeable = Yes<br />
| description = An electrical device that fits into a wall and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer.<br />
| size = 1 ˣ 3<br />
| resources to make = {{icon|steel|90}} + {{icon|component|3}}<br />
| deconstruct yield = {{icon|steel|68}} + {{icon|component|2}}<br />
| hp = 100<br />
| power = -200<br />
| mass base =<br />
}}<br />
{{Info|The '''cooler''' is a device that can be used to lower the [[temperature]] in a room by moving the heat to its other side. This effect can maintain happy colonists during high outdoor temperatures, prevent heat stroke and prevent perishable items like [[food]] from spoiling. It requires [[power]] to operate.}}<br />
<br />
== Freezers ==<br />
Perishable items will spoil if not covered or kept cool. The cooler the temperature at which they are kept, the longer they will last. Once the temperature reaches the freezing point of water (0ºC / 32ºF), they will freeze and no longer spoil. If you can maintain this low temperature, then your perishable items can be stored indefinitely.<br />
<br />
Coolers can help beyond maintaining a pleasant room temperature for colonists. By setting the thermostat of a cooler to maintain a room temperature below freezing, you can create a "walk-in freezer". Perishable items stored in this room become frozen and no longer susceptible to spoilage. In many warmer [[biomes]], spoilage is a major obstacle in maintaining a food supply, and thus freezer construction is generally considered a high priority.<br />
<br />
Note that items inside will begin spoiling once warmer than 0ºC / 32ºF. It's generally a good idea to set a cooler a few degrees below 0ºC / 32ºF to keep a slight buffer against temperature gains from opening doors, cooler breakdowns, power outages, etc. Constructing an air lock is a good idea in warmer climates.<br />
<br />
== Placement ==<br />
Coolers use [[power]] and take the place of a [[wall]] tile. Make sure that they are oriented properly when placing so that their blue square points into the room to cool. If powered and the room is enclosed with a complete roof and the entrance or exit of the cooler are not blocked via walls built later, it will begin to cool.<br />
<br />
Coolers work by removing heat out of a room and placing it on their red tile side. This heat can be harnessed for use if desired, such as heating up living spaces in a base in a 'cold but not quite freezing' biome.<br />
<br />
Coolers require no specific placement within a given wall. A cooler in one wall of a room will cool the space as efficiently as a cooler on the other side of the same room.<br />
<br />
== Performance ==<br />
If the areas surrounding a room are hotter than the current temperature inside that room, heat will penetrate back into the room. As a result, the overall area of the room as well as the number of coolers affects how easy or difficult it is to cool a room. A single cooler has a maximum efficiency and may not be able to reach the target temperature of its thermostat if the room is too hot or too large. In these situations, building multiple coolers is helpful, but it consumes more power.<br />
<br />
Coolers have two states of power consumption: low and high. A cooler that is actively cooling a room will consume 200W (high power) regardless of the thermostat setting. Once the goal temperature is reached, the cooler will transition to its low power state where it only uses 20W. However, if the exterior of the room is warmer, the instant the goal temperature is reached, heat will penetrate the room, the cooler senses this and returns to the high power state (there is a time buffer to this effect to avoid a flickering between high and low power states). This low power state can be exploited to save power when using multiple coolers to cool a large room. Consider stepping down each cooler one degree below each other for this room. That way, only one or two coolers will be active in their high power state maintaining the temperature of the room, while the others remain in their low power states, only to be used during times of higher temperatures, such as daytime or [[Events#Heat_Wave|heat waves]].<br />
<br />
Simple playtesting reveals that with an exterior temperature of 27-38°C(80-100°F), a single cooler can cool a room with a 10x10 exterior to a minimum temperature of 10-16°C (50-60ºF). Under these conditions, 2-3 coolers were required to maintain a constant (frozen) 0-Negative 1°C (30-31°F) within the same space. Further testing (or evaluation of the source code) could be used to determine an exact formula for cooler performance and temperature gradient speeds. <br />
<br />
Further test results: <br />
<br />
<br />
Outdoor temp: 46°C<br />
<br />
Room size (inside): 5x5 <br />
<br />
(outside): 6x6<br />
<br />
Cooler: 1<br />
<br />
Temperature: -2°C - -3°C<br />
<br />
<br />
Outdoor temp: 46°C<br />
<br />
Room size (inside): 5x5<br />
<br />
(outside double walls) :7x7 <br />
<br />
Cooler: 1<br />
<br />
Temperature: -12°C - -14°C<br />
<br />
<br />
Note: The 4 outer corner nor the 4 inner corner walls seem to matter. The material doesn´t seem to matter either.<br />
<br />
==Version History==<br />
*[[Version/0.8.657|0.8.657]] - Added<br />
<br />
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<br />
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{{nav|temperature}}<br />
[[Category:Temperature]]</div>Makanar56https://rimworldwiki.com/index.php?title=Cover&diff=70131Cover2020-04-26T22:42:16Z<p>Makanar56: /* Rubble */</p>
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Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/><br />
<br/><br />
<br />
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/><br />
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/><br />
'''Natural cover''' is anything that can protect you on a newly generated map.<br/><br />
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.<br />
<br />
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. <br />
<br />
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br />
*'''a < 15°''' = 100% effectiveness<br />
*'''15° < a < 27°''' = 80% effectiveness<br />
*'''27° < a < 40°''' = 60% effectiveness<br />
*'''40° < a < 52°''' = 40% effectiveness<br />
*'''52° < a < 65°''' = 20% effectiveness<br />
*'''a > 65°''' = 0% effectiveness<br />
<br />
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.<br />
<br />
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.<br />
<br />
{| {{STDT| sortable c_12 text-left}}<br />
!Contents: !! High Cover !! Low Cover !! other/unknown<br />
|-<br />
! Artificial Cover<br />
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]<br />
| * [[Cover#Sandbags|Sand Bags]]<br />
| * [[Cover#Buildings|Buildings]]<br />
|-<br />
! Natural Cover<br />
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]<br />
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]<br />
| * [[Cover#Animals|Animals]]<br/><br />
|}<br />
<br />
See: [[Cover List|complete list of objects that provide cover]]<br />
<br />
== Natural cover ==<br />
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.<br />
<br />
=== Walls ===<br />
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.<br />
Pawns using walls as cover will fire from behind the corner of the wall.<br />
<br />
Walls provide up to 75% cover, but is heavily affected by direction.<br />
<br />
=== Rubble ===<br />
[[Rubble]], in the form of rock chunks and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.<br />
<br />
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br />
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)<br />
* Designate the desired amount of rubble to be hauled.<br />
* Wait for the rubble to be hauled.<br />
* Place Colonists behind the wall for cover during a firefight.<br />
<br />
Rubble provides 50% cover. Enemies can also use rubble to their advantage.<br />
<br />
=== Bushes ===<br />
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.<br />
<br />
=== Trees ===<br />
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.<br />
<br />
===Saguaro cactus===<br />
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.<br />
<br />
=== Animals ===<br />
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.<br />
<br />
===Pawns===<br />
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.<br />
<br />
==Artificial cover==<br />
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)<br />
<br />
=== Sandbags ===<br />
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.<br />
<br />
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...<br />
<br />
Sandbags provide 57% cover.<br />
<br />
=== Walls ===<br />
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.<br />
<br />
=== Door ===<br />
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.<br />
<br />
=== Buildings ===<br />
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.<br />
<br />
* [[Battery]]<br />
* [[Nutrient paste dispenser]]<br />
* [[Geothermal generator]]<br />
* [[Comms console]]<br />
* [[Solar generator]]<br />
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)<br />
* [[Research bench]]<br />
* [[Hydroponics basin]]<br />
* [[Stool]]<br />
* [[Dining chair]]<br />
* [[Table]]<br />
* [[Shelf]]<br />
* [[Bed]]<br />
* [[Plant pot]] (low cover)<br />
* [[Torch lamp]] (low cover)<br />
* [[Sun lamp]] (low cover)<br />
* [[Standing lamp]] (low cover)<br />
<br />
== Full Cover List ==<br />
Click to view a full list of things that provide cover, sorted by most effective.<br />
{{collapse|<br />
{{#ask:[[Cover Effectiveness::+]]|<br />
|mainlabel=Name<br />
|?Cover Effectiveness=Cover Effectiveness (%)<br />
|?Max Hit Points Base=Hit Points<br />
|sort=Cover Effectiveness<br />
|order=descending<br />
}}}}<br />
<br />
== Not Cover ==<br />
The following things ''do not'' provide cover.<br />
<br />
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)<br />
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)<br />
* minified items<br />
* power conduit; power switch<br />
* graves<br />
* dead bodies<br />
* spots (i.e. sleeping spot, crafting spot)<br />
<br />
<br />
[[Category:Game mechanics]]</div>Makanar56