https://rimworldwiki.com/api.php?action=feedcontributions&user=Theaetetus&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-29T15:24:12ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Talk:Minigun/Incorrect_maximum_DPS/reply_(6)&diff=40553Talk:Minigun/Incorrect maximum DPS/reply (6)2016-08-08T09:04:42Z<p>Theaetetus: </p>
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<div>AFAIK, #switch can only check if a test value is ''equal'' to several case values -- it cannot make value comparisons, such as greater than or less than, which only #expr can. So if every #switch is going to have a #expr child, you might just as well just have an #if tree with nested #expr functions to save a chunk of CPU from following every false path.<br />
<br />
I'm not familiar with #max or other extended parserFunctions, so I can't comment on feasibility there. To be quite honest, I'm not sure I'm even interested enough to develop the logic tree to do what the user is asking for if it was enabled and capable. Burnout is setting in rather hard from many users (OP not included) screaming, "the wiki sucks! nobody updates it" on IRC and Reddit while I dump 20+ hrs/wk into it, struggling to get it up to speed but always seemingly too many steps behind the devs. Edit: It's especially disheartening when you look at [[Special:RecentChanges]] and notice the lack of edits on the very same day people complain.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Minigun/Incorrect_maximum_DPS/reply_(6)&diff=40552Talk:Minigun/Incorrect maximum DPS/reply (6)2016-08-08T08:58:48Z<p>Theaetetus: </p>
<hr />
<div>AFAIK, #switch can only check if a test value is ''equal'' to several case values -- it cannot make value comparisons, such as greater than or less than, which only #expr can. So if every #switch is going to have a #expr child, you might just as well just have an #if tree with nested #expr functions to save a chunk of CPU from following every false path.<br />
<br />
I'm not familiar with #max or other extended parserFunctions, so I can't comment on feasibility there. To be quite honest, I'm not sure I'm even interested enough to develop the logic tree to do what the user is asking for if it was enabled and capable. Burnout is setting in rather hard from many users (OP not included) screaming, "the wiki sucks! nobody updates it" on IRC and Reddit while I dump 20+ hrs/wk into it, struggling to get it up to speed but always seemingly too many steps behind the devs.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Minigun/Incorrect_maximum_DPS/reply_(6)&diff=40551Talk:Minigun/Incorrect maximum DPS/reply (6)2016-08-08T08:58:16Z<p>Theaetetus: Reply to Incorrect maximum DPS</p>
<hr />
<div>AFAIK, #switch can only check if a test value is ''equal'' to several case values -- it cannot make value comparisons, such as greater than or less than, which only #expr can. So if every #switch is going to have a #expr child, you might just as well just have an #if tree with nested #expr functions to save a chunk of CPU from following every false path.<br />
<br />
I'm not familiar with #max or other extended parserFunctions, so I can't comment on feasibility there. To be quite honest, I'm not sure I'm even interested enough to develop the logic tree to do what the user is asking for if it was enabled and capable. Burnout is setting in rather hard from many users (OP not included) screaming, "the wiki sucks! nobody updates it" on IRC and Reddit while I dump 20+ hrs/wk into getting it up to speed.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Minigun/Incorrect_maximum_DPS/reply_(4)&diff=40540Talk:Minigun/Incorrect maximum DPS/reply (4)2016-08-07T23:18:02Z<p>Theaetetus: Reply to Incorrect maximum DPS</p>
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<div>I agree that it would be nice to see a likely max DPS readout than a theoretical max DPS based on astronomical odds (50% chance adds up quickly, especially with a 30-round burst).<br />
<br />
That said, I can't figure out an easy way to actually make it happen. The best strategy would probably be to calculate probable DPS at each range by multiplying burstCount * rangeXAccuracy * damage, then compare them to determine which of the 4 ranges has the highest DPS and set that value. Problem is, I'm not aware of a MediaWiki parserFunction that you can ask "which of these 4 variable is largest?" with the extensions we have installed. After all, you can't just assume touch range has the highest DPS (see: Sniper Rifle). It could still be done, but it would require a rather large if-statement branch that would probably take more server power than it's worth.<br />
<br />
I'd prefer to settle for just renaming the hovertext to indicate that it's "Max theoretical DPS" (or something of the sort) and call it a day.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Clothing/Incorrect_values_for_Devilstrand_made_clothes/reply_(3)&diff=40539Talk:Clothing/Incorrect values for Devilstrand made clothes/reply (3)2016-08-07T23:10:35Z<p>Theaetetus: Reply to Incorrect values for Devilstrand made clothes</p>
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<div>1. Average wiki guy will figure it out. I'm a relatively average wiki guy and it took me 30 seconds. Noob guy won't figure it out, but probably will post on the talk page asking for help and get it from average guy. I'm not trying to be harsh or mean, but there's seriously not a way to make this any easier '''and''' retain dynamic calculations for all the tables. The static alternative would have had you grabbing a calculator for every type of clothing and every material, probably make several errors, and then likely give up before you updated them all anyway.<br />
<br />
2. That's just the design style the original author went with, probably to avoid cluttering the infobox. There's no reason we can't show it if that's what the masses want. This comment thread will probably alert quite a few editors judging from the edit history, so we should probably give them at least a few days to comment if they so choose.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Clothing/Incorrect_values_for_Devilstrand_made_clothes/reply&diff=40536Talk:Clothing/Incorrect values for Devilstrand made clothes/reply2016-08-07T22:21:49Z<p>Theaetetus: </p>
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<div>A Wiki can be simple, if you want plaintext and nothing more. Once you add tables and make things pretty, this is how ''every'' Wiki becomes. In fact, this wiki is miles above Wikipedia even in editability because it doesn't contain 5,000 LUA templates that require you know ''be fluent in a wholly separate programming language to modify''. In this case, you can either have easy-to-update but static content that gets stale and nobody notices is wrong and you have to update in multiple places, or you can have dynamically calculated data.<br />
<br />
But getting back on topic... here's how to make the update for all clothing in the game.<br />
<br />
Edit [[Devilstrand]] and change the sharp armor factor from 2.0 to 1.8. This is the change that Tynan made in the XML files... who knows when. I've even already made this edit for you: http://rimworldwiki.com/index.php?title=Devilstrand&diff=40533&oldid=40082.<br />
<br />
Here's the second part. Go to [[Template:Tag/Protects Body]] and edit it. Scroll to the devilstrand section. Change the multiplier from: <pre>*2.0</pre> to <pre>*1.8</pre> and save the changes. That's it. Refresh the [[Clothing]] page and you should see your changes have taken effect. If not, just give the Clothing page a null edit to give the server a little nudge to update faster.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Clothing/Incorrect_values_for_Devilstrand_made_clothes/reply&diff=40535Talk:Clothing/Incorrect values for Devilstrand made clothes/reply2016-08-07T22:20:34Z<p>Theaetetus: </p>
<hr />
<div>A Wiki can be simple, if you want plaintext and nothing more. Once you add tables and make things pretty, this is how ''every'' Wiki becomes. In fact, this wiki is miles above Wikipedia even in editability because it doesn't contain 5,000 LUA templates that require you know ''be fluent in a wholly separate programming language to modify''. In this case, you can either have easy-to-update but static content that gets stale and nobody notices is wrong and you have to update in multiple places, or you can have dynamically calculated data.<br />
<br />
But getting back on topic... here's how to make the update for all clothing in the game.<br />
<br />
Edit [[Devilstrand]] and change the sharp armor factor from 2.0 to 1.8. This is the change that Tynan made in the XML files... who knows when. I've even already made this edit for you: http://rimworldwiki.com/index.php?title=Devilstrand&diff=40533&oldid=40082.<br />
<br />
Here's the second part. Go to [[Template:Tag/Protects Body]] and edit it. Scroll to the devilstrand section. Change the parts the multiplier from: <pre>*2.0</pre> to <pre>*1.8</pre> and save the changes. That's it. Refresh the [[Clothing]] page and you should see your changes have taken effect. If not, just give the Clothing page a null edit to give the server a little nudge to update faster.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Clothing/Incorrect_values_for_Devilstrand_made_clothes/reply&diff=40534Talk:Clothing/Incorrect values for Devilstrand made clothes/reply2016-08-07T22:18:58Z<p>Theaetetus: Reply to Incorrect values for Devilstrand made clothes</p>
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<div>A Wiki can be simple, if you want plaintext and nothing more. Once you add tables and make things pretty, this is how ''every'' Wiki becomes. In fact, this wiki is miles above Wikipedia even in editability because it doesn't contain 5,000 LUA templates that require you know ''be fluent in a wholly separate programming language to modify''. In this case, you can either have easy-to-update but static content that gets stale and nobody notices is wrong and you have to update in multiple places, or you can have dynamically calculated data.<br />
<br />
But getting back on topic... here's how to make the update.<br />
<br />
Edit [[Devilstrand]] and change the sharp armor factor from 2.0 to 1.8. This is the change that Tynan made in the XML files... who knows when. I've even already made this edit for you: http://rimworldwiki.com/index.php?title=Devilstrand&diff=40533&oldid=40082.<br />
<br />
Here's the second part. Go to [[Template:Tag/Protects Body]] and look for the devilstrand sections. They're pretty obvious. Change the parts that say <pre>*2.0</pre> to <pre>*1.8</pre> and save the changes. That's it. Refresh the [[Clothing]] page and you should see your changes have taken effect. If not, just give the Clothing page a null edit to give the server a little nudge.</div>Theaetetushttps://rimworldwiki.com/index.php?title=Devilstrand&diff=40533Devilstrand2016-08-07T22:04:01Z<p>Theaetetus: Adjusting armor sharp factor from 2.0 to 1.8</p>
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<div>{{Define|Fabric<br />
| category = Fabric<br />
| description = Fabric spun from microfibers extracted from silk-producing Devilstrand mushrooms. Very tough, but insulates no better than cloth.<br />
| always haulable = true<br />
| color = (180,60,60)<br />
| def name = DevilstrandCloth<br />
| default color = (180,60,60)<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| graphic path = Things/Item/Resource/Cloth<br />
| label = devilstrand<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| stack limit = 75<br />
| thing class = ThingWithComps<br />
| use hit points = true<br />
| armor - blunt factor = 1.3<br />
| armor - blunt offset = 0.05<br />
| armor - electric factor = 3<br />
| armor - electric offset = 0.05<br />
| armor - heat factor = 1<br />
| armor - heat offset = 0<br />
| armor - sharp factor = 1.8<br />
| armor - sharp offset = 0.05<br />
| deterioration rate base = 1.5<br />
| flammability base = 1.0<br />
| market value base = 16<br />
| max hit points base = 100<br />
| work to make factor = 1.3<br />
}}<br />
<br />
{{Info|'''Devilstrand''' is obtained by planting [[Devilstrand mushroom|devilstrand mushrooms]] in a [[growing zone]], or through random drops. The devilstrand mushroom was genetically engineered to produce a high quality silk net. Its name comes from the greed it inspires in people. It is an extremely strong fabric, generally better and more valuable overall than [[cloth]] and [[leather]]. It is immune to Blight}}</div>Theaetetushttps://rimworldwiki.com/index.php?title=Defence_tactics&diff=40529Defence tactics2016-08-07T21:28:28Z<p>Theaetetus: Theaetetus moved page Defence Tactics to Defence tactics: Consistency in capitalization</p>
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<div>{{UC}}<br />
This page details different tactics for defence and visualizations of them. Note: with the Alpha 11 update which included enemy Sappers and improved Raider AI, many of these tactics are obsolete and won't work as efficiently as past versions.<br />
<br />
==Early-Game Tactics==<br />
===Tunnel of Doom===<br />
<br />
One early game tactic is to slow down your enemies by (possibly using mountains to help) creating a narrow strip between your colony and potential areas where raiders could attack from, then placing a wall of sandbags close to the exit of the strip (the end closer to your colony obviously) where you can put turrets and/or colonists to attack the raiders. (You can also place debris in the strip so that they are slowed even more).<br />
<br />
"Pros"<br />
*Fairly cheap<br />
*Easy to build<br />
"Cons"<br />
*Sandbags need steel (debris can be used instead of sandbags)<br />
<br />
===Bunkers===<br />
<br />
If you prefer prolonged firefights instead of taking your enemies out with cheap tricks, then this is for you. This is an early game strategy because all you need for it is [[Wall|walls]]. First, build a room in an area where you expect enemies to approach from. This room doesn't have to be box-like -- all you need is a place for your colonists to stand inside while they shoot out. Once you have built an enclosing wall (enough for a [[Roof|roof]] to generate over it), order the cancelling and/or deconstruction of single pieces of wall at locations of your choice -- these will be firing holes for your shooters, where they can use the walls as cover.<br />
<br />
Why did I say to build an enclosed room, you ask? Simple -- because with a roof over the structure, every cell underneath it will count as 'Dark', with no light from the sun, and it will be protected from bad weather like rain and lightning strikes. So, when a raider attack comes and your shooters head to the bunker, they now enjoy not only the full cover bonus from having thick walls between them and the enemy, but also the fact that they are in darkness, meaning that enemies take yet another accuracy penalty when firing at them. Also, if a firefight is going on in bad weather, the roof will prevent your shooters from suffering the accuracy penalty from that, too. To truly finish the bunker, add non-flammable flooring (Stone blocks) so your colonists don't have to worry so much about fires while inside.<br />
<br />
"Pros"<br />
*Extremely cheap -- all it takes is whatever materials you use for the walls<br />
*Simple, easy and fun to build -- just make a room and knock out holes for your shooters<br />
*Makes it very hard for your enemies to hit your colonists since they are behind full cover '''and''' in darkness<br />
*You can easily extend this into a full bunker system just by adding more walls and knocking out more holes<br />
"Cons"<br />
*Should enemies overrun your bunker(s), they can turn the defenses on you to devastating effect<br />
*May require Stonecutting research to get walls that are good enough to withstand sustained fire -- wood and steel just don't cut it<br />
<br />
===Trap Chokepoints===<br />
<br />
Deadfall traps are available to you from the start of the game even if you start off as a tribe. Though they can be costly to make in large numbers, if you have lots of wood or steel on your map you can start producing them early.<br />
<br />
The main point of this defence is that you build a wall around your colony, essentially creating a compound. This can be more or less costly depending on how many hills are around that you can use as natural barriers. You leave an empty tile or two on the wall as exits as needed and then you build a second wall segment 7-11 tiles long just in front of the empty tiles. These segments will have a door at the same spot as the hole behind them. Then, you fill up the space in-between with traps like so:<br />
<br />
&#9635; - '''[[Door]]'''<br />
&#9673; - '''[[Deadfall trap]]'''<br />
&#9641; - Walls<br />
<br />
<pre><br />
&#9650; Outside<br />
&#9641; &#9641; &#9641; &#9641; &#9635; &#9641; &#9641; &#9641; &#9641; <br />
&#9673; &#9673; &#9673; &#9673; &#9673; &#9673; &#9673; &#9673; &#9673; &#9673; <br />
&#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641; &#9641;<br />
&#9660; Inside<br />
</pre><br />
<br />
Due to how the AI works, your colonists will prefer to move through the door, thereby always avoiding your own traps, whereas any enemies will prefer to go around the wall segment straight towards the open entrance, but that leads them into your line of traps. 5-6 traps, - even if made from wood - are usually enough to kill or severely wound an enemy. If you can afford to make them out of steel or better, you can expect an assaulting enemy force to take heavy losses by the time they make it through your traps.<br />
<br />
'''Pros'''<br />
* Can often single handedly rout early raiders without your colonists ever being in danger.<br />
* Traps can be rearmed any number of times, making this method economical in the long run.<br />
<br />
'''Cons'''<br />
* High resource cost can make it unfeasable on resource poor maps.<br />
* If the entrances are very far from where the enemies approach from, they might choose to attack your wall instead.<br />
<br />
==Mid Game Tactics==<br />
===The Death Room===<br />
''NOTE: This strategy requires the use of the Blasting Charges mod.''<br />
<br />
Proposed start time: as soon as possible, usually day 10+<br />
<br />
If you use a mined out base you can use mines to make "death rooms" in the entrance and just outside. By having ONLY ONE door exposed to the outside world, raiders will all focus on destroying the door (raiders don't attack rock walls [as of version alpha v11 they will mine to you after spawn prep time]). This high concentration of assailants is perfect for mines.<br />
<br />
If the raiders are spread out and one raider attacks the door, have one colonist (preferably the best repairer) stand on the inside and repair the door until enough raiders have gathered to make it worth activating the blasting charges.<br />
<br />
WARNING! The colonist should not repair the door to full health because he or she might go outside to do a task, opening the door and dooming the colonist. To avoid this situation, draft the colonist before the door is completely repaired.<br />
<br />
It is possible to stack this defensive structure (more than 4 in a row will noticeably increase travel time for colonists) to implement '''[https://en.wikipedia.org/wiki/Defense_in_depth_%28computing%29 Defense In Depth]''' security.<br />
<br />
&#9635; - '''[[Door]]'''<br />
&#9673; - '''[[Blasting_charges|Blasting charges]]'''<br />
&#9678; - Optional '''[[Blasting_charges|Blasting charges]]'''<br />
&#9634; - Explosion radius<br />
&#9641; - Rock walls<br />
<pre><br />
&#9650; Outside<br />
&#9641; &#9641; &#9641; &#9641; &#9641; &#9635; &#9641; &#9641; &#9641; &#9641; &#9641;<br />
&#9641; &#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641; &#9641;<br />
&#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641;<br />
&#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641; <br />
&#9641; &#9634; &#9634; &#9634; &#9673; &#9678; &#9673; &#9634; &#9634; &#9634; &#9641; &#9664; The Death Room<br />
&#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641;<br />
&#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641;<br />
&#9641; &#9641; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9634; &#9641; &#9641;<br />
&#9641; &#9641; &#9641; &#9641; &#9641; &#9635; &#9641; &#9641; &#9641; &#9641; &#9641;<br />
&#9660; Inside<br />
</pre><br />
<br />
'''Pros'''<br />
* Extremely efficient and effective deathtrap<br />
<br />
'''Cons'''<br />
* Potential for friendly fire or colonist injury<br />
* High Steel cost<br />
<br />
==Late Game Tactics==<br />
<br />
===Death's Cathedral===<br />
Proposed start time: day 100+ <br />
<br />
Make a huge room (be careful, as the roof will collapse without support beams) with '''[[Stone_wall|stone walls]]''' that cover the entrance to your base.<br/><br />
The '''length''' of this room should be 45 tiles (use '''[[Power_conduit|power conduits]]''' to measure the distance) because a '''[[M-24| M-24 sniper rifle]]''' can shoot that far.<br/><br />
The '''width''' of this room should be equal to the amount of colonists that you plan to have, with a maximum of 45.<br />
<br />
Make the "inside wall" (towards your base entrance) a huge '''[[Defence_Tactics#The_.22Fire_Wall.22 | Fire Wall]]''' and in the center of the opposite wall make a hole where the enemies can enter.<br/><br />
Haul away all '''[[Debris]]''', cut all '''[[Saguaro_cactus|Saguaro cacti]]''', and remove anything considered '''[[Cover]]''' inside this room (cutting/burning away the '''[[Poverty_grass|Poverty grass]]''' is optional).<br />
<br />
* Optional: make a '''[[Dumping_zone|Dumping zone]]''' around the outer wall, configure it to receive '''[[Debris]]''', and designate enough debris to fill it. This will slow the approach of raiders.<br />
* Optional: build either expensive '''[[Sandbag|Sandbags]]''' or free '''[[Debris]]''' as a second line in front of the Fire wall with a 1 tile gap between them so the colonists can hide behind cover in front of the Fire Wall.<br />
* Optional: if the '''[[Blasting_charges|Blasting charges]]''' mod is activated you can line the outer wall and the front of the Fire Wall with blasting charges in such a way that the charges don't damage the walls or each other, but anyone just in front of the walls will be injured or killed.<br />
<br />
'''Pros'''<br />
* Fun<br />
* Can use weapons with a longer range than turrets<br />
* Very low cost to maintain<br />
<br />
'''Cons'''<br />
* Very high initial cost<br />
* Colonists can still be injured<br />
* Requires most (or all) of your colonists to interrupt what they are doing<br />
* Requires most (or all) of your colonists to use long range weapons such as the [[M-24| M-24 sniper rifle]]<br />
<br />
==Other Tactics and Designs==<br />
<br />
===The "Fire Wall"===<br />
An effective cover design is to alternate 2 walls and 1 sand bag, by doing this you have 3 colonists shooting out of the same hole, 2 behind full cover and one behind low cover. This method can be expanded as long as there is room on the map.<br />
<br />
<br />
<br />
&#9634; - ''[[Sandbags]]'' | <br />
&#9641; - ''[[Wall]]'' | <br />
&#9673; - Colonist behind '''full''' ''[[Cover]]'' | <br />
&#9678; - Colonist behind '''half''' ''[[Cover]]''<br />
<pre><br />
&#9650; Outside<br />
&#9641; &#9634; &#9641; &#9641; &#9634; &#9641;<br />
&#9673; &#9678; &#9673; &#9673; &#9678; &#9673;<br />
&#9660; Inside<br />
</pre><br />
'''Pros'''<br />
* Gives excellent cover<br />
* Allows defenders to attack a wide range of targets while remaining behind cover<br />
* Prevents colonists from ganging up on enemies<br />
<br />
'''Cons'''<br />
* The design narrows the attack area, so the attackers must come straight at the defenders<br />
<br />
===The "Melee Defence "===<br />
<br />
This defence uses only melee weapons to defend against endless number of enemies with just 3 colonists.<br />
The walls fill funnel in the enemies in so that they would start attacking the door, they will be slowed down by the Rock chunks, when they are attacking the door the colonists on either side of the door will be able to melee attack the enemies through the corner of the door and the wall without them fighting back,and with the third colonist in front of the door repairing it you can keep this up until all of your enemies are dead or retreating, death claws or great swords are recommended but any melee weapon will do, the walls and door should be made out of granite to ensure maximum durability<br />
<br />
<br />
<br />
&#9641; - ''[[Wall]]'' | <br />
&#9673; - ''[[Colonist]]'' | <br />
&#9678; - ''[[Rock chunk]]'' | <br />
&#9634; - ''[[Door]]'' | <br />
<pre><br />
&#9650; Outside<br />
&#9641;&#9641;&#9641;&#9641;&#9641;&#9678;&#9641;&#9641;&#9641;&#9641;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9641;&#9678;&#9641;<br />
&#9673;&#9634;&#9673;<br />
&#9673;<br />
&#9660; Inside<br />
</pre><br />
<br />
'''Pros'''<br />
* Colonists will not get hurt<br />
* Only requires 3 colonist <br />
<br />
<br />
'''Cons'''<br />
* It is unsure if the one way melee attack is a bug exploit or if it is intended by the developers<br />
<br />
==See also==<br />
'''[[Training]]'''</div>Theaetetushttps://rimworldwiki.com/index.php?title=Talk:Minigun/Incorrect_maximum_DPS/reply&diff=40484Talk:Minigun/Incorrect maximum DPS/reply2016-08-06T17:24:16Z<p>Theaetetus: Reply to Incorrect maximum DPS</p>
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<div>Here's the formula as it is now.<br />
<br />
<nowiki>:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})</nowiki><br />
<br />
I'm not really sure what you're saying is the issue (need coffee). Wanna jump on IRC? Might be easier to explain there.</div>Theaetetushttps://rimworldwiki.com/index.php?title=User_talk:Jimyoda/Typos&diff=40380User talk:Jimyoda/Typos2016-08-01T20:46:22Z<p>Theaetetus: New thread: Typos</p>
<hr />
<div>Just wanted to say thanks for catching my typos! :></div>Theaetetushttps://rimworldwiki.com/index.php?title=Events&diff=40364Events2016-07-31T21:32:55Z<p>Theaetetus: /* Event Data */ Re-fixing ;</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
<hr><br />
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<br />
Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.<br />
<br />
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.<br />
<br />
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.<br />
<br />
=Event Data=<br />
{|<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)<br />
|-<br />
| Disease || Flu || Flu || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Plague || Plague || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Malaria || Malaria || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || SleepingSickness|| Sleeping sickness || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Enemy Attack]] || 9.0 || Bad || 0<br />
|-<br />
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Psychic Wave]] || 1.0 || VeryBad || 1<br />
|-<br />
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Ancient Ship Crash]] || 1.5 || Bad || 30<br />
|-<br />
| Big Threat || ManhunterPack || [[Events#Manhunter Pack| Manhunter Pack]] || 2.0 || Bad || 15<br />
|-<br />
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20<br />
|-<br />
| Special || RaidFriendly || [[Events#Faction Assistance| Faction Assistance]] || 3 || Good || 0<br />
|-<br />
| Special || AgentRevealed || [[Events#Traitor| Traitor]] || 1.3 || VeryBad || 40<br />
|-<br />
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3<br />
|-<br />
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30<br />
|-<br />
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30<br />
|-<br />
| General Bad || Beavers || [[Events#Alphabeavers| Alphabeavers]] || 1 || Bad || 15<br />
|-<br />
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30<br />
|-<br />
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30<br />
|-<br />
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30<br />
|-<br />
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Faulty Conduit Explosion]] || 1.2 || Bad || 15<br />
|-<br />
| General Bad || CropBlight || [[Events#Mysterious Blight| Mysterious Blight]] || 2.5 || Bad || 8<br />
|-<br />
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180<br />
|-<br />
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280<br />
|-<br />
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| Trade Ship In Range]] || 13 || Good || 0<br />
|-<br />
| General Good || TraderArrivalSlaver || [[Events#Slave Ship In Range| Slave Ship In Range]] || 4.5 || Good || 0<br />
|-<br />
| General Good || TravelerGroup || [[Events#Traveler Visit| Traveler Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || VisitorGroup || [[Events#Faction Visit| Faction Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || WandererJoin || [[Events#Migrant| Migrant]] || 0.4 || VeryGood || 0<br />
|-<br />
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0<br />
|-<br />
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0<br />
|-<br />
| Psychic Soothe || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30<br />
|-<br />
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15<br />
|}<br />
| {{Tocright}}<br />
|}<br />
<br />
<br />
<span id ="DiseasesTable"></span><br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Weight of each disease per biome<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
! Arid Shrubland<br />
{{#vardefine: as_mtb | 60}}<br />
| {{#vardefineecho: as_flu | 100}}<br />
| {{#vardefineecho: as_plague | 100}}<br />
| {{#vardefineecho: as_malaria | 0}}<br />
| {{#vardefineecho: as_sleeping | 0}}<br />
| {{#vardefineecho: as_fibrous | 30}}<br />
| {{#vardefineecho: as_sensory | 30}}<br />
| {{#vardefineecho: as_gut | 60}}<br />
| {{#vardefineecho: as_muscle | 60}}<br />
|-<br />
! Desert<br />
{{#vardefine: d_mtb | 80}}<br />
| {{#vardefineecho: d_flu | 100}}<br />
| {{#vardefineecho: d_plague | 100}}<br />
| {{#vardefineecho: d_malaria | 0}}<br />
| {{#vardefineecho: d_sleeping | 0}}<br />
| {{#vardefineecho: d_fibrous | 30}}<br />
| {{#vardefineecho: d_sensory | 30}}<br />
| {{#vardefineecho: d_gut | 60}}<br />
| {{#vardefineecho: d_muscle | 60}}<br />
|-<br />
! Extreme Desert<br />
{{#vardefine: ed_mtb | 90}}<br />
| {{#vardefineecho: ed_flu | 100}}<br />
| {{#vardefineecho: ed_plague | 80}}<br />
| {{#vardefineecho: ed_malaria | 0}}<br />
| {{#vardefineecho: ed_sleeping | 0}}<br />
| {{#vardefineecho: ed_fibrous | 30}}<br />
| {{#vardefineecho: ed_sensory | 30}}<br />
| {{#vardefineecho: ed_gut | 40}}<br />
| {{#vardefineecho: ed_muscle | 40}}<br />
|-<br />
! Boreal Forest<br />
{{#vardefine: bf_mtb | 50}}<br />
| {{#vardefineecho: bf_flu | 100}}<br />
| {{#vardefineecho: bf_plague | 100}}<br />
| {{#vardefineecho: bf_malaria | 0}}<br />
| {{#vardefineecho: bf_sleeping | 0}}<br />
| {{#vardefineecho: bf_fibrous | 30}}<br />
| {{#vardefineecho: bf_sensory | 30}}<br />
| {{#vardefineecho: bf_gut | 50}}<br />
| {{#vardefineecho: bf_muscle | 50}}<br />
|-<br />
! Tundra<br />
{{#vardefine: t_mtb | 80}}<br />
| {{#vardefineecho: t_flu | 100}}<br />
| {{#vardefineecho: t_plague | 80}}<br />
| {{#vardefineecho: t_malaria | 0}}<br />
| {{#vardefineecho: t_sleeping | 0}}<br />
| {{#vardefineecho: t_fibrous | 40}}<br />
| {{#vardefineecho: t_sensory | 40}}<br />
| {{#vardefineecho: t_gut | 30}}<br />
| {{#vardefineecho: t_muscle | 30}}<br />
|-<br />
! Ice Sheet<br />
{{#vardefine: is_mtb | 90}}<br />
| {{#vardefineecho: is_flu | 100}}<br />
| {{#vardefineecho: is_plague | 80}}<br />
| {{#vardefineecho: is_malaria | 0}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: is_fibrous | 30}}<br />
| {{#vardefineecho: is_sensory | 30}}<br />
| {{#vardefineecho: is_gut | 0}}<br />
| {{#vardefineecho: is_muscle | 0}}<br />
|-<br />
! Tropical Rainforest<br />
{{#vardefine: tr_mtb | 30}}<br />
| {{#vardefineecho: tr_flu | 100}}<br />
| {{#vardefineecho: tr_plague | 100}}<br />
| {{#vardefineecho: tr_malaria | 160}}<br />
| {{#vardefineecho: tr_sleeping | 140}}<br />
| {{#vardefineecho: tr_fibrous | 30}}<br />
| {{#vardefineecho: tr_sensory | 30}}<br />
| {{#vardefineecho: tr_gut | 80}}<br />
| {{#vardefineecho: tr_muscle | 80}}<br />
|}<br />
<br />
<!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --><br />
<!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --><br />
<!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.<br />
<br />
-->{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}<!--<br />
-->{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}<!--<br />
-->{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}<!--<br />
-->{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}<!--<br />
-->{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}<!--<br />
-->{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}<!--<br />
-->{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}<br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Mean time per disease by biome (in days)<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
| Arid Shrubland<br />
| {{#var: as_mtb}}<br />
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}<br />
|-<br />
| Desert<br />
| {{#var: d_mtb}}<br />
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}<br />
|-<br />
| Extreme Desert<br />
| {{#var: ed_mtb}}<br />
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}<br />
|-<br />
| Boreal Forest<br />
| {{#var: bf_mtb}}<br />
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}<br />
|-<br />
| Tundra<br />
| {{#var: t_mtb}}<br />
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}<br />
|-<br />
| Ice Sheet<br />
| {{#var: is_mtb}}<br />
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
|-<br />
| Tropical Rainforest<br />
| {{#var: tr_mtb}}<br />
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}<br />
|}<br />
<br />
=Event Descriptions=<br />
<br />
<br />
<br />
==Big Threats==<br />
<br />
===Enemy Attack===<br />
<br />
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.<br />
<br />
Different types of raids include:<br />
<br />
====Sieges====<br />
<br />
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.<br />
<br />
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.<br />
<br />
====Assaults====<br />
<br />
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.<br />
<br />
====Mid-Base Assaults====<br />
<br />
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof.<br />
<br />
===Psychic Wave===<br />
<br />
A psychic wave is a pulse of psychic energy that immediately drives a number of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.<br />
<br />
===Ancient Ship Crash===<br />
<br />
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[traits]] may worsen or lessen the effect of the drone. <br />
<br />
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.<br />
<br />
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.<br />
<br />
===Manhunter pack===<br />
<br />
A pack of man-hunting [[Animal|animals]] have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They'll leave the area in a few days.<br />
<br />
Manhunter packs always consist of a single animal type. Animals eligible to be selected for a manhunter pack include:<br />
<br />
*[[Warg]]<br />
*[[Elephant]]<br />
*[[Muffalo]]<br />
*[[Boomalope]]<br />
*[[Boomrat]]<br />
*[[Rhinoceros]]<br />
*[[Wild boar]]<br />
<br />
===Infestation===<br />
<br />
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.<br />
<br />
{{asof|A14}} hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out. Infestations are also easier to deal with and grow less exponentially and only appear deeper underground than usual.<br />
<br />
==Special==<br />
<br />
===Faction Assistance===<br />
<br />
When a player is attacked, they can use the [[comms console]] call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.<br />
<br />
This event also has a chance to occur at random.<br />
<br />
===Ancient Danger===<br />
<br />
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''<br />
<br />
A walled out area of the map that when opened, can contain either [[cryptosleep casket]]s, [[mechanoid]]s or both. Open at your own risk.<br />
<br />
===Traitor===<br />
This event is disabled and should be disregarded.<br />
<!--This event text is intentionally removed from view since this event is disabled. <br />
When this event occurs, a colonist is suddenly revealed to be an agent of one of the colony's enemies - they will attempt to flee, but can be recaptured (and/or punished) before they do so.<br />
--><br />
<br />
==Small Threats==<br />
<br />
===Mad Animal===<br />
<br />
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they are fast and charge into melee range.<br />
<br />
==General Bad==<br />
<br />
===Flash Storm=== <br />
<br />
A localized, intense lightning storm in one area of the map. Causes big fires.<br />
<br />
===Eclipse===<br />
<br />
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.<br />
<br />
===Solar Flare===<br />
<br />
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.<br />
<br />
On cold weather maps, Hydroponic farms will cease to grow crops regardless of the temperature, and heaters will fail causing ground based crops to fail as well.<br />
<br />
===Psychic Drone===<br />
<br />
Drone in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."<br />
<br />
A Psychic Drone phenomenon affects all colonists of a randomly chosen sex, negatively influencing their mood. Colonists have no choice but to endure it as the point of origin is off map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event.<br />
<br />
===Faulty Conduit Explosion===<br />
<br />
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.<br />
<br />
===Mysterious Blight===<br />
<br />
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.<br />
<br />
===Heat Wave===<br />
<br />
A heat wave sweeps the colony, driving [[temperature]] up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers.<br />
<br />
===Cold Snap===<br />
<br />
A cold snap makes the [[temperature]] of a colony drop for several days. While this is generally good for item preservation, It can kill off crops and influence colonist moods and cause Hypothermia if colonists stay in non-heated areas for a prolonged time.<br />
<br />
===Alphabeavers===<br />
<br />
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]], and [[Saguaro_cactus|Saguaro cacti]], until they consume them all, unless you eradicate them first.<br />
<br />
===Toxic Fallout===<br />
<br />
A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly [[Disease#Toxic_Buildup|sickened]] by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to over a month.<br />
<br />
Fallout affects corpses left outdoors. They become rotten after several days. Plants will wither as well. This event will usually wipe out all wild animals and poses a serious danger to tamed ones unless they are restricted to an area under a roof.<br />
Toxic Buildup, which is caused by toxic fallout, can cause [[Injury#Old_Age|dementia]] if it progresses far enough.<br />
<br />
===Volcanic Winter===<br />
<br />
A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.<br />
<br />
===Poison Ship=== <br />
<br />
A Poison Ship event kills plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Ancient Crashed Ships. The crops killed by the poison happen randomly, without a trace, and will also hit plants grown in a [[Hydroponics basin]]. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.<br />
<br />
==General Good==<br />
===Self Tame=== <br />
Random animal becomes self tamed. <br />
<br />
===Farm Animals Wander===<br />
Some tame farm animals wander to and join the colony. Mostly cows and chickens. <br />
<br />
===Trade Ship In Range===<br />
<br />
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.<br />
<br />
===Pirate Merchant In Range===<br />
<br />
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however any colonists without the psychopath trait will suffer a mood penalty for doing so.<br />
<br />
===Traveler Visit===<br />
<br />
Occasionally, a group of friendly faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.<br />
<br />
===Faction Visit===<br />
<br />
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.<br />
<br />
===Migrant===<br />
<br />
This event sees a random colonist arrive via the map edge, and join the colony immediately.<br />
<br />
===Cargo Pods===<br />
<br />
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a [[electric smelter]].<br />
<br />
===Escape Pod===<br />
<br />
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be [[Prisoner|rescued and recruited]] into the colony.<br />
<br />
===Psychic Soothe===<br />
<br />
When this event triggers it gives a positive mood modifier (+15) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic Drone|Psychic Drone]].<br />
<br />
==Neutral==<br />
<br />
===Refugee Chased===<br />
<br />
When this event triggers a window appears stating that an individual calls you, via radio, from nearby seeking refuge from a faction (hostile to you) that is chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event. Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. This event will not trigger if the colony doesn't have hostile relations with any faction. The pirate band faction should always be hostile since, by design, any attempt to improve relations with them is disregarded.<br />
<br />
[[Category:Events]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Events&diff=40363Events2016-07-31T21:31:53Z<p>Theaetetus: /* Event Data */ Fixing table</p>
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<br />
Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.<br />
<br />
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.<br />
<br />
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.<br />
<br />
=Event Data=<br />
{|<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)<br />
|-<br />
| Disease || Flu || Flu || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Plague || Plague || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Malaria || Malaria || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || SleepingSickness|| Sleeping sickness || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Enemy Attack]] || 9.0 || Bad || 0<br />
|-<br />
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Psychic Wave]] || 1.0 || VeryBad || 1<br />
|-<br />
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Ancient Ship Crash]] || 1.5 || Bad || 30<br />
|-<br />
| Big Threat || ManhunterPack || [[Events#Manhunter Pack| Manhunter Pack]] || 2.0 || Bad || 15<br />
|-<br />
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20<br />
|-<br />
| Special || RaidFriendly || [[Events#Faction Assistance| Faction Assistance]] || 3 || Good || 0<br />
|-<br />
| Special || AgentRevealed || [[Events#Traitor| Traitor]] || 1.3 || VeryBad || 40<br />
|-<br />
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3<br />
|-<br />
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30<br />
|-<br />
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30<br />
|-<br />
| General Bad || Beavers || [[Events#Alphabeavers| Alphabeavers]] || 1 || Bad || 15<br />
|-<br />
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30<br />
|-<br />
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30<br />
|-<br />
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30<br />
|-<br />
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Faulty Conduit Explosion]] || 1.2 || Bad || 15<br />
|-<br />
| General Bad || CropBlight || [[Events#Mysterious Blight| Mysterious Blight]] || 2.5 || Bad || 8<br />
|-<br />
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180<br />
|-<br />
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280<br />
|-<br />
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| Trade Ship In Range]] || 13 || Good || 0<br />
|-<br />
| General Good || TraderArrivalSlaver || [[Events#Slave Ship In Range| Slave Ship In Range]] || 4.5 || Good || 0<br />
|-<br />
| General Good || TravelerGroup || [[Events#Traveler Visit| Traveler Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || VisitorGroup || [[Events#Faction Visit| Faction Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || WandererJoin || [[Events#Migrant| Migrant]] || 0.4 || VeryGood || 0<br />
|-<br />
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0<br />
|-<br />
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0<br />
|-<br />
| Psychic Soothe || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30<br />
|-<br />
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15<br />
|}<br />
| {{Tocright}}<br />
|}<br />
<br />
<br />
<span id ="DiseasesTable"></span><br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Weight of each disease per biome<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
! Arid Shrubland<br />
{{#vardefine: as_mtb | 60}}<br />
| {{#vardefineecho: as_flu | 100}}<br />
| {{#vardefineecho: as_plague | 100}}<br />
| {{#vardefineecho: as_malaria | 0}}<br />
| {{#vardefineecho: as_sleeping | 0}}<br />
| {{#vardefineecho: as_fibrous | 30}}<br />
| {{#vardefineecho: as_sensory | 30}}<br />
| {{#vardefineecho: as_gut | 60}}<br />
| {{#vardefineecho: as_muscle | 60}}<br />
|-<br />
! Desert<br />
{{#vardefine: d_mtb | 80}}<br />
| {{#vardefineecho: d_flu | 100}}<br />
| {{#vardefineecho: d_plague | 100}}<br />
| {{#vardefineecho: d_malaria | 0}}<br />
| {{#vardefineecho: d_sleeping | 0}}<br />
| {{#vardefineecho: d_fibrous | 30}}<br />
| {{#vardefineecho: d_sensory | 30}}<br />
| {{#vardefineecho: d_gut | 60}}<br />
| {{#vardefineecho: d_muscle | 60}}<br />
|-<br />
! Extreme Desert<br />
{{#vardefine: ed_mtb | 90}}<br />
| {{#vardefineecho: ed_flu | 100}}<br />
| {{#vardefineecho: ed_plague | 80}}<br />
| {{#vardefineecho: ed_malaria | 0}}<br />
| {{#vardefineecho: ed_sleeping | 0}}<br />
| {{#vardefineecho: ed_fibrous | 30}}<br />
| {{#vardefineecho: ed_sensory | 30}}<br />
| {{#vardefineecho: ed_gut | 40}}<br />
| {{#vardefineecho: ed_muscle | 40}}<br />
|-<br />
! Boreal Forest<br />
{{#vardefine: bf_mtb | 50}}<br />
| {{#vardefineecho: bf_flu | 100}}<br />
| {{#vardefineecho: bf_plague | 100}}<br />
| {{#vardefineecho: bf_malaria | 0}}<br />
| {{#vardefineecho: bf_sleeping | 0}}<br />
| {{#vardefineecho: bf_fibrous | 30}}<br />
| {{#vardefineecho: bf_sensory | 30}}<br />
| {{#vardefineecho: bf_gut | 50}}<br />
| {{#vardefineecho: bf_muscle | 50}}<br />
|-<br />
! Tundra<br />
{{#vardefine: t_mtb | 80}}<br />
| {{#vardefineecho: t_flu | 100}}<br />
| {{#vardefineecho: t_plague | 80}}<br />
| {{#vardefineecho: t_malaria | 0}}<br />
| {{#vardefineecho: t_sleeping | 0}}<br />
| {{#vardefineecho: t_fibrous | 40}}<br />
| {{#vardefineecho: t_sensory | 40}}<br />
| {{#vardefineecho: t_gut | 30}}<br />
| {{#vardefineecho: t_muscle | 30}}<br />
|-<br />
! Ice Sheet<br />
{{#vardefine: is_mtb | 90}}<br />
| {{#vardefineecho: is_flu | 100}}<br />
| {{#vardefineecho: is_plague | 80}}<br />
| {{#vardefineecho: is_malaria | 0}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: is_fibrous | 30}}<br />
| {{#vardefineecho: is_sensory | 30}}<br />
| {{#vardefineecho: is_gut | 0}}<br />
| {{#vardefineecho: is_muscle | 0}}<br />
|-<br />
! Tropical Rainforest<br />
{{#vardefine: tr_mtb | 30}}<br />
| {{#vardefineecho: tr_flu | 100}}<br />
| {{#vardefineecho: tr_plague | 100}}<br />
| {{#vardefineecho: tr_malaria | 160}}<br />
| {{#vardefineecho: tr_sleeping | 140}}<br />
| {{#vardefineecho: tr_fibrous | 30}}<br />
| {{#vardefineecho: tr_sensory | 30}}<br />
| {{#vardefineecho: tr_gut | 80}}<br />
| {{#vardefineecho: tr_muscle | 80}}<br />
|}<br />
<br />
<!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --><br />
<!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --><br />
<!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.<br />
<br />
-->{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}<!--<br />
-->{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}<!--<br />
-->{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}<!--<br />
-->{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}<!--<br />
-->{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}<!--<br />
-->{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}<!--<br />
-->{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}<br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Mean time per disease by biome (in days)<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
| Arid Shrubland<br />
| {{#var: as_mtb}}<br />
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}<br />
|-<br />
| Desert<br />
| {{#var: d_mtb}}<br />
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}<br />
|-<br />
| Extreme Desert<br />
| {{#var: ed_mtb}}<br />
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}<br />
|-<br />
| Boreal Forest<br />
| {{#var: bf_mtb}}<br />
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}<br />
|-<br />
| Tundra<br />
| {{#var: t_mtb}}<br />
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}<br />
|-<br />
| Ice Sheet<br />
| {{#var: is_mtb}}<br />
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
|-<br />
| Tropical Rainforest<br />
| {{#var: tr_mtb}}<br />
| {{#ifeq: {{#var: is_flu}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_flu}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_plague}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_plague}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_malaria}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_malaria}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_sleeping}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_sleeping}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_fibrous}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_fibrous}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_sensory}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_sensory}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_gut}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_gut}} * {{#var: is_mtb}} round 2}}}}<br />
| {{#ifeq: {{#var: is_muscle}}|0|0|{{#expr: {{#var: is_totweight}} / {{#var: is_muscle}} * {{#var: is_mtb}} round 2}}}}<br />
|}<br />
<br />
=Event Descriptions=<br />
<br />
<br />
<br />
==Big Threats==<br />
<br />
===Enemy Attack===<br />
<br />
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.<br />
<br />
Different types of raids include:<br />
<br />
====Sieges====<br />
<br />
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.<br />
<br />
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.<br />
<br />
====Assaults====<br />
<br />
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.<br />
<br />
====Mid-Base Assaults====<br />
<br />
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof.<br />
<br />
===Psychic Wave===<br />
<br />
A psychic wave is a pulse of psychic energy that immediately drives a number of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.<br />
<br />
===Ancient Ship Crash===<br />
<br />
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[traits]] may worsen or lessen the effect of the drone. <br />
<br />
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.<br />
<br />
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.<br />
<br />
===Manhunter pack===<br />
<br />
A pack of man-hunting [[Animal|animals]] have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They'll leave the area in a few days.<br />
<br />
Manhunter packs always consist of a single animal type. Animals eligible to be selected for a manhunter pack include:<br />
<br />
*[[Warg]]<br />
*[[Elephant]]<br />
*[[Muffalo]]<br />
*[[Boomalope]]<br />
*[[Boomrat]]<br />
*[[Rhinoceros]]<br />
*[[Wild boar]]<br />
<br />
===Infestation===<br />
<br />
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.<br />
<br />
{{asof|A14}} hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out. Infestations are also easier to deal with and grow less exponentially and only appear deeper underground than usual.<br />
<br />
==Special==<br />
<br />
===Faction Assistance===<br />
<br />
When a player is attacked, they can use the [[comms console]] call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.<br />
<br />
This event also has a chance to occur at random.<br />
<br />
===Ancient Danger===<br />
<br />
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''<br />
<br />
A walled out area of the map that when opened, can contain either [[cryptosleep casket]]s, [[mechanoid]]s or both. Open at your own risk.<br />
<br />
===Traitor===<br />
This event is disabled and should be disregarded.<br />
<!--This event text is intentionally removed from view since this event is disabled. <br />
When this event occurs, a colonist is suddenly revealed to be an agent of one of the colony's enemies - they will attempt to flee, but can be recaptured (and/or punished) before they do so.<br />
--><br />
<br />
==Small Threats==<br />
<br />
===Mad Animal===<br />
<br />
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they are fast and charge into melee range.<br />
<br />
==General Bad==<br />
<br />
===Flash Storm=== <br />
<br />
A localized, intense lightning storm in one area of the map. Causes big fires.<br />
<br />
===Eclipse===<br />
<br />
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.<br />
<br />
===Solar Flare===<br />
<br />
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.<br />
<br />
On cold weather maps, Hydroponic farms will cease to grow crops regardless of the temperature, and heaters will fail causing ground based crops to fail as well.<br />
<br />
===Psychic Drone===<br />
<br />
Drone in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."<br />
<br />
A Psychic Drone phenomenon affects all colonists of a randomly chosen sex, negatively influencing their mood. Colonists have no choice but to endure it as the point of origin is off map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event.<br />
<br />
===Faulty Conduit Explosion===<br />
<br />
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.<br />
<br />
===Mysterious Blight===<br />
<br />
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.<br />
<br />
===Heat Wave===<br />
<br />
A heat wave sweeps the colony, driving [[temperature]] up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers.<br />
<br />
===Cold Snap===<br />
<br />
A cold snap makes the [[temperature]] of a colony drop for several days. While this is generally good for item preservation, It can kill off crops and influence colonist moods and cause Hypothermia if colonists stay in non-heated areas for a prolonged time.<br />
<br />
===Alphabeavers===<br />
<br />
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]], and [[Saguaro_cactus|Saguaro cacti]], until they consume them all, unless you eradicate them first.<br />
<br />
===Toxic Fallout===<br />
<br />
A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly [[Disease#Toxic_Buildup|sickened]] by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to over a month.<br />
<br />
Fallout affects corpses left outdoors. They become rotten after several days. Plants will wither as well. This event will usually wipe out all wild animals and poses a serious danger to tamed ones unless they are restricted to an area under a roof.<br />
Toxic Buildup, which is caused by toxic fallout, can cause [[Injury#Old_Age|dementia]] if it progresses far enough.<br />
<br />
===Volcanic Winter===<br />
<br />
A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.<br />
<br />
===Poison Ship=== <br />
<br />
A Poison Ship event kills plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Ancient Crashed Ships. The crops killed by the poison happen randomly, without a trace, and will also hit plants grown in a [[Hydroponics basin]]. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.<br />
<br />
==General Good==<br />
===Self Tame=== <br />
Random animal becomes self tamed. <br />
<br />
===Farm Animals Wander===<br />
Some tame farm animals wander to and join the colony. Mostly cows and chickens. <br />
<br />
===Trade Ship In Range===<br />
<br />
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.<br />
<br />
===Pirate Merchant In Range===<br />
<br />
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however any colonists without the psychopath trait will suffer a mood penalty for doing so.<br />
<br />
===Traveler Visit===<br />
<br />
Occasionally, a group of friendly faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.<br />
<br />
===Faction Visit===<br />
<br />
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.<br />
<br />
===Migrant===<br />
<br />
This event sees a random colonist arrive via the map edge, and join the colony immediately.<br />
<br />
===Cargo Pods===<br />
<br />
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a [[electric smelter]].<br />
<br />
===Escape Pod===<br />
<br />
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be [[Prisoner|rescued and recruited]] into the colony.<br />
<br />
===Psychic Soothe===<br />
<br />
When this event triggers it gives a positive mood modifier (+15) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic Drone|Psychic Drone]].<br />
<br />
==Neutral==<br />
<br />
===Refugee Chased===<br />
<br />
When this event triggers a window appears stating that an individual calls you, via radio, from nearby seeking refuge from a faction (hostile to you) that is chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event. Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. This event will not trigger if the colony doesn't have hostile relations with any faction. The pirate band faction should always be hostile since, by design, any attempt to improve relations with them is disregarded.<br />
<br />
[[Category:Events]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Events&diff=40362Events2016-07-31T21:08:03Z<p>Theaetetus: /* Event Data */ Updating disease data to include missing ailments and adding 2nd table factored for biome mtb diseases</p>
<hr />
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<br />
Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.<br />
<br />
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.<br />
<br />
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.<br />
<br />
=Event Data=<br />
{|<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)<br />
|-<br />
| Disease || Flu || Flu || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Plague || Plague || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Malaria || Malaria || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || SleepingSickness|| Sleeping sickness || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Enemy Attack]] || 9.0 || Bad || 0<br />
|-<br />
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Psychic Wave]] || 1.0 || VeryBad || 1<br />
|-<br />
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Ancient Ship Crash]] || 1.5 || Bad || 30<br />
|-<br />
| Big Threat || ManhunterPack || [[Events#Manhunter Pack| Manhunter Pack]] || 2.0 || Bad || 15<br />
|-<br />
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20<br />
|-<br />
| Special || RaidFriendly || [[Events#Faction Assistance| Faction Assistance]] || 3 || Good || 0<br />
|-<br />
| Special || AgentRevealed || [[Events#Traitor| Traitor]] || 1.3 || VeryBad || 40<br />
|-<br />
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3<br />
|-<br />
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30<br />
|-<br />
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30<br />
|-<br />
| General Bad || Beavers || [[Events#Alphabeavers| Alphabeavers]] || 1 || Bad || 15<br />
|-<br />
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30<br />
|-<br />
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30<br />
|-<br />
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30<br />
|-<br />
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Faulty Conduit Explosion]] || 1.2 || Bad || 15<br />
|-<br />
| General Bad || CropBlight || [[Events#Mysterious Blight| Mysterious Blight]] || 2.5 || Bad || 8<br />
|-<br />
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180<br />
|-<br />
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280<br />
|-<br />
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| Trade Ship In Range]] || 13 || Good || 0<br />
|-<br />
| General Good || TraderArrivalSlaver || [[Events#Slave Ship In Range| Slave Ship In Range]] || 4.5 || Good || 0<br />
|-<br />
| General Good || TravelerGroup || [[Events#Traveler Visit| Traveler Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || VisitorGroup || [[Events#Faction Visit| Faction Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || WandererJoin || [[Events#Migrant| Migrant]] || 0.4 || VeryGood || 0<br />
|-<br />
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0<br />
|-<br />
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0<br />
|-<br />
| Psychic Soothe || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30<br />
|-<br />
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15<br />
|}<br />
| {{Tocright}}<br />
|}<br />
<br />
<br />
<span id ="DiseasesTable"></span><br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Weight of each disease per biome<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
! Arid Shrubland<br />
{{#vardefine: as_mtb | 60}}<br />
| {{#vardefineecho: as_flu | 100}}<br />
| {{#vardefineecho: as_plague | 100}}<br />
| {{#vardefineecho: as_malaria | 0}}<br />
| {{#vardefineecho: as_sleeping | 0}}<br />
| {{#vardefineecho: as_fibrous | 30}}<br />
| {{#vardefineecho: as_sensory | 30}}<br />
| {{#vardefineecho: as_gut | 60}}<br />
| {{#vardefineecho: as_muscle | 60}}<br />
|-<br />
! Desert<br />
{{#vardefine: d_mtb | 80}}<br />
| {{#vardefineecho: d_flu | 100}}<br />
| {{#vardefineecho: d_plague | 100}}<br />
| {{#vardefineecho: d_malaria | 0}}<br />
| {{#vardefineecho: d_sleeping | 0}}<br />
| {{#vardefineecho: d_fibrous | 30}}<br />
| {{#vardefineecho: d_sensory | 30}}<br />
| {{#vardefineecho: d_gut | 60}}<br />
| {{#vardefineecho: d_muscle | 60}}<br />
|-<br />
! Extreme Desert<br />
{{#vardefine: ed_mtb | 90}}<br />
| {{#vardefineecho: ed_flu | 100}}<br />
| {{#vardefineecho: ed_plague | 80}}<br />
| {{#vardefineecho: ed_malaria | 0}}<br />
| {{#vardefineecho: ed_sleeping | 0}}<br />
| {{#vardefineecho: ed_fibrous | 30}}<br />
| {{#vardefineecho: ed_sensory | 30}}<br />
| {{#vardefineecho: ed_gut | 40}}<br />
| {{#vardefineecho: ed_muscle | 40}}<br />
|-<br />
! Boreal Forest<br />
{{#vardefine: bf_mtb | 50}}<br />
| {{#vardefineecho: bf_flu | 100}}<br />
| {{#vardefineecho: bf_plague | 100}}<br />
| {{#vardefineecho: bf_malaria | 0}}<br />
| {{#vardefineecho: bf_sleeping | 0}}<br />
| {{#vardefineecho: bf_fibrous | 30}}<br />
| {{#vardefineecho: bf_sensory | 30}}<br />
| {{#vardefineecho: bf_gut | 50}}<br />
| {{#vardefineecho: bf_muscle | 50}}<br />
|-<br />
! Tundra<br />
{{#vardefine: t_mtb | 80}}<br />
| {{#vardefineecho: t_flu | 100}}<br />
| {{#vardefineecho: t_plague | 80}}<br />
| {{#vardefineecho: t_malaria | 0}}<br />
| {{#vardefineecho: t_sleeping | 0}}<br />
| {{#vardefineecho: t_fibrous | 40}}<br />
| {{#vardefineecho: t_sensory | 40}}<br />
| {{#vardefineecho: t_gut | 30}}<br />
| {{#vardefineecho: t_muscle | 30}}<br />
|-<br />
! Ice Sheet<br />
{{#vardefine: is_mtb | 90}}<br />
| {{#vardefineecho: is_flu | 100}}<br />
| {{#vardefineecho: is_plague | 80}}<br />
| {{#vardefineecho: is_malaria | 0}}<br />
| {{#vardefineecho: is_sleeping | 0}}<br />
| {{#vardefineecho: is_fibrous | 30}}<br />
| {{#vardefineecho: is_sensory | 30}}<br />
| {{#vardefineecho: is_gut | 0}}<br />
| {{#vardefineecho: is_muscle | 0}}<br />
|-<br />
! Tropical Rainforest<br />
{{#vardefine: tr_mtb | 30}}<br />
| {{#vardefineecho: tr_flu | 100}}<br />
| {{#vardefineecho: tr_plague | 100}}<br />
| {{#vardefineecho: tr_malaria | 160}}<br />
| {{#vardefineecho: tr_sleeping | 140}}<br />
| {{#vardefineecho: tr_fibrous | 30}}<br />
| {{#vardefineecho: tr_sensory | 30}}<br />
| {{#vardefineecho: tr_gut | 80}}<br />
| {{#vardefineecho: tr_muscle | 80}}<br />
|}<br />
<br />
<!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --><br />
<!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --><br />
<!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.<br />
<br />
-->{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}<!--<br />
-->{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}<!--<br />
-->{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}<!--<br />
-->{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}<!--<br />
-->{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}<!--<br />
-->{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}<!--<br />
-->{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}<br />
<br />
{| class=wikitable style="text-align: center;"<br />
|+ Mean time per disease by biome (in days)<br />
! style="padding: 5px 4em;" | Biome Name<br />
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases<br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping<br>Sickness<br />
! style="padding: 5px 1em;" | Fibrous<br>Mechanites<br />
! style="padding: 5px 1em;" | Sensory<br>Mechanites<br />
! style="padding: 5px 1em;" | Gut<br>Worms<br />
! style="padding: 5px 1em;" | Muscle<br>Parasites<br />
|- <br />
| Arid Shrubland<br />
| {{#var: as_mtb}}<br />
| {{#expr: {{#var: as_flu}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_plague}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_malaria}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_sleeping}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_fibrous}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_sensory}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_gut}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
| {{#expr: {{#var: as_muscle}} / {{#var: as_totweight}} * {{#var: as_mtb}} round 2}}<br />
|-<br />
| Desert<br />
| {{#var: d_mtb}}<br />
| {{#expr: {{#var: d_flu}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_plague}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_malaria}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_sleeping}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_fibrous}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_sensory}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_gut}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
| {{#expr: {{#var: d_muscle}} / {{#var: d_totweight}} * {{#var: d_mtb}} round 2}}<br />
|-<br />
| Extreme Desert<br />
| {{#var: ed_mtb}}<br />
| {{#expr: {{#var: ed_flu}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_plague}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_malaria}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_sleeping}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_fibrous}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_sensory}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_gut}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
| {{#expr: {{#var: ed_muscle}} / {{#var: ed_totweight}} * {{#var: ed_mtb}} round 2}}<br />
|-<br />
| Boreal Forest<br />
| {{#var: bf_mtb}}<br />
| {{#expr: {{#var: bf_flu}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_plague}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_malaria}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_sleeping}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_fibrous}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_sensory}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_gut}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
| {{#expr: {{#var: bf_muscle}} / {{#var: bf_totweight}} * {{#var: bf_mtb}} round 2}}<br />
|-<br />
| Tundra<br />
| {{#var: t_mtb}}<br />
| {{#expr: {{#var: t_flu}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_plague}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_malaria}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_sleeping}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_fibrous}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_sensory}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_gut}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
| {{#expr: {{#var: t_muscle}} / {{#var: t_totweight}} * {{#var: t_mtb}} round 2}}<br />
|-<br />
| Ice Sheet<br />
| {{#var: is_mtb}}<br />
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}<br />
|-<br />
| Tropical Rainforest<br />
| {{#var: tr_mtb}}<br />
| {{#expr: {{#var: tr_flu}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_plague}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_malaria}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_sleeping}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_fibrous}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_sensory}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_gut}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
| {{#expr: {{#var: tr_muscle}} / {{#var: tr_totweight}} * {{#var: tr_mtb}} round 2}}<br />
|}<br />
<br />
=Event Descriptions=<br />
<br />
<br />
<br />
==Big Threats==<br />
<br />
===Enemy Attack===<br />
<br />
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.<br />
<br />
Different types of raids include:<br />
<br />
====Sieges====<br />
<br />
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.<br />
<br />
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.<br />
<br />
====Assaults====<br />
<br />
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.<br />
<br />
====Mid-Base Assaults====<br />
<br />
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof.<br />
<br />
===Psychic Wave===<br />
<br />
A psychic wave is a pulse of psychic energy that immediately drives a number of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.<br />
<br />
===Ancient Ship Crash===<br />
<br />
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[traits]] may worsen or lessen the effect of the drone. <br />
<br />
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.<br />
<br />
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.<br />
<br />
===Manhunter pack===<br />
<br />
A pack of man-hunting [[Animal|animals]] have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They'll leave the area in a few days.<br />
<br />
Manhunter packs always consist of a single animal type. Animals eligible to be selected for a manhunter pack include:<br />
<br />
*[[Warg]]<br />
*[[Elephant]]<br />
*[[Muffalo]]<br />
*[[Boomalope]]<br />
*[[Boomrat]]<br />
*[[Rhinoceros]]<br />
*[[Wild boar]]<br />
<br />
===Infestation===<br />
<br />
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.<br />
<br />
{{asof|A14}} hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out. Infestations are also easier to deal with and grow less exponentially and only appear deeper underground than usual.<br />
<br />
==Special==<br />
<br />
===Faction Assistance===<br />
<br />
When a player is attacked, they can use the [[comms console]] call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.<br />
<br />
This event also has a chance to occur at random.<br />
<br />
===Ancient Danger===<br />
<br />
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''<br />
<br />
A walled out area of the map that when opened, can contain either [[cryptosleep casket]]s, [[mechanoid]]s or both. Open at your own risk.<br />
<br />
===Traitor===<br />
This event is disabled and should be disregarded.<br />
<!--This event text is intentionally removed from view since this event is disabled. <br />
When this event occurs, a colonist is suddenly revealed to be an agent of one of the colony's enemies - they will attempt to flee, but can be recaptured (and/or punished) before they do so.<br />
--><br />
<br />
==Small Threats==<br />
<br />
===Mad Animal===<br />
<br />
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they are fast and charge into melee range.<br />
<br />
==General Bad==<br />
<br />
===Flash Storm=== <br />
<br />
A localized, intense lightning storm in one area of the map. Causes big fires.<br />
<br />
===Eclipse===<br />
<br />
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.<br />
<br />
===Solar Flare===<br />
<br />
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.<br />
<br />
On cold weather maps, Hydroponic farms will cease to grow crops regardless of the temperature, and heaters will fail causing ground based crops to fail as well.<br />
<br />
===Psychic Drone===<br />
<br />
Drone in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."<br />
<br />
A Psychic Drone phenomenon affects all colonists of a randomly chosen sex, negatively influencing their mood. Colonists have no choice but to endure it as the point of origin is off map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event.<br />
<br />
===Faulty Conduit Explosion===<br />
<br />
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.<br />
<br />
===Mysterious Blight===<br />
<br />
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.<br />
<br />
===Heat Wave===<br />
<br />
A heat wave sweeps the colony, driving [[temperature]] up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers.<br />
<br />
===Cold Snap===<br />
<br />
A cold snap makes the [[temperature]] of a colony drop for several days. While this is generally good for item preservation, It can kill off crops and influence colonist moods and cause Hypothermia if colonists stay in non-heated areas for a prolonged time.<br />
<br />
===Alphabeavers===<br />
<br />
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]], and [[Saguaro_cactus|Saguaro cacti]], until they consume them all, unless you eradicate them first.<br />
<br />
===Toxic Fallout===<br />
<br />
A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly [[Disease#Toxic_Buildup|sickened]] by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to over a month.<br />
<br />
Fallout affects corpses left outdoors. They become rotten after several days. Plants will wither as well. This event will usually wipe out all wild animals and poses a serious danger to tamed ones unless they are restricted to an area under a roof.<br />
Toxic Buildup, which is caused by toxic fallout, can cause [[Injury#Old_Age|dementia]] if it progresses far enough.<br />
<br />
===Volcanic Winter===<br />
<br />
A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.<br />
<br />
===Poison Ship=== <br />
<br />
A Poison Ship event kills plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Ancient Crashed Ships. The crops killed by the poison happen randomly, without a trace, and will also hit plants grown in a [[Hydroponics basin]]. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.<br />
<br />
==General Good==<br />
===Self Tame=== <br />
Random animal becomes self tamed. <br />
<br />
===Farm Animals Wander===<br />
Some tame farm animals wander to and join the colony. Mostly cows and chickens. <br />
<br />
===Trade Ship In Range===<br />
<br />
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.<br />
<br />
===Pirate Merchant In Range===<br />
<br />
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however any colonists without the psychopath trait will suffer a mood penalty for doing so.<br />
<br />
===Traveler Visit===<br />
<br />
Occasionally, a group of friendly faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.<br />
<br />
===Faction Visit===<br />
<br />
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.<br />
<br />
===Migrant===<br />
<br />
This event sees a random colonist arrive via the map edge, and join the colony immediately.<br />
<br />
===Cargo Pods===<br />
<br />
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a [[electric smelter]].<br />
<br />
===Escape Pod===<br />
<br />
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be [[Prisoner|rescued and recruited]] into the colony.<br />
<br />
===Psychic Soothe===<br />
<br />
When this event triggers it gives a positive mood modifier (+15) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic Drone|Psychic Drone]].<br />
<br />
==Neutral==<br />
<br />
===Refugee Chased===<br />
<br />
When this event triggers a window appears stating that an individual calls you, via radio, from nearby seeking refuge from a faction (hostile to you) that is chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event. Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. This event will not trigger if the colony doesn't have hostile relations with any faction. The pirate band faction should always be hostile since, by design, any attempt to improve relations with them is disregarded.<br />
<br />
[[Category:Events]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=File:Jade.png&diff=40361File:Jade.png2016-07-31T20:27:16Z<p>Theaetetus: A14 asset</p>
<hr />
<div>A14 asset</div>Theaetetushttps://rimworldwiki.com/index.php?title=Red_fox&diff=40360Red fox2016-07-31T20:01:09Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Red fox<br />
|image = Red_fox.png<br />
|description = "A small solitary canine evolved for hunting small prey in temperate climates."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.6<br />
|healthscale = 0.7<br />
|movespeed = 5.0<br />
|attack1dmg = 7<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 7<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack2stun = 20<br />
|attack3dmg = 8<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 130<br />
|attack3stun = 20<br />
|leathername = red foxskin<br />
|manhunter = 0.20<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.12<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 18<br />
|lifespan = 9<br />
|offspring = 1-3<br />
|maturityage = 0.5+<br />
|marketvalue = 210<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_temperateforest = true<br />
|meatname = foxmeat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Red foxes can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Attacks===<br />
Red foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Red foxes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Fennec_fox&diff=40359Fennec fox2016-07-31T20:00:43Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Fennec fox<br />
|image = Fennec_fox.png<br />
|description = "A small fox originally from the northern part of Earth's Africa continent. It hunts small creatures and has very large ears."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.6<br />
|healthscale = 0.7<br />
|movespeed = 5.0<br />
|attack1dmg = 7<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 7<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack2stun = 20<br />
|attack3dmg = 8<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 130<br />
|attack3stun = 20<br />
|leathername = fennec foxskin<br />
|manhunter = 0.20<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.12<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 18<br />
|lifespan = 9<br />
|offspring = 1-3<br />
|maturityage = 0.5+<br />
|marketvalue = 210<br />
|livesin_aridshrubland = true<br />
|livesin_desert = true<br />
|livesin_extremedesert = true<br />
|meatname = foxmeat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Fennec foxes can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Attacks===<br />
Fennec foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Fennec foxes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Arctic_fox&diff=40358Arctic fox2016-07-31T20:00:19Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Arctic fox<br />
|image = Arctic_fox.png<br />
|description = A small predator adapted for the far north. It usually hunts small game like mice and voles, sometimes burrowing through a meter of snow to reach its prey.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.6<br />
|healthscale = 0.7<br />
|movespeed = 5.0<br />
|attack1dmg = 7<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 7<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack2stun = 20<br />
|attack3dmg = 8<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 130<br />
|attack3stun = 20<br />
|leathername = arctic foxskin<br />
|manhunter = 0.20<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.12<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 18<br />
|lifespan = 9<br />
|offspring = 1-3<br />
|maturityage = 0.5+<br />
|marketvalue = 210<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_icesheet = true<br />
|meatname = foxmeat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Arctic foxes can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Attacks===<br />
Arctic foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Arctic foxes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Arctic_wolf&diff=40357Arctic wolf2016-07-31T19:59:34Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude>{{infobox main|animal|<br />
|name = Arctic wolf<br />
|image = Arctic wolf.png<br />
|description = "An arctic variant of the old Earth wolf. As pack hunters, wolves have a complex social life and are fiercely intelligent."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.85<br />
|healthscale = 0.99<br />
|movespeed = 5.25<br />
|attack1dmg = 9<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 9<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack2stun = 20<br />
|attack3dmg = 11<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 130<br />
|attack3stun = 20<br />
|leathername = arctic wolfskin<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.20<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 22.5<br />
|lifespan = 12<br />
|offspring = 1-3<br />
|maturityage = 0.8+<br />
|marketvalue = 370<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_icesheet = true<br />
|meatname = wolfmeat<br />
}}</onlyinclude><br />
<br />
{{info|The '''arctic wolf''' is a large pack-hunting canine which hunts smaller mammals for prey.}}<br />
<br />
===Attacks===<br />
Arctic wolves have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Arctic wolves can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Timber_wolf&diff=40356Timber wolf2016-07-31T19:58:55Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Timber wolf<br />
|image = Timber wolf.png<br />
|description = "A rugged predator long feared by many ancient Earth cultures. As pack hunters, wolves have a complex social life and are fiercely intelligent."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.85<br />
|healthscale = 0.99<br />
|movespeed = 5.25<br />
|attack1dmg = 9<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 9<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack2stun = 20<br />
|attack3dmg = 11<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 130<br />
|attack3stun = 20<br />
|leathername = timber wolfskin<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.20<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 22.5<br />
|lifespan = 12<br />
|offspring = 1-3<br />
|maturityage = 0.8+<br />
|marketvalue = 370<br />
|livesin_aridshrubland = true<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_temperateforest = true<br />
|meatname = wolfmeat<br />
}}</onlyinclude><br />
<br />
{{info|The '''timber wolf''' is a large pack-hunting canine which hunts smaller mammals for prey.}}<br />
<br />
===Attacks===<br />
Timber wolves have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Timber wolves can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Cobra&diff=40355Cobra2016-07-31T19:57:55Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{Verified|A14D}}<onlyinclude><!--<br />
-->{{infobox main|animal|<br />
|name = Cobra<br />
|image = Cobra.png<br />
|description = "A large snake. Cobras can be highly aggressive if provoked - it's better to stay away from these creatures."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.25<br />
|healthscale = 0.50<br />
|movespeed = 4.84<br />
|mobdamage = 10<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 10<br />
|attack1dmg = 10<br />
|attack1type = toxic bite<br />
|attack1part = mouth<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|leathername = cobraskin<br />
|eggsmin = 3<br />
|eggsmax = 6<br />
|eggs_avg = 4.5<br />
|eggtime = 15<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.07<br />
|diet = carnivorous and ovivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 17.5<br />
|lifespan = 20<br />
|livesin_tropicalrainforest = true<br />
|offspring = 1-3<br />
|maturityage = 0.8+<br />
|marketvalue = 400<br />
|meatname = cobraflesh<br />
}}</onlyinclude><br />
<br />
{{Info|'''Cobras''' are a carnivorous and ovivorous species of snake found only in tropical rainforests. Cobras are hazardous to hunt, for if they are injured, even accidentally, by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach.}}<br />
<br />
===Training===<br />
Cobras can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
==Health==<br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||<br />
|-<br />
|Body ||24<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||16<br />
|-<br />
|Liver<ref name="Body"/> ||16<br />
|-<br />
|Stomach<ref name="Body"/> ||24<br />
|}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Wild_boar&diff=40354Wild boar2016-07-31T19:57:07Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{Verified|A14D}}<onlyinclude><!--<br />
-->{{infobox main|animal|<br />
|name = Boar<br />
|image = Boar.png<br />
|description = "Although considered impure by some cultures, this hairy ancestor of the domesticated pig is prized for the gamey flavor of its meat."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.7<br />
|healthscale = 0.7<br />
|movespeed = 5.00<br />
|attack1dmg = 9<br />
|attack1type = scratch<br />
|attack1part = tusk<br />
|attack1cool = 100<br />
|leathername = pigskin<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.025<br />
|hungerrate = 0.35<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0.50<br />
|handleskill = 3<br />
|gestation = 13<br />
|lifespan = 12<br />
|offspring = 1-3<br />
|maturityage = 0.5+<br />
|marketvalue = 170<br />
|livesin_aridshrubland = true<br />
|livesin_borealforest = true<br />
|livesin_temperateforest = true<br />
|livesin_tropicalrainforest = true<br />
|meatname = pork<br />
}}<br />
</onlyinclude><br />
<br />
{{Info|'''Boars''' are omnivorous wild pigs. They are quite pervasive, being found in boreal and temperate forests, tropical rainforests, and arid shrubland. If slain, they can be butchered for 63 boarmeat and 14 [[boarskin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
Boars can be tamed using food. As omnivores, boars will accept meat or non-meat food. Once the player marks an animal to be tamed an animal handler will fetch some food and attempt to tame it. Boars have a small chance to turn [[Mood#Manhunter|manhunter]] on a failed taming attempt. Boars are not named when tamed but have a chance to become named when nuzzling.<br />
<br />
===Training===<br />
Boars can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
==Health==<br />
{|class="wikitable"<br />
!Body part<br />
!Health<br />
|-<br />
|Head ||21<br />
|-<br />
|Left ear<br>Right ear<br>Left eye<br>Right eye ||7<br />
|-<br />
|Body ||21<br />
|-<br />
|Front left leg<br>Front right leg<br>Rear left leg<br>Rear right leg ||21<br />
|-<br />
|Front left hoof<br>Front right hoof<br>Rear left hoof<br>Rear right hoof ||7<br />
|}<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Megascarab&diff=40353Megascarab2016-07-31T19:56:28Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<onlyinclude><!--<br />
<br />
-->{{infobox main|animal|<br />
|name = Megascarab<br />
|image = Megascarab.png<br />
|description = "A large, genetically-engineered beetle. Once the worker caste of an artifical ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually."<br />
|type = Animals<br />
|type2 = Insectoid<br />
|bodysize = 0.2<br />
|healthscale = 0.4<br />
|hungerrate = 0.1<br />
|movespeed = 3.7<br />
|attack1dmg = 7<br />
|attack1type = bite<br />
|attack1part = mouth<br />
|attack1cool = 110<br />
|armorblunt = 0.1<br />
|armorsharp = 0.4<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = Cannot Reproduce<br />
|lifespan = 10<br />
|livesin_desert = true<br />
|livesin_extremedesert = true<br />
|offspring = Cannot Reproduce<br />
|maturityage = 0.4+<br />
|marketvalue = 100<br />
|meatname = insect meat<br />
}}</onlyinclude><br />
<br />
{{Info|A eusocial insectoid, the '''megascarab''' cannot reproduce individually. Its hard shell protects it from blunt damage by 10% and sharp damage by 40%. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for scarab meat.}}<br />
<br />
===Training===<br />
Megascarabs can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Megaspider&diff=40352Megaspider2016-07-31T19:55:56Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Megaspider<br />
|image = Megaspider.png<br />
|description = "Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly."<br />
|type = Animals<br />
|type2 = Insectoid<br />
|bodysize = 1.2<br />
|healthscale = 2.5<br />
|hungerrate = 0.35<br />
|movespeed = 3.85<br />
|attack1dmg = 13<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 115<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = 10<br />
|lifespan = 6<br />
|maturityage = 0.2+<br />
|armorblunt = 0.1<br />
|armorsharp = 0.15<br />
|marketvalue = 700<br />
|meatname = insect meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
'''Megaspiders''' are only spawned during an [[Events#Infestation|Infestation]]. They can technically be tamed by highly-skilled colonists if spawned through the dev tool, though getting close enough to one to tame it without dying presents significant challenges.<br />
<br />
===Training===<br />
Megaspiders can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Spelopede&diff=40351Spelopede2016-07-31T19:55:03Z<p>Theaetetus: Typos</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Spelopede<br />
|image = Spelopede.png<br />
|description = "A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its claws."<br />
|type = Animals<br />
|type2 = Insectoid<br />
|bodysize = 0.8<br />
|healthscale = 1.7<br />
|hungerrate = 0.25<br />
|movespeed = 2.5<br />
|attack1dmg = 9<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 115<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = 10<br />
|lifespan = 6<br />
|maturityage = 0.2+<br />
|armorblunt = 0.1<br />
|armorsharp = 0.1<br />
|marketvalue = 450<br />
|meatname = insect meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Spelopedes are only spawned during an [[Events#Infestation|infestation]]. They can technically be tamed by highly-skilled colonists, though getting close enough to one to tame it without taking severe damage presents significant challenges. Spelopedes are typically referred to as 'Ants.'<br />
<br />
===Training===<br />
Spelopedes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Spelopede&diff=40350Spelopede2016-07-31T19:53:05Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Spelopede<br />
|image = Spelopede.png<br />
|description = A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its claws.<br />
|type = Animals<br />
|type2 = Insectoid<br />
|bodysize = 0.8<br />
|healthscale = 1.7<br />
|hungerrate = 0.25<br />
|movespeed = 2.5<br />
|attack1dmg = 9<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 115<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = 10<br />
|lifespan = 6<br />
|maturityage = 0.2+<br />
|armorblunt = 0.1<br />
|armorsharp = 0.1<br />
|marketvalue = 450<br />
|meatname = insect meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Spelopedes are only spawned during an [[Events#Infestation|Infestation]]. They can technically be tamed by highly-skilled colonists, though getting close enough to one to tame it without taking severe damage presents significant challenges. Spelopedes are typically referred to as 'Ants.'<br />
<br />
===Training===<br />
Spelopedes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Ostrich&diff=40349Ostrich2016-07-31T19:48:31Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Ostrich<br />
|image = Ostrich.png<br />
|description = "The largest unmodified bird species, ostriches are known for their fast run, huge eggs, and powerful kick."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.2<br />
|healthscale = 1.3<br />
|hungerrate = 0.5<br />
|movespeed = 6.0<br />
|attack1dmg = 12<br />
|attack1type = scratch<br />
|attack1part = feet<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 10<br />
|attack2type = bite<br />
|attack2part = beak<br />
|attack2cool = 110<br />
|leathername = ostrich leather<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.030<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|eggsmin = 1<br />
|eggsmax = 1<br />
|eggtime = 23<br />
|eggs_avg = 1<br />
|lifespan = 45<br />
|maturityage = 2+<br />
|livesin_aridshrubland = true<br />
|livesin_desert = true<br />
|livesin_temperateforest = true<br />
|marketvalue = 360<br />
|meatname = bird meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Ostriches can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Production===<br />
Ostriches lay a clutch of 1 [[Ostrich egg|ostrich egg]] every 18 days.<br />
<br />
===Attacks===<br />
Ostriches have two attacks: scratch (feet) and bite (beak). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Ostriches can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Cassowary&diff=40348Cassowary2016-07-31T19:46:23Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div><onlyinclude><br />
{{infobox main|animal|<br />
|name = Cassowary<br />
|image = Cassowary.png<br />
|description = "A large flightless bird with brightly-colored feathers. While it looks beautiful, its kick is vicious."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.9<br />
|healthscale = 0.9<br />
|hungerrate = 0.3<br />
|movespeed = 4.5<br />
|attack1dmg = 8<br />
|attack1type = scratch<br />
|attack1part = feet<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 8<br />
|attack2type = bite<br />
|attack2part = beak<br />
|attack2cool = 110<br />
|attack2stun = 20<br />
|leathername = cassowary leather<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.030<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.80<br />
|handleskill = 6<br />
|eggsmin = 1<br />
|eggsmax = 1<br />
|eggtime = 20<br />
|eggs_avg = 1<br />
|lifespan = 45<br />
|maturityage = 2+<br />
|livesin_tropicalrainforest = true<br />
|marketvalue = 300<br />
|meatname = bird meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Cassowary can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Production===<br />
Cassowary lay a clutch of 1 [[Cassowary egg|cassowary egg]] every 20 days.<br />
<br />
===Attacks===<br />
Cassowary have two attacks: scratch (feet) and bite (beak). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Cassowary can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Emu&diff=40347Emu2016-07-31T19:45:00Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Emu<br />
|image = Emu.png<br />
|description = A large flightless bird with beady eyes on its ugly face. With its bad attitude, it is the jerk of the natural world.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.0<br />
|healthscale = 1.0<br />
|hungerrate = 0.3<br />
|movespeed = 5.1<br />
|attack1dmg = 9<br />
|attack1type = scratch<br />
|attack1part = feet<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 8<br />
|attack2type = bite<br />
|attack2part = beak<br />
|attack2cool = 110<br />
|attack2stun = 20<br />
|leathername = emu leather<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.030<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|eggsmin = 1<br />
|eggsmax = 1<br />
|eggtime = 18<br />
|eggs_avg = 1<br />
|lifespan = 45<br />
|maturityage = 2+<br />
|livesin_aridshrubland = true<br />
|livesin_desert = true<br />
|livesin_temperateforest = true<br />
|livesin_tropicalrainforest = true<br />
|marketvalue = 300<br />
|meatname = bird meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Emu can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Production===<br />
Emu lay a clutch of 1 [[Emu egg|emu egg]] every 18 days.<br />
<br />
===Attacks===<br />
Emu have two attacks: scratch (feet) and bite (beak). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Emu can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Cassowary&diff=40346Cassowary2016-07-31T19:44:03Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div><onlyinclude><br />
{{infobox main|animal|<br />
|name = Cassowary<br />
|image = Cassowary.png<br />
|description = "A large flightless bird with brightly-colored feathers. While it looks beautiful, its kick is vicious."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.9<br />
|healthscale = 0.9<br />
|hungerrate = 0.3<br />
|movespeed = 4.5<br />
|attack1dmg = 8<br />
|attack1type = scratch<br />
|attack1part = feet<br />
|attack1cool = 100<br />
|attack1stun = 20<br />
|attack2dmg = 8<br />
|attack2type = bite<br />
|attack2part = beak<br />
|attack2cool = 110<br />
|attack2stun = 20<br />
|leathername = cassowary leather<br />
|manhunter = 1<br />
|manhuntertame = 0.030<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.80<br />
|handleskill = 6<br />
|eggsmin = 1<br />
|eggsmax = 1<br />
|eggtime = 20<br />
|eggs_avg = 1<br />
|lifespan = 45<br />
|maturityage = 2+<br />
|livesin_tropicalrainforest = true<br />
|marketvalue = 300<br />
|meatname = bird meat<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Cassowary can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Production===<br />
Cassowary lay a clutch of 1 [[Cassowary egg|cassowary egg]] every 20 days.<br />
<br />
===Attacks===<br />
Cassowary have two attacks: scratch (feet) and bite (beak). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Cassowary can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Lynx&diff=40345Lynx2016-07-31T19:42:02Z<p>Theaetetus: Fixing manhunter chances</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Lynx<br />
|image = Lynx.png<br />
|description = A wildcat larger than a housecat, but smaller than a cougar. Lynxes survive on a diet of small birds and animals. Their very warm fur keeps them safe from the brutally cold temperatures of their northern territories.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.80<br />
|healthscale = 0.80<br />
|hungerrate = 0.19<br />
|movespeed = 6.5<br />
|attack1dmg = 7<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 100<br />
|attack2dmg = 7<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 100<br />
|attack3dmg = 9<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 100<br />
|leathername = lynxskin<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = carnivorous and ovivorous<br />
|trainable = intermediate<br />
|wildness = 0.80<br />
|handleskill = 6<br />
|gestation = 22.5<br />
|lifespan = 9<br />
|offspring = 2-3<br />
|maturityage = 0.7+<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_icesheet = true<br />
|livesin_temperateforest = true<br />
|marketvalue = 320<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Lynx can be tamed wild, randomly join your colony in an event, or bought pre-tamed from a trading ship.<br />
<br />
===Training===<br />
Lynx can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Cougar&diff=40344Cougar2016-07-31T19:40:56Z<p>Theaetetus: Fixing manhunter changes</p>
<hr />
<div>{{Verified|A14C}}<onlyinclude><!--<br />
-->{{infobox main|animal|<br />
|name = Cougar<br />
|image = Cougar.png<br />
|description = "One of the most dangerous big cats, cougars are solitary hunters with long, sharp teeth and claws. They stalk prey from hidden positions before pouncing.<br /><br />While humans are not their normal diet, they won't turn down a meal of vulnerable human meat."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.4<br />
|healthscale = 1.8<br />
|hungerrate = 0.3<br />
|movespeed = 6.5<br />
|attack1dmg = 11<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 90<br />
|attack1stun = 20<br />
|attack2dmg = 11<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 90<br />
|attack2stun = 20<br />
|attack3dmg = 15<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 110<br />
|attack3stun = 20<br />
|leathername = cougarskin<br />
|diet = carnivorous and ovivorous<br />
|trainable = intermediate<br />
|wildness = 0.8<br />
|handleskill = 6<br />
|gestation = 22.5<br />
|lifespan = 13<br />
|livesin_aridshrubland = true<br />
|livesin_desert = true<br />
|livesin_borealforest = true<br />
|livesin_tundra = true<br />
|livesin_temperateforest = true<br />
|offspring = 2-3<br />
|maturityage = 0.85+<br />
|marketvalue = 650<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Cougars can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trading ship. When being tamed they have a base 1% chance to attack the tamer.<br />
<br />
===Attacks===<br />
Cougars have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.<br />
<br />
===Training===<br />
Cougars can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Polar_bear&diff=40343Polar bear2016-07-31T19:39:07Z<p>Theaetetus: Fixing manhunter changes</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Polar bear<br />
|image = Polar bear.png<br />
|description = "A great white bear that lives in the far north. Their thick blubber and fur keep them warm in winter.\n\nWhile their usual diet consists of fish and scavenged meat, the polar bear is more than capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|attack1dmg = 17<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 120<br />
|attack1stun = 21<br />
|attack2dmg = 17<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 120<br />
|attack2stun = 21<br />
|attack3dmg = 15<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 100<br />
|attack3stun = 21<br />
|leathername = polarbearskin<br />
|diet = omnivorous and ovivorous<br />
|trainable = advanced<br />
|wildness = 0.85<br />
|hungerrate = 0.35<br />
|handleskill = 6<br />
|gestation = 30<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 1.9+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_icesheet = true<br />
|meatname = bear meat<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Polar bears can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader.<br />
<br />
===Attacks===<br />
Polar bears have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|21}}.<br />
<br />
===Training===<br />
Pollar bears can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=40342Grizzly bear2016-07-31T19:38:40Z<p>Theaetetus: Fixing manhunter changes</p>
<hr />
<div>{{verified|A14C}}<!--<br />
<br />
--><onlyinclude><br />
{{infobox main|animal|<br />
|name = Grizzly bear<br />
|image = GrizzlyBear.png<br />
|description = "Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|attack1dmg = 17<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 120<br />
|attack1stun = 21<br />
|attack2dmg = 17<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 120<br />
|attack2stun = 21<br />
|attack3dmg = 15<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 100<br />
|attack3stun = 21<br />
|leathername = bearskin<br />
|diet = omnivorous and ovivorous<br />
|trainable = advanced<br />
|wildness = 0.80<br />
|hungerrate = 0.35<br />
|handleskill = 6<br />
|gestation = 30<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 1.9+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
|livesin_temperateforest = true<br />
|meatname = bear meat<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzly bears can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader.<br />
<br />
===Attacks===<br />
Grizzly bears have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|21}}.<br />
<br />
===Training===<br />
Grizzly bears can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
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{{nav|animal}}<br />
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[[Category:Animals]]<br />
[[Category:Wild]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Events&diff=40340Events2016-07-31T19:34:43Z<p>Theaetetus: /* Manhunter pack */ Adding animal types eligible.</p>
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{| align=center<br />
! {{MainSection_Nav}}<br />
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{| align=center<br />
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<br />
Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.<br />
<br />
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.<br />
<br />
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.<br />
<br />
=Event Data=<br />
{|<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)<br />
|-<br />
| Disease || Flu || Flu || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Plague || Plague || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || Malaria || Malaria || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Disease || SleepingSickness|| Sleeping sickness || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]<br />
|-<br />
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Enemy Attack]] || 9.0 || Bad || 0<br />
|-<br />
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Psychic Wave]] || 1.0 || VeryBad || 1<br />
|-<br />
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Ancient Ship Crash]] || 1.5 || Bad || 30<br />
|-<br />
| Big Threat || ManhunterPack || [[Events#Manhunter Pack| Manhunter Pack]] || 2.0 || Bad || 15<br />
|-<br />
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20<br />
|-<br />
| Special || RaidFriendly || [[Events#Faction Assistance| Faction Assistance]] || 3 || Good || 0<br />
|-<br />
| Special || AgentRevealed || [[Events#Traitor| Traitor]] || 1.3 || VeryBad || 40<br />
|-<br />
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3<br />
|-<br />
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30<br />
|-<br />
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30<br />
|-<br />
| General Bad || Beavers || [[Events#Alphabeavers| Alphabeavers]] || 1 || Bad || 15<br />
|-<br />
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30<br />
|-<br />
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30<br />
|-<br />
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30<br />
|-<br />
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Faulty Conduit Explosion]] || 1.2 || Bad || 15<br />
|-<br />
| General Bad || CropBlight || [[Events#Mysterious Blight| Mysterious Blight]] || 2.5 || Bad || 8<br />
|-<br />
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180<br />
|-<br />
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280<br />
|-<br />
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| Trade Ship In Range]] || 13 || Good || 0<br />
|-<br />
| General Good || TraderArrivalSlaver || [[Events#Slave Ship In Range| Slave Ship In Range]] || 4.5 || Good || 0<br />
|-<br />
| General Good || TravelerGroup || [[Events#Traveler Visit| Traveler Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || VisitorGroup || [[Events#Faction Visit| Faction Visit]] || 8 || Good || 0<br />
|-<br />
| General Good || WandererJoin || [[Events#Migrant| Migrant]] || 0.4 || VeryGood || 0<br />
|-<br />
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0<br />
|-<br />
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0<br />
|-<br />
| Psychic Soothe || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30<br />
|-<br />
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15<br />
|}<br />
| {{Tocright}}<br />
|}<br />
<br />
<span id ="DiseasesTable"></span><br />
{| class=wikitable style="text-align: center;"<br />
|+ Chance for disease by biome, in average number<br> of days between occurrences <br />
! style="padding: 5px 4em;" | Biome <br />
! style="padding: 5px 1em;" | Flu <br />
! style="padding: 5px 1em;" | Plague <br />
! style="padding: 5px 1em;" | Malaria<br />
! style="padding: 5px 1em;" | Sleeping sickness<br />
|- <br />
| Arid shrubland || 150 || 150 || - || -<br />
|-<br />
| Boreal forest || 130 || 130 || - || -<br />
|-<br />
| Desert || 150 || 210 || - || -<br />
|-<br />
| Temperate forest || 140 || 140 || 140 || -<br />
|-<br />
| Tropical rainforest || 120 || 120 || 80 || 80<br />
|-<br />
| Tundra || 140 || 180 || - || -<br />
|-<br />
| Ice sheet || 140 || 180 || - || -<br />
|}<br />
<br />
=Event Descriptions=<br />
<br />
<br />
<br />
==Big Threats==<br />
<br />
===Enemy Attack===<br />
<br />
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.<br />
<br />
Different types of raids include:<br />
<br />
====Sieges====<br />
<br />
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.<br />
<br />
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.<br />
<br />
====Assaults====<br />
<br />
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.<br />
<br />
====Mid-Base Assaults====<br />
<br />
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof.<br />
<br />
===Psychic Wave===<br />
<br />
A psychic wave is a pulse of psychic energy that immediately drives a number of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.<br />
<br />
===Ancient Ship Crash===<br />
<br />
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[traits]] may worsen or lessen the effect of the drone. <br />
<br />
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.<br />
<br />
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.<br />
<br />
===Manhunter pack===<br />
<br />
A pack of man-hunting [[Animal|animals]] have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They'll leave the area in a few days.<br />
<br />
Manhunter packs always consist of a single animal type. Animals eligible to be selected for a manhunter pack include:<br />
<br />
*[[Warg]]<br />
*[[Elephant]]<br />
*[[Muffalo]]<br />
*[[Boomalope]]<br />
*[[Boomrat]]<br />
*[[Rhinoceros]]<br />
*[[Wild boar]]<br />
<br />
===Infestation===<br />
<br />
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.<br />
<br />
{{asof|A14}} hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out. Infestations are also easier to deal with and grow less exponentially and only appear deeper underground than usual.<br />
<br />
==Special==<br />
<br />
===Faction Assistance===<br />
<br />
When a player is attacked, they can use the [[comms console]] call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.<br />
<br />
This event also has a chance to occur at random.<br />
<br />
===Ancient Danger===<br />
<br />
''"As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers"''<br />
<br />
A walled out area of the map that when opened, can contain either [[cryptosleep casket]]s, [[mechanoid]]s or both. Open at your own risk.<br />
<br />
===Traitor===<br />
This event is disabled and should be disregarded.<br />
<!--This event text is intentionally removed from view since this event is disabled. <br />
When this event occurs, a colonist is suddenly revealed to be an agent of one of the colony's enemies - they will attempt to flee, but can be recaptured (and/or punished) before they do so.<br />
--><br />
<br />
==Small Threats==<br />
<br />
===Mad Animal===<br />
<br />
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they are fast and charge into melee range.<br />
<br />
==General Bad==<br />
<br />
===Flash Storm=== <br />
<br />
A localized, intense lightning storm in one area of the map. Causes big fires.<br />
<br />
===Eclipse===<br />
<br />
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.<br />
<br />
===Solar Flare===<br />
<br />
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.<br />
<br />
On cold weather maps, Hydroponic farms will cease to grow crops regardless of the temperature, and heaters will fail causing ground based crops to fail as well.<br />
<br />
===Psychic Drone===<br />
<br />
Drone in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."<br />
<br />
A Psychic Drone phenomenon affects all colonists of a randomly chosen sex, negatively influencing their mood. Colonists have no choice but to endure it as the point of origin is off map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event.<br />
<br />
===Faulty Conduit Explosion===<br />
<br />
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.<br />
<br />
===Mysterious Blight===<br />
<br />
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.<br />
<br />
===Heat Wave===<br />
<br />
A heat wave sweeps the colony, driving [[temperature]] up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers.<br />
<br />
===Cold Snap===<br />
<br />
A cold snap makes the [[temperature]] of a colony drop for several days. While this is generally good for item preservation, It can kill off crops and influence colonist moods and cause Hypothermia if colonists stay in non-heated areas for a prolonged time.<br />
<br />
===Alphabeavers===<br />
<br />
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]], and [[Saguaro_cactus|Saguaro cacti]], until they consume them all, unless you eradicate them first.<br />
<br />
===Toxic Fallout===<br />
<br />
A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly [[Disease#Toxic_Buildup|sickened]] by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to over a month.<br />
<br />
Fallout affects corpses left outdoors. They become rotten after several days. Plants will wither as well. This event will usually wipe out all wild animals and poses a serious danger to tamed ones unless they are restricted to an area under a roof.<br />
Toxic Buildup, which is caused by toxic fallout, can cause [[Injury#Old_Age|dementia]] if it progresses far enough.<br />
<br />
===Volcanic Winter===<br />
<br />
A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.<br />
<br />
===Poison Ship=== <br />
<br />
A Poison Ship event kills plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Ancient Crashed Ships. The crops killed by the poison happen randomly, without a trace, and will also hit plants grown in a [[Hydroponics basin]]. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.<br />
<br />
==General Good==<br />
===Self Tame=== <br />
Random animal becomes self tamed. <br />
<br />
===Farm Animals Wander===<br />
Some tame farm animals wander to and join the colony. Mostly cows and chickens. <br />
<br />
===Trade Ship In Range===<br />
<br />
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.<br />
<br />
===Pirate Merchant In Range===<br />
<br />
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however any colonists without the psychopath trait will suffer a mood penalty for doing so.<br />
<br />
===Traveler Visit===<br />
<br />
Occasionally, a group of friendly faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.<br />
<br />
===Faction Visit===<br />
<br />
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.<br />
<br />
===Migrant===<br />
<br />
This event sees a random colonist arrive via the map edge, and join the colony immediately.<br />
<br />
===Cargo Pods===<br />
<br />
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a [[electric smelter]].<br />
<br />
===Escape Pod===<br />
<br />
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be [[Prisoner|rescued and recruited]] into the colony.<br />
<br />
===Psychic Soothe===<br />
<br />
When this event triggers it gives a positive mood modifier (+15) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic Drone|Psychic Drone]].<br />
<br />
==Neutral==<br />
<br />
===Refugee Chased===<br />
<br />
When this event triggers a window appears stating that an individual calls you, via radio, from nearby seeking refuge from a faction (hostile to you) that is chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event. Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. This event will not trigger if the colony doesn't have hostile relations with any faction. The pirate band faction should always be hostile since, by design, any attempt to improve relations with them is disregarded.<br />
<br />
[[Category:Events]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Turkey_egg&diff=40338Turkey egg2016-07-31T19:28:41Z<p>Theaetetus: Redirected page to Turkey egg (unfert.)</p>
<hr />
<div>#REDIRECT [[Turkey egg (unfert.)]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Turkey_egg_(fert.)&diff=40337Turkey egg (fert.)2016-07-31T19:28:25Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Fertilized turkey egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.<br />
| color = (245,245,245)<br />
| default color = (245,245,245)<br />
| def name = EggTurkeyFertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = Egg_small<br />
| market value base = 11<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = desparate<br />
| taste = raw<br />
| stack limit = 75<br />
}}<br />
<br />
'''Turkey eggs''' are a type of [[Eggs|egg]] laid by female [[Turkey|turkeys]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] turkey eggs are displayed as "[[Turkey egg (unfert.)]]", while fertilized turkey eggs are displayed "[[Turkey egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Turkey_egg_(unfert.)&diff=40336Turkey egg (unfert.)2016-07-31T19:27:56Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Unfertilized turkey egg. It can be eaten raw, but it's much, much better cooked.<br />
| color = (228,185,135)<br />
| default color = (228,185,135)<br />
| def name = EggTurkeyUnfertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = EggsUnfertilized<br />
| market value base = 11<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = raw<br />
| taste = raw<br />
| stack limit = 75<br />
| starts rot days = 15 <!--remove this comment after this parameter is added to infobox--><br />
}}<br />
<br />
'''Turkey eggs''' are a type of [[Eggs|egg]] laid by female [[Turkey|turkeys]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] turkey eggs are displayed as "[[Turkey egg (unfert.)]]", while fertilized turkey eggs are displayed "[[Turkey egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Ostrich_egg&diff=40335Ostrich egg2016-07-31T19:26:33Z<p>Theaetetus: Redirected page to Ostrich egg (unfert.)</p>
<hr />
<div>#REDIRECT [[Ostrich egg (unfert.)]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Ostrich_egg_(unfert.)&diff=40334Ostrich egg (unfert.)2016-07-31T19:26:13Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Unfertilized ostrich egg. It can be eaten raw, but it's much, much better cooked.<br />
| color = (228,185,135)<br />
| default color = (228,185,135)<br />
| def name = EggOstrichUnfertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = EggsUnfertilized<br />
| market value base = 23<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = raw<br />
| taste = raw<br />
| stack limit = 75<br />
| starts rot days = 15 <!--remove this comment after this parameter is added to infobox--><br />
}}<br />
<br />
'''Ostrich eggs''' are a type of [[Eggs|egg]] laid by female [[Ostrich|ostriches]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] ostrich eggs are displayed as "[[Ostrich egg (unfert.)]]", while fertilized ostrich eggs are displayed "[[Ostrich egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Ostrich_egg_(fert.)&diff=40333Ostrich egg (fert.)2016-07-31T19:26:08Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Fertilized ostrich egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.<br />
| color = (245,245,245)<br />
| default color = (245,245,245)<br />
| def name = EggOstrichFertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = Egg_small<br />
| market value base = 23<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = desparate<br />
| taste = raw<br />
| stack limit = 75<br />
}}<br />
<br />
'''Ostrich eggs''' are a type of [[Eggs|egg]] laid by female [[Ostrich|ostriches]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] ostrich eggs are displayed as "[[Ostrich egg (unfert.)]]", while fertilized ostrich eggs are displayed "[[Ostrich egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Emu_egg&diff=40332Emu egg2016-07-31T19:24:14Z<p>Theaetetus: Redirected page to Emu egg (unfert.)</p>
<hr />
<div>#REDIRECT [[Emu egg (unfert.)]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Emu_egg_(fert.)&diff=40331Emu egg (fert.)2016-07-31T19:23:51Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Fertilized emu egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.<br />
| color = (245,245,245)<br />
| default color = (245,245,245)<br />
| def name = EggEmuFertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = Egg_small<br />
| market value base = 18<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = desparate<br />
| taste = raw<br />
| stack limit = 75<br />
}}<br />
<br />
'''Emu eggs''' are a type of [[Eggs|egg]] laid by female [[Emu|emus]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] emu eggs are displayed as "[[Emu egg (unfert.)]]", while fertilized emu eggs are displayed "[[Emu egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Emu_egg_(unfert.)&diff=40330Emu egg (unfert.)2016-07-31T19:23:49Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Unfertilized emu egg. It can be eaten raw, but it's much, much better cooked.<br />
| color = (228,185,135)<br />
| default color = (228,185,135)<br />
| def name = EggEmuUnfertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = EggsUnfertilized<br />
| market value base = 18<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = raw<br />
| taste = raw<br />
| stack limit = 75<br />
| starts rot days = 15 <!--remove this comment after this parameter is added to infobox--><br />
}}<br />
<br />
'''Emu eggs''' are a type of [[Eggs|egg]] laid by female [[Emu|emus]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] emu eggs are displayed as "[[Emu egg (unfert.)]]", while fertilized emu eggs are displayed "[[Emu egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Tortoise_egg_(fert.)&diff=40329Tortoise egg (fert.)2016-07-31T19:21:56Z<p>Theaetetus: Typo</p>
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<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Fertilized tortoise egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.<br />
| color = (245,245,245)<br />
| default color = (245,245,245)<br />
| def name = EggChickenFertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = Egg_small<br />
| market value base = 23<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = desparate<br />
| taste = raw<br />
| stack limit = 75<br />
}}<br />
<br />
'''Tortoise eggs''' are a type of [[Eggs|egg]] laid by female [[Tortoise|tortoises]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] tortoise eggs are displayed as "[[Tortoise egg (unfert.)]]", while fertilized tortoise eggs are displayed "[[Tortoise egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Tortoise_egg&diff=40328Tortoise egg2016-07-31T19:21:03Z<p>Theaetetus: Redirected page to Tortoise egg (unfert.)</p>
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<div>#REDIRECT [[Tortoise egg (unfert.)]]</div>Theaetetushttps://rimworldwiki.com/index.php?title=Tortoise_egg_(fert.)&diff=40327Tortoise egg (fert.)2016-07-31T19:20:47Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.<br />
| color = (245,245,245)<br />
| default color = (245,245,245)<br />
| def name = EggChickenFertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = Egg_small<br />
| market value base = 23<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = desparate<br />
| taste = raw<br />
| stack limit = 75<br />
}}<br />
<br />
'''Tortoise eggs''' are a type of [[Eggs|egg]] laid by female [[Tortoise|tortoises]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] tortoise eggs are displayed as "[[Tortoise egg (unfert.)]]", while fertilized tortoise eggs are displayed "[[Tortoise egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Tortoise_egg_(unfert.)&diff=40326Tortoise egg (unfert.)2016-07-31T19:20:25Z<p>Theaetetus: Typo</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Unfertilized tortoise egg. It can be eaten raw, but it's much, much better cooked.<br />
| color = (228,185,135)<br />
| default color = (228,185,135)<br />
| def name = EggChickenUnfertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = EggsUnfertilized<br />
| market value base = 23<br />
| max hit points = 100<br />
| nutrition = 0.25<br />
| preferability = raw<br />
| taste = raw<br />
| stack limit = 75<br />
| starts rot days = 15 <!--remove this comment after this parameter is added to infobox--><br />
}}<br />
<br />
'''Tortoise eggs''' are a type of [[Eggs|egg]] laid by female [[Tortoise|tortoises]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] tortoise eggs are displayed as "[[Tortoise egg (unfert.)]]", while fertilized tortoise eggs are displayed "[[Tortoise egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetushttps://rimworldwiki.com/index.php?title=Tortoise_egg_(unfert.)&diff=40325Tortoise egg (unfert.)2016-07-31T19:20:03Z<p>Theaetetus: Creation</p>
<hr />
<div>{{Verified|A14D}}<!--<br />
-->{{Define|Raw Food<br />
| description = Unfertilized tortoise egg. It can be eaten raw, but it's much, much better cooked.<br />
| color = (228,185,135)<br />
| default color = (228,185,135)<br />
| def name = EggChickenUnfertilized<br />
| deterioration = 10<br />
| flammability = 1<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall<br />
| image = EggsUnfertilized<br />
| market value base = 25<br />
| max hit points = 100<br />
| nutrition = 0.23<br />
| preferability = raw<br />
| taste = raw<br />
| stack limit = 75<br />
| starts rot days = 15 <!--remove this comment after this parameter is added to infobox--><br />
}}<br />
<br />
'''Tortoise eggs''' are a type of [[Eggs|egg]] laid by female [[Tortoise|tortoises]].<br />
<br />
[[Eggs#Fertilization|Unfertilized]] tortoise eggs are displayed as "[[Tortoise egg (unfert.)]]", while fertilized tortoise eggs are displayed "[[Tortoise egg (fert.)]]". Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[Animals|animals]].</div>Theaetetus