Template:Daily Tip
{{#switch: 174
| 0 = Happy New Years Day from the Rimworld Wiki!
| 1 = You can dismiss letters by right-clicking on them.
| 2 = You can hold the shift key to queue orders on your colonists.
| 3 = You can right-click and drag to reorder colonists on the colonist bar.
| 4 = You can select previous/next colonist with the , and . keys.
| 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
| 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 10 = In a gunfight, always be behind cover!
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
| 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| 14 = Foggy or rainy weather reduces the accuracy of ranged weapons.
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
| 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
| 18 = If you need help in a fight, call your allies using the comms console.
| 19 = Maddened animals will attack any human, including your enemies. You can use this.
| 20 = EMP bursts will temporarily disable turrets and shields.
| 21 = EMP bursts instantly break personal shields.
| 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
| 23 = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
| 24 = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| 25 = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
| 26 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
| 28 = Single-person caravans can be very useful in certain situations.
| 29 = Faster animals make faster caravans.
| 30 = Smaller caravans will be attacked less often because they're less visible.
| 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
| 32 = If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
| 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
| 34 = Some colonists are worse than useless. Bad allies are part of the challenge.
| 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
| 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
| 37 = Put chairs in front of workbenches so workers can sit comfortably while working.
| 38 = Mechanical structures break down and require replacement components. Don't build things you don't need.
| 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 42 = Terrain affects movement speed. Build floors to help your colonists get around quicker.
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
| 45 = You can request specific types of trade caravans using the comms console.
| 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
| 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
| 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
| 49 = Cute tame animals will nuzzle your colonists, improving their mood.
| 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
| 53 = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
| 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
| 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
| 61 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
| 62 = Clean labs with sterile tile give research speed bonuses.
| 63 = You can change storyteller and playstyle at any time through the options menu.
| 64 = The more factions you are allied with, the more random traders and military aid you will receive.
| 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
| 66 = Set schedules with long stretches of one activity to minimize travel time.
| 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment.
| 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous.
| 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles.
| 70 = If a title holder dies, their title goes to their chosen heir.
| 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual.
| 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it.
| 73 = Psylink neuroformers can be acquired through quests.
| 74 = Gaining a new level of psylink grants knowledge of one random psychic power.
| 75 = Psychic powers can give you significant advantage in combat.
| 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects.
| 77 = Psychic invisibility doesn't wear off when you attack.
| 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while.
| 79 = Creatures with higher psychic sensitivity are affected more by psychics.
| 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate.
| 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
| 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
| 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor.
| 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.
| 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless.
| #default = {{#switch: 259
| 0 = Happy New Years Day from the Rimworld Wiki!
| 1 = You can dismiss letters by right-clicking on them.
| 2 = You can hold the shift key to queue orders on your colonists.
| 3 = You can right-click and drag to reorder colonists on the colonist bar.
| 4 = You can select previous/next colonist with the , and . keys.
| 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
| 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
| 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
| 10 = In a gunfight, always be behind cover!
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
| 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
| 14 = Foggy or rainy weather reduces the accuracy of ranged weapons.
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
| 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
| 18 = If you need help in a fight, call your allies using the comms console.
| 19 = Maddened animals will attack any human, including your enemies. You can use this.
| 20 = EMP bursts will temporarily disable turrets and shields.
| 21 = EMP bursts instantly break personal shields.
| 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
| 23 = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
| 24 = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
| 25 = If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
| 26 = Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
| 27 = Place a caravan packing spot to designate where you want your caravans to form up.
| 28 = Single-person caravans can be very useful in certain situations.
| 29 = Faster animals make faster caravans.
| 30 = Smaller caravans will be attacked less often because they're less visible.
| 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
| 32 = If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
| 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
| 34 = Some colonists are worse than useless. Bad allies are part of the challenge.
| 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
| 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
| 37 = Put chairs in front of workbenches so workers can sit comfortably while working.
| 38 = Mechanical structures break down and require replacement components. Don't build things you don't need.
| 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
| 42 = Terrain affects movement speed. Build floors to help your colonists get around quicker.
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
| 45 = You can request specific types of trade caravans using the comms console.
| 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
| 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
| 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
| 49 = Cute tame animals will nuzzle your colonists, improving their mood.
| 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life.
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can.
| 53 = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark.
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
| 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
| 58 = You can have multiple researchers working simultaneously at multiple research tables.
| 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful.
| 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
| 61 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
| 62 = Clean labs with sterile tile give research speed bonuses.
| 63 = You can change storyteller and playstyle at any time through the options menu.
| 64 = The more factions you are allied with, the more random traders and military aid you will receive.
| 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
| 66 = Set schedules with long stretches of one activity to minimize travel time.
| 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment.
| 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous.
| 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles.
| 70 = If a title holder dies, their title goes to their chosen heir.
| 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual.
| 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it.
| 73 = Psylink neuroformers can be acquired through quests.
| 74 = Gaining a new level of psylink grants knowledge of one random psychic power.
| 75 = Psychic powers can give you significant advantage in combat.
| 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects.
| 77 = Psychic invisibility doesn't wear off when you attack.
| 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while.
| 79 = Creatures with higher psychic sensitivity are affected more by psychics.
| 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate.
| 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
| 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
| 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor.
| 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.
| 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless.
| #default = Template loop detected: Template:Daily Tip