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{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}
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{{Rewrite}}
{{For|a guide to survive events|Events Guide}}
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{{for|a guide to survive events|Events Guide}}
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].
 
  
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.
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'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.
  
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
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Most events occur with an envelope icon that will appear down the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.
  
{{TOCright}}
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Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  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.
  
== Major threats ==
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All event title portions in parentheses below are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]].  
 
  
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between "OnDays" and "OffDays", where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.
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{{TOCright}}
  
=== Major threat generation ===
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==Big Threats==
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{{for|strategies to defend against big threats|Defense tactics}}
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{{for|defensive base constructions|Defense structures}}
  
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's "schedule" is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates (Biotech DLC).
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=== Enemy Attack ===
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{{main|Raider}}
  
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.
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These events can take place from Base Builder difficulty onwards.
  
Weights:
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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.
Raid 7.40
 
DefoliatorShip 0.40 (2 with no DLC)
 
DronerShip 0.40 (2 with no DLC)
 
MechCluster 1.90 (0 with no DLC)
 
Manhunter 2.00
 
MassInsanity 1.30
 
Infest 2.70
 
Wastepack Infest 0.0240 (0 with no DLC)
 
Problem Causer 0.95 (0 with no DLC)
 
  
=== Raid Generation ===  
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<gallery widths="400px" heights="400px" class="center" mode="nolines">
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.
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File:Raid.png|'''Assault'''
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File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
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</gallery>
  
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.
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Different types of raids include:
  
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the "all sniper" or "all melee attack".
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==== Assaults ====
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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 counterattack.
  
=== Enemy attack ===
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<gallery widths="400px" heights="400px" class="center" mode="nolines">
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{{Main|Raids}}
 
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.
 
 
 
===== Arrival methods =====
 
Tribal-level factions can't use drop pods, so are limited to assaults.
 
 
 
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.
 
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.
 
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone "haywire" and will disperse throughout the map.
 
 
 
===== Types =====
 
* '''Smart''': "Unusually clever", will try and avoid [[trap]]s and [[turret]]s.
 
* '''Sappers''': Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom. They are smaller than usual raids.
 
* '''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.
 
* '''Siege''': See below.
 
 
 
<gallery widths="250px" heights="250px" class="left" mode="nolines">
 
File:Raid.png|'''Assault'''
 
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
 
 
File:Drop pods raid.png|'''Drop pod sappers'''
 
File:Drop pods raid.png|'''Drop pod sappers'''
 
File:Sappers.png|'''Sappers'''
 
File:Sappers.png|'''Sappers'''
 
</gallery>
 
</gallery>
  
==== Siege ====
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==== Mid-Base Assaults ====
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.
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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, but not overhead mountains.
  
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.
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==== Sieges ====
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Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.
  
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.
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Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.
  
=== Infestation ===
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Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars. Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen. If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the "sieged" army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).
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{{main|Infestation}}
 
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. 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.
 
  
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.
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The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base. Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.
  
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.
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[[File:Siege.png|400px]]
  
=== Manhunter pack ===
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=== Infestation ===
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A bug [[hive]] has emerged! It will slowly spawn [[insectoids|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.
{{For|the mental state that makes these animals hostile|Manhunter}}
 
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more "raiders") than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a "pack".
 
  
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.
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Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.
  
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]
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[[File:Infestation.png|400px]]
  
=== Psychic wave ===
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==== Too deep: Infestation ====
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In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony. This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations. It seems to happen only at deep drills currently being used.
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.
 
  
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.
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=== Manhunter Pack ===
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{{For|the mental state that makes these animals hostile|Manhunter}}
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This event can take place from Base Builder difficulty onwards. Note that it will display "pack" even if only one animal arrives.
  
This event has a [[Events#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.
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A pack of [[Manhunter|man-hunting]] 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 may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days.  
  
=== Crashed ship part ===
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A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.
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{{For|the help guide|Defense structures#Crashed ships}}
 
{{For|information on the ship parts themselves|Crashed ship parts}}
 
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.
 
  
==== Defoliator ship ====
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* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow.
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* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.
  
==== Psychic ship ====
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[[File:Manhunter pack.png|400px]]
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.
 
  
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.
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=== Psychic Wave ===
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A psychic wave is a pulse of psychic energy that immediately drives all members of a species 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. Psychically insane animals are not [[Scaria]] infected.
  
====== Drone intensifies ======
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== Special ==
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.
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Special events may have prerequisites or only occur during certain circumstances.
<gallery widths="250px" heights="250px" class="left" mode="nolines">
 
File:Poison ship.png|'''Defoliator ship'''
 
File:Psychic ship.png|'''Psychic ship'''
 
</gallery>
 
  
=== Mech cluster ===
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=== About: Launching the ship ===
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This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].
{{Royalty|Section=1}}
 
{{main|Mech cluster}}
 
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.
 
  
=== Problem causer ===
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This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.
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{{Royalty|Section=1}}
 
{{main|Condition causer}}
 
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.
 
  
== Extreme weather ==
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=== Ancient Danger ===
The following events can appear from Base Builder difficulty onwards.
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{{main|Ancient shrine}}
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{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}
  
=== Flashstorm ===
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This event is related to map generation and may not appear on every map. It may occur more than once per map.
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[[File:FlashstormScreenshot.png|300px|thumb|left]]
 
A localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.
 
  
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.
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A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.
{{clear}}
 
  
=== Toxic fallout ===
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Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.
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"''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''"
 
  
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a roof. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.  
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=== Friendlies ===
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This event can only occur if you are allied with at least one other faction.
  
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.
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Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.
  
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].
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They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.
  
All plants, including trees, will wither during the fallout.{{Check Tag|How long?}} Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.
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Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
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<gallery widths="450px" heights="450px" class="center" mode="nolines">
File:Toxic fallout.png|'''Toxic fallout'''
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File:Friendlies.png|'''Friendlies vs Pirates'''
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
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File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''
 
</gallery>
 
</gallery>
  
=== Volcanic winter ===
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Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.
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"''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.''"
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=== Journey offer ===
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{{for|guidance on surviving the event|World Quests Guide#Journey offer}}
  
'''Volcanic winter''' lowers the temperature and natural [[light]], which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.
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[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]
  
== Random ==
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This event can only happen once per playthrough.  Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.
=== Quests ===
 
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{{Main|Quests}}
 
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.
 
  
=== Good ===
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A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.
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==== Ambrosia sprout ====
 
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]
 
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}
 
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.
 
  
It can only happen in the following [[biomes]]:
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The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.
<div style="width:500px"><ul class="ul-column-width-150">
 
* [[Tropical rainforest]]
 
* [[Tropical swamp]]
 
* [[Temperate forest]]
 
* [[Temperate swamp]]
 
* [[Boreal forest]]
 
* [[Arid shrubland]]
 
</ul></div>
 
  
==== Animals join ====
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Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.
Tamed dogs or [[farm animals]] from off-map join your colony.
 
  
==== Animal self-tamed ====
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Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).
[[File:Thrumbo self-tamed.png|300px|right]]
 
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.
 
  
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the "Animals" tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.
+
{{clear}}
  
==== Aurora ====
+
=== Man in black ===
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.
+
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized.  
  
Despite the event text stating that it will "make the night brighter", it does not actually affect the light level.
+
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)
  
==== Cargo pods ====
+
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.
[[File:Cargo pods.png|300px|right]]
 
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.
 
{{Clear}}
 
  
==== Herd migration: (Animal) ====
+
=== Outpost destroyed ===
[[File:Thrumbo herd migration.png|300px|right]]
+
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]]  
  
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.
+
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.
  
This event only occurs in the following biomes:
+
==== Faction defeated ====
 +
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.
  
* [[Sea ice]]
+
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.
* [[Ice sheet]]
 
* [[Tundra]]
 
* [[Desert]]
 
* [[Extreme desert]]
 
  
==== Party ====
+
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.
 
  
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns are drafted at once, or if a [[raid]] happens, then the party will be called off.
+
{{clear}}
  
==== Psychic soothe ====
+
=== Ransom (Time remaining) ===
[[File:Psychic soothe.png|300px|right]]
+
This event can only occur if a colonist of yours was captured by another faction.
  
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
+
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.
{{Clear}}
 
  
==== (Trader type) ====
+
The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.
 
  
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.
+
=== Reactor ready ===
 +
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.
  
==== (Trader type) from (Faction) ====
+
=== Refugee Chased at (Settlement) ===
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.
+
This event will not trigger if your faction doesn't have hostile relations with any other human faction. Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.
  
==== Transport pod crash ====
+
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]
 
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.
 
  
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.
+
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.
  
 +
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.
  
===== Paralytic abasia =====
+
=== Roof collapsed ===
{{Royalty|section=1}}
+
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.
 
  
===== Baby =====
+
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.
{{Biotech|section=1}}
 
A transport pod may crash with a [[baby]] instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click "Adopt". Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.
 
{{clear}}
 
  
==== Wanderer joins ====
+
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.
 
  
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is "Beautiful/Fun/Good / Unforgettable", with said colonist with the same Ideoligion as the masses of the colonist in the colony.
+
=== Trauma savant ===
 +
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
+
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning despite the injury.
File:Wanderer joins normal.png|'''Common character'''
 
File:Wanderer joins relationship.png|'''Related character'''
 
</gallery>
 
  
==== Wild (wo)man wanders in ====
+
===Zzztt...===
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.
+
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire.  
  
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.
+
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]].  
  
These wild (wo)men may have random Ideoligion with [[Ideology]].
+
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.
  
Unlike other animals, wild people will not flee from gunfire. [[Traits#Cannibal|Cannibal]] wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.{{Check Tag|Detail needed}}
+
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.
  
<gallery widths="250px" heights="250px" class="center" mode="nolines">
+
It will not reoccur for 8 days.
File:Wild man wanders in.png|'''Wild man wanders in'''
 
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 
</gallery>
 
  
==== Traveler Visit ====
+
==Small Threats==
{{:Traveler}}
+
===(Animal) Revenge===
  
==== Visitor(s) ====
+
An animal that was harmed will go mad and target whomever hurt it. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in "no immediate danger." However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.
 
  
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
+
===Mad (Animal)===
 +
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, and despite the message stating ''"It will attack anyone it sees"'', the insane animal will charge toward the nearest human ''anywhere'' on the map, attacking any other animal or obstacle (doors, etc.) blocking its way. If the "nearest" colonist changes, the animal may change its focus to that target. Any animal can be dangerous to a colonist, although some are more than others; large animals are obviously so, but small or fast animals such as [[squirrel]]s or [[rabbit]]s can be very hard to hit with ranged weapons, making melee combat more likely.  This event adds additional danger if a [[Boomalope]] or [[Boomrat]] turns, as they explode upon death.  See also [[manhunter]].
  
==== Royal Tribute Collector ====
+
== Generally Bad ==
{{Royalty|section=1}}
+
=== Animal disease (type) ===
{{Main|Royal tribute collector}}
+
One or more of your animals will become sick and will need to rest to receive treatment. Build some animal sleeping spots in their zone so that they can receive treatment.
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].
 
  
==== Gauranlen pod sprout ====
+
=== Bad will ===
{{Ideology|section=1}}
+
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}
 
  
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a "Beautiful/Fun/Good/Unforgettable" quality.
+
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]
  
==== Polux tree sprout ====
+
=== Beavers! ===
{{Biotech|section=1}}
+
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]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.
 
  
=== Bad ===
+
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.
----
 
==== Beavers! ====
 
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.
 
  
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.
+
The incident only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]].
  
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.
+
It will not reoccur for 30 days.
  
==== Birthday ====
+
=== Breakup ===
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.
+
[[File:Breakup.png|300px|thumb|none|Breakup]]
 +
A couple splits, complete with the Mood and Social penalties for both colonists.
  
Due to age or a pre-existing health condition, they can also have a [[heart attack]].
+
=== Birthday ===
{{Clear}}
+
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.
  
==== Blight ====
+
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].
 +
[[File:Birthday.png|thumb|left|Birthday]]
 +
{{clear}}
 +
 
 +
=== Blight ===
 
{{main|Blight}}
 
{{main|Blight}}
 
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]
 
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]
 +
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days.
  
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.
+
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.
  
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.
+
To stop blight, the affected plants need to be manually selected for cutting or burned.
 +
 
 +
Blight starts on one of your crops, at 10% severity , affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.
 +
 
 +
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.
 +
 
 +
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops. It is also possible to create strips of plants not affected by blight.
  
 
It will not reoccur for 30 days.
 
It will not reoccur for 30 days.
  
==== Disease ====
+
=== Crashed ship part ===
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].
+
{{For|the help guide|Defense_structures#Crashed_ships}}
 +
{{For|information on the ship parts themselves|Crashed ship parts}}
 +
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it. Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth. Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.
  
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.
+
==== Defoliator ship ====
 +
[[File:Poison ship.png|thumb|300px|right|A crashed defoliator ship]]
 +
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.
  
==== Eclipse ====
+
==== Psychic ship ====
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.
+
[[File:Psychic ship.png|thumb|300px|right|A crashed psychic ship]]
 +
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.
  
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.
+
===== Drone intensifies =====
 +
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.
  
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.
+
=== Death: (Pawn) ===
 +
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
  
==== Heat wave ====
+
=== (Drug) addiction ===
{{stub|section=1|reason=Needs details. How much is the temperature raised by? What's the chance for a fire to occur?}}
+
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.
 
  
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.
+
=== Cold snap ===
 +
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is greater than 0&nbsp;°C and less than 15&nbsp;°C. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.  
  
==== Cold snap ====
+
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause Hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.
{{stub|section=1|reason=Reverted from before the rewrite with minimal changes. All information should be re-verified given its age. Also should be rewritten to better match heat wave above}}
 
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.
 
 
 
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.
 
  
 
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.
 
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.
Line 359: Line 283:
 
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
 
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
  
==== Mad animal ====
+
=== Disease (Type) ===
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the "nearest" colonist changes, the animal may change its focus to that target.
+
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.
 +
 
 +
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.
 +
 
 +
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.
 +
 
 +
=== Eclipse ===
 +
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing. This could be disastrous for a colony dependent on solar power. 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.
 +
 
 +
It lasts between 0.75 and 1.25 days.
  
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.
+
=== Flashstorm ===
 +
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.
  
==== Psychic drone ====
+
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075 and 0.1 days and will not reoccur for 15 days.
{{For|the moodlet|Mood#Exotic}}
 
'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz." A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.
 
  
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.
+
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.
  
==== Solar flare ====
+
[[File:FlashstormScreenshot.png|400px]]
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.
 
  
* Colonies that rely on turrets for defense will become vulnerable to raids.
+
=== Heat wave ===
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.
+
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high. It only occurs when the map's summer temperature is at least {{Temperature|20}}.
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.
 
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''<trader> has left comms range"'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.
 
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}{{Check Tag|Verify}}
 
  
Due to its length, most of the adverse effects are manageable.
+
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.
  
==== Zzztt... ====
+
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors. Appropriate apparel will not avoid the mood debuff from "sleeping in the heat".
{{Stub|section=1|reason=Exactly what options zzzt in the rain}}
 
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect hidden conduits, meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.
 
  
The following buildings short circuit due to weather:
+
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.
<div style="column-count:2; width:1000px;">
 
* [[Sun lamp]]
 
* [[Tube television]]
 
* [[Flatscreen television]]
 
* [[Megascreen television]]
 
* [[Comms console]]
 
* [[Multi-analyzer]]
 
* [[Vitals monitor]]
 
* [[Battery]]
 
* [[Electric tailor bench]]
 
* [[Electric smithy]]
 
* [[Machining table]]
 
* [[Electric stove]]
 
* [[Electric smelter]]
 
* [[Biofuel refinery]]
 
* [[Fabrication bench]]
 
* [[Hi-tech research bench]]
 
* [[Electric crematorium]]
 
* [[Heater]]
 
* [[Lightball]]{{IdeologyIcon}}
 
* [[Loudspeaker]]{{IdeologyIcon}}
 
* [[Autobong]]{{IdeologyIcon}}
 
</div>
 
  
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process.  
+
Some animals will leave the map if the temperature is too far outside their comfortable range. Visiting colonists and traders will also leave.
  
The explosion radius is controlled by the following equation:
+
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
  
{| class="wikitable"
+
=== Hostile: (Faction) ===
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)
+
Relations with a rough outlander union or a rough tribe will decay over time. If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.
|}
 
  
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.
+
=== (Mental break type): (Colonist) ===
 +
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.
  
{| class="wikitable"
+
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break. They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.
! Explosion radii per number of [[batteries]] filled
 
|-
 
| {{Graph:Chart
 
| width = 400
 
| height = 150
 
| type  = rect
 
| legend = Legend
 
| colors = gold, firebrick
 
| yGrid  =
 
| xGrid  =
 
| xAxisTitle = Filled Batteries
 
| xAxisMin  =
 
| xAxisMax  =
 
| yAxisMin  =
 
| yAxisMax  =
 
| yAxisTitle = Radius (Tiles)
 
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
 
| y1Title = Flame explosion
 
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}
 
| y2Title = Bomb explosion
 
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}
 
}}
 
|}
 
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.
 
  
==== Transport pod crash (Ghoul) ====
+
Depending on the nature of the mental break, there are several ways to handle the situation:
{{Anomaly|section=1}}
+
* Wall the person in – this is only possible if they wander to a suitable location.
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.
+
* Try to arrest them. They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff ("I was arrested!") after you release them from jail.
 +
* Wait out the situation - This takes a while for most minor breaks.  
  
==== Gray pall ====
+
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that).  
{{Anomaly|section=1}}
 
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.
 
  
== Incidental ==
+
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.
 
  
=== Good ===
+
After the break ends, the affected person will get a substantial mood ''buff'' of +40 ("Catharsis"["It feels good to unbottle my feelings"]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration. If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).
----
 
==== Friendlies ====
 
This event can only occur if you are allied with at least one other faction and have enemies on screen. Allied factions may send around fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. They won't assist against factions that they aren't hostile to. Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.
 
  
There are two versions of the friendlies event. The first is sent by an allied faction at 0 cost. These friendlies are [[raider]]s who are allied with you. They can arrive via any method and use the usual [[raid points]] system to determine their size.
+
=== (Name): Heart attack ===
 +
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.
  
The second can be called in instantly via [[comms console]], at the cost of -25 [[goodwill]]. The faction must be allied with you, and have an Industrial tech level or higher. These allies will always arrive through [[drop pod]], and can use any arrival method with drop pods. Unlike the random event, these friendlies are set with a strength between 150 - 400 [[raid points]], instead of using the raid points of your colony.
+
During a heart attack, people or animals can fall unconscious or even die if not treated in time.
  
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
File:Friendlies.png|'''Friendlies vs Pirates'''
+
File:Heart attack.png|'''Heart attack notification'''
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''
+
File: Heart attack health tab.png|'''Health tab'''
 
</gallery>
 
</gallery>
  
==== Masterwork ====
+
=== Overdose: (Colonist) ===
One of your colonists has produced an object of masterwork [[quality]].
+
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.
  
==== Legendary work ====
+
=== (Pawn) hit trap ===
One of your colonists has produced an object of legendary [[quality]].
+
One of your dumb colonists or animals stepped on one of your traps and managed to set it off.
 +
 
 +
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.
 +
 
 +
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.
 +
 
 +
=== (Predator) hunting (Pawn) ===
 +
A wild predator has targeted one of your colonists or animals for killing and eating!  You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.
 +
 
 +
=== Prison break ===
 +
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, numerous and healthy.  Prisoners who can't walk can't leave their beds to escape.
 +
 
 +
Since prisoners are technically part of the enemy faction, friendlies will engage them. This is helpful if you need to contain a larger break, though the use of weapons means they have a higher chance of outright killing the prisoner. Using bare fists or blunt weapons is advised when containing a prison break.  Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.
 +
 
 +
[[File:Prison break.png|300px|thumb|none|Prison break]]
 +
 
 +
=== Psychic drone ===
 +
{{for|the moodlet|Mood#Exotic}}
 +
'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."
 +
 
 +
A Psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to high (-30 mood).
 +
 
 +
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.
 +
 
 +
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].
 +
 
 +
Animals are not affected.
 +
 
 +
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.
 +
 
 +
=== Rejected proposal ===
 +
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.
 +
 
 +
[[File:Rejected proposal.png|400px]]
 +
 
 +
=== Solar flare ===
 +
Solar flares cause all electrical devices to stop working for the duration of the event.
 +
 
 +
* Colonies that rely on turrets for defense will become vulnerable to raids.
 +
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.
 +
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.
 +
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.
 +
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.
 +
* Occasionally trade ships may arrive during the event, and it is wise to check out the Comms Console or risk getting the "they left" notification while unaware of their presence.
 +
 
 +
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days.
  
==== Man in Black ====
+
=== Toxic fallout ===
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. Their skills and traits are fully randomized, but they will always be capable of Violence and Caring, and their favorite color{{IdeologyIcon}} will always be black.
+
"''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''"
  
This event is triggered only when all of your colonists are downed at your base, but almost always happens when this is the case. This event can only happen if your colony has ever had at least 3 colonists, which prevents it from appearing in solo colonist starts. This event also has a cooldown of roughly 1 year. {{Check Tag|Verify|From XMLs, verf. in game preferred}}
+
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.
  
The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)
+
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]], carcinomas can be removed surgically.
  
{| {{STDT| c_01 text-center}}
+
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]]. Trees are affected, which can lead to a wood shortage.
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! <div style="float:left;width:90%;">Additional Info </div><div style="float:right;width:10%;">[[{{fullurl:Empire/Pawns|action=edit}} edit]]</div>
 
|-
 
! Man in Black
 
| [[File:ManInBlack.png|60px]] || 55 || 100 || Good || - || 500-500 || [[Revolver]] || 20-55 || Always has a black [[pants]], [[button-down shirt]], [[flak vest]], [[duster]], and [[cowboy hat]]. Always carrying 10 nutrition worth of food.{{Check Tag|Verify|Amount and always}} and 5 [[medicine]].{{Check Tag|Verify|Amount and always}} Always has [[Skills#Shooting|Shooting skill]] between 8 and 16. Is never incapable of Violence or Caring. 5% chance of spawning addicted to a drug.
 
|}
 
  
==== New recruit ====
+
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with "moderate" or higher toxic buildup will only leave "rotten" bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen.  
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.
 
  
==== Meteorite ====
+
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open. Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze. This will protect them from the toxic fallout, and not require you to feed them manually.
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.  
 
  
The meteorite will severely damage or kill anything that is below it. Any colonists beneath the meteorite has a small while to escape before they are crushed by it. The map tile will read: Meteorite (incoming).
+
A notification will appear once the fallout has stopped. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.
  
<gallery widths="250px" heights="250px" class="center" mode="nolines">
+
<gallery widths="400px" heights="400px" class="center" mode="nolines">
File:Meteorite before impact.png|'''Flying meteorite'''
+
File:Toxic fallout.png|'''Toxic fallout'''
File:Meteorite during impact.png|'''Crashing meteorite, with explosion'''
+
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
File:Meteorite.png|'''Landed meteorite'''
 
 
</gallery>
 
</gallery>
  
==== Outpost destroyed ====
+
Once moved to a safe place, creatures will need up to 12.5 days to recover.
[[File:Faction destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]]  
+
 
 +
=== Volcanic winter ===
 +
"''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.''"
 +
 
 +
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.
 +
 
 +
When the event finishes the message "Most of the volcanic ash has settled." will be displayed.
 +
 
 +
It lasts between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.
 +
 
 +
== Generally Good ==
 +
=== AI Core Offer ===
 +
 
 +
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.
 +
 
 +
=== Allied: (Faction) ===
 +
Relations with another faction have risen above +75 and you are now allied with them. They may now [[Events#Friendlies|assist you]] against mutual enemies.
 +
 
 +
=== Ambrosia sprout ===
 +
{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}
 +
 
 +
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.
 +
 
 +
It can only happen in the following [[biomes]]:
 +
* [[Tropical rainforest]]
 +
* [[Tropical swamp]]
 +
* [[Temperate forest]]
 +
* [[Temperate swamp]]
 +
* [[Boreal forest]]
 +
* [[Arid shrubland]]
 +
 
 +
[[File:Ambrosia sprout.png|400px]]
 +
 
 +
=== Anima tree sprout ===
 +
{{Royalty|None}}
 +
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.
  
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.
+
=== Gauranlen pod sprout ===
 +
{{Ideology|None}}
 +
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}
 +
 
 +
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a "Beautiful/Fun/Good/Unforgettable" quality.
  
===== Faction defeated =====
+
=== (Animals) join ===
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.
+
Tamed dogs or farm animals join your colony.
 +
[[File:Animals join.png|400px|thumb|none|Animals join]]
  
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans. It should be noted that this does not actually decrease the total frequency of raids you will get, as whether a raid happens or not is determined separately and before a faction is chosen. It just means that the raids will not be from this faction and will be from other factions, and with fewer human factions to choose from the game will start sending more mechanoid raids, which can inadvertently make the game harder if you find mechanoids more difficult.
+
=== (Animal) self-tamed ===
 +
A random animal on the map becomes tame, and immediately joins the colony.
  
Destroying and/or befriending all factions will make mechanoids the only remaining threat for all future raids.
+
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.
{{Clear}}
 
  
==== Ransom (Time remaining) ====
+
[[File:Thrumbo self-tamed.png|400px]]
This event can only occur if a colonist of yours was captured by another faction.
 
  
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.
+
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.
  
The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.
+
=== Aurora ===
 +
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.
  
==== Rare thrumbos ====
+
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops, but not including [[anima tree]]s{{RoyaltyIcon}}. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days. It will not reoccur for 13 days.
 
  
==== Reactor ready ====
+
=== Cargo pods ===
You have completed the 15 day warm up period for starting a [[ship reactor]]. If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.
+
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.
  
==== Ship chunks ====
+
[[File:Cargo pods.png|400px]]
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]]. Rarely they can punch through roofs, damaging structures near it. Extremely rarely, they can land right on top of a colonist, killing them.
 
  
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.
+
=== Enemy now neutral: (Faction) ===
 +
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.
  
==== Trauma savant ====
+
=== Gift from (Faction) ===
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.
+
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.
  
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning, despite the injury.
+
=== Herd migration: (Animal) ===
 +
[[File:Thrumbo herd migration.png|400px]]
  
==== Quest completed ====
+
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked.  
You've done what was [[quest|requested]] by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.
 
  
==== Anima tree sprout ====
+
This event only occurs in the following biomes:
{{Royalty|section=1}}
+
* [[Sea ice]]
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.
+
* [[Ice sheet]]
 +
* [[Tundra]]
 +
* [[Desert]]
 +
* [[Extreme desert]]
  
=== Bad ===
+
=== Inspiration: (Type) ===
----
+
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill. The inspiration usually lasts for around eight days.
==== Ancient danger ====
 
{{main|Ancient shrine}}
 
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}
 
  
This event is related to map generation and may not appear on every map. It may occur more than once per map. While listed as a danger, they are usually harmless until disturbed.
+
Inspirations can only occur if the colonist is in a very good mood.
  
A colonist approached a walled out area of the map partially or completely under a mountain. It contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk, by blowing a hole or deconstructing a section of the wall.
+
=== Legendary Work ===
 +
One of your colonists has produced an object of legendary [[quality]].
  
First, you'll need to deal with hostiles outside. Then, opening or attacking any casket will cause all the others to open instantly. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.
 
  
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.
+
=== Marriage is on! ===
 +
[[File:Marriage is on.png|thumb|right|400px|link=|"''Susy has accepted Mat's marriage proposal...''"]]
 +
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future. This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.
  
==== Animal revenge ====
+
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved. This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.
An animal that was harmed will go mad and become [[manhunter]]. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker.
 
  
==== Death ====
+
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick "draft" and "undraft" should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
 
  
==== Drug addiction ====
+
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]]. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].
 
  
==== Heart attack ====
+
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.
 
  
During a heart attack, people or animals can fall unconscious or even die if not treated in time.
+
=== Masterwork ===
 +
One of your colonists has created an item of masterwork quality.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
=== New lovers ===
File:Heart attack.png|'''Heart attack notification'''
+
[[File:New lovers.png|250px|thumb|none|A character woos another into a romance and she agrees]]
File: Heart attack health tab.png|'''Health tab'''
+
Two characters fall in love.  Build them a 2 pawn bed and assign it so they can sleep together.  This avoids a mood debuff for both colonists. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
</gallery>
 
  
==== Mental Break ====
+
=== New recruit ===
{{Main|Mental break}}
+
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]]. During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.
 
  
Depending on the nature of the mental break, there are several ways to handle the situation:
+
=== Party ===
 +
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them.
  
* Wall the person in – this is only possible if they wander to a suitable location.
+
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.
* Try to arrest them. They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff ("I was arrested!") after you release them from jail. Arresting temporary members will immediately cause their faction to become hostile.
 
* Wait out the situation - This takes a while for most minor breaks.  
 
  
==== Overdose ====
+
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].
{{Main|Overdose}}
 
One of your colonists or animals has [[overdose]]d. There is a risk of overdose when taking any [[drug|hard drug]], as well as when taking too many non-social drugs in general. This can cause permanent damage or even death.
 
  
==== Predator hunting ====
+
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.
A wild, hungry predator has targeted one of your colonists or tamed animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. While regular enemies will tend to avoid targeting noncombatant [[children]], predators will target them the same as a regular pawn. Predators will also not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead and then eat the corpse. Predators don't change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base.  As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger "animal revenge," which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.
 
  
==== Prison break ====
+
If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off."
{{Move|section=1|destination=Prisoners|reason=Double up - See [[Talk:Events#Prison break is doubled up]] for discussion}}
 
[[File:Prison break.png|300px|thumb|right|Prison break]]
 
  
Prisoners have staged a breakout! They are able to open doors and attempt to seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are healthy, have [[Genes#Violence|aggressive genes]]{{BiotechIcon}}, or the room has more doors. As each prisoner has their own independent breakout chance, more prisoners will increase the frequency of an attempt happening despite not directly affecting each individual prisoner's mean time between prison breaks.  
+
=== Psychic soothe ===
 +
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].
  
All rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room has a 100% chance to join. Other rooms have a 50% chance to join. If the room does join, all prisoners in that room are affected too.
+
The positive effect will be attenuated by [[psychic foil helmet]]s. Make sure to take them off all colonists for the duration of the event.
  
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them. Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.
+
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
{{Clear}}
 
  
==== Roof collapsed ====
+
[[File:Psychic soothe.png|400px|left]]
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.
+
{{clear}}
  
All [[roof]]s must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain will instantly kill any pawn unfortunate enough to be crushed.
+
=== Quest completed ===
 +
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in. The pods may also crash through your roof, so be prepared to repair.
  
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.
+
=== (Trader type) ===
 +
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.
  
==== Too Deep: Infestation ====
+
You need to build [[orbital trade beacon]]s before contacting them so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.
Insectoid infestations can spawn when actively digging from a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.
 
  
=== Faction ===
+
=== (Trader type) from (Faction) ===
----
+
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.
==== Allied: (Faction) ====
 
Relations with another faction have risen above +75 and you are now allied with them. They may now [[Events#Friendlies|assist you]] against mutual enemies.
 
  
==== Enemy now neutral: (Faction) ====
+
=== Transport pod crash ===
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.
+
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.
  
==== Hostile faction ====
+
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill.  
[[File:Bad will.png|300px|thumb|right|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]
 
You've done something to anger another [[faction]] bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons. Rough factions that are neutral/allied will naturally decay goodwill, until they become hostile again.
 
{{Clear}}
 
  
==== Leader died ====
+
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.
 
  
This alert uses the variable title of the leader in question. For example, if the "boss" of a pirate band dies you will see 'Boss died', if the "chief" died, then it will read 'Chief died', and so on.
+
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]
  
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.
+
=== Wanderer joins ===
 +
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.
  
===== New Leader =====
+
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is "Beautiful/Fun/Good / Unforgettable", with said colonist with the same Ideoligion as the masses of the colonist in the colony.
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.
 
  
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''
+
File:Wanderer joins normal.png|'''Common character'''
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''
+
File:Wanderer joins relationship.png|'''Related character'''
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''
 
File:New chief.png|'''Chief of a hostile tribe recruited to colony.'''
 
 
</gallery>
 
</gallery>
  
=== Informational ===
+
=== Wild (wo)man wanders in ===
----
+
A random person with no faction wanders into your colony and will mill about the map.  You have the option to "Tame" this person with a minimum animals skill of 10. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.
These events serve purely to give information about the game, and have no physical gameplay implications.
 
  
==== About: Electricity ====
+
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infrastructure required to maintain them.
 
  
==== About: Getting advanced components ====
+
These wild (wo)man may have random Ideoligion with [[Ideology]].
Appears when you finish researching [[Research#Fabrication|Fabrication]]. Reminds you that you need [[advanced component]]s to build a [[fabrication bench]], and the potential means of obtaining them.
 
  
==== About: Launching the ship ====
+
<gallery widths="400px" heights="400px" class="center" mode="nolines">
Appears when you finish researching [[Research#Starflight basics|Starflight Basics]]. This is a simple reminder about the dangers of powering up the [[ship reactor]] once built. Once turned on, the number of raids will greatly increase for the next 15 days.
+
File:Wild man wanders in.png|'''Wild man wanders in'''
 +
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 +
</gallery>
  
==== Persona Core Offer ====
+
=== Royal Tribute Collector ===
A non-hostile faction will notify you that they know where an [[Persona core]] is located: a critical component for building a ship. They will want 1500 silver for this information. However, you can only make this request at the [[comms console]] with factions which have at least +40 [[goodwill]].
+
{{Royalty|No category}}
 +
{{Main|Royal tribute collector}}
 +
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].
  
You can always request for a persona core location with 100% success, even if this event doesn't trigger, so long as you have the requisite goodwill. It only serves to remind the player that it is possible.
+
== Neutral ==
 +
=== Affair ===
 +
Somebody who is already married starts an affair with a single person. It is possible for your colonists to cheat on their lovers who aren't members of your faction.
  
==== Summer ====
+
[[File:Affair.png|400px]]
This event occurs at the beginning of the summer [[quadrum]], if you are lacking suitable [[apparel]] for winter's [[temperature]]s. It merely informs you that you are ill-prepared for the winter. Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.
 
  
==== Unwaveringly loyal ====
+
=== Area revealed  ===
Appears when you first capture an unwaveringly loyal [[prisoner]]. They are unable to be recruited as a colonist or be [[ideoligion|converted]]{{IdeologyIcon}}, but can be released, [[slave|enslaved]]{{IdeologyIcon}}, or used for a variety of [[human resources]].
+
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids. It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.
 +
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 +
File:Inward facing edges.png| '''Find inward facing edges,'''
 +
File:Area revealed.png| '''...and open up an entire valley.'''
 +
File:Inward facing rocks.png|'''more inward rocks'''
 +
File:Area revealed red.png|'''this area contains a threat
 +
</gallery>
 +
 
 +
=== (Leader) died: (Faction) ===
 +
This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'.
  
==== About: Anima tree linking ====
+
Occasionally, the leader of another faction will die. The popup window will announce his or her successor.
{{Royalty|section=1}}
 
Appears when an [[anima tree]] has 20 anima grass around it. Reminds you that a colonist with ''Natural'' meditation can begin the linking ritual, gaining a level of [[psycast]]ing in the process.
 
  
==== Baby Prep ====
+
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.
{{Biotech|section=1}}
 
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.
 
  
=== Social ===
+
<gallery widths="350px" heights="350px" class="center" mode="nolines">
----
+
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''
==== New lovers ====
+
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''
You receive the announcement that two characters have become lovers, and "now want to sleep together". These are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner, with +/- 1 mood for every 10 opinion above/below zero.
+
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''
 +
</gallery>
  
Starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for "''sleeping alone''", even if they won't get their first chance to sleep together for hours. This can be remedied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. A [[double bedroll]] is preferred when in a [[caravan]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners.
+
==== New (Leader): (Faction) ====
{{Clear}}
+
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.
 +
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]
  
==== Breakup ====
+
=== Meteorite ===
A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.
+
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.
  
==== Rejected proposal ====
+
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days. They may accept another offer in the future. Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.
 
  
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
File:Breakup.png|'''Breakup'''
+
File:Meteorite.png|'''Landed meteorite'''
File:New lovers.png|'''A character woos another into a romance and she agrees'''
+
File:Meteorite before impact.png|'''Flying meteorite'''
File:Rejected proposal.png|'''Rejected proposal'''
 
 
</gallery>
 
</gallery>
{{Clear}}
 
  
==== Marriage is on! ====
+
=== Rare Thrumbos ===
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a [[marriage spot]], or any gathering spot ([[table]] or [[campfire]]) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
+
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days.
 +
 
 +
It will not reoccur for 13 days.
  
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees.  
+
=== Ship chunks ===
 +
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]]. Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.
  
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick "draft" and "undraft" for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans will not attend.
+
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.
  
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.
+
=== Summer ===
 +
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.
  
==== Affair ====
+
=== Traveler Visit ===
Somebody who is already married starts an affair with a single person. It is possible for your colonists to cheat on their lovers who aren't members of your faction.
+
{{:Traveler}}
  
==== Divorce ====
+
=== Relationship ===
A married couple has divorced; as a normal break up, but with worse mood penalties.
+
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]
 +
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
+
If the visitor instance itself was an event, it will add "(Relationship)" onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.
File:Marriage is on.png|'''Susy has accepted Mat's marriage proposal...'''
+
 
File:Affair.png|'''Affair'''
+
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.
</gallery>
+
 
 +
=== Visitor(s) ===
 +
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.
 +
 
 +
Visitors possess no higher purpose otherwise. Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.
 +
 
 +
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
  
 
== World incidents ==
 
== World incidents ==
{{For|a guide to survive these events|World Quests Guide}}
+
{{for|a guide to survive these events|World Quests Guide}}
 +
 
  
==== Attack begun ====
+
=== Attack begun ===
 
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.
 
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.
  
==== Bandit camp opportunity ====
+
=== Bandit camp opportunity ===
{{See also|Offense tactics}}
+
{{see also|Offense tactics}}
  
 
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.
 
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.
Line 737: Line 690:
 
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.
 
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.
  
==== Caravan ambushed / (manhunters) ====
+
=== Caravan ambushed / (manhunters) ===
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.
+
While travelling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.
  
 
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
 
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
  
===== Caravan battle won =====
+
==== Caravan battle won ====
This event will tell you if your people won their fight, and can reform the caravan on the world map.
+
This event will tell you if your people won their fight.
  
==== Caravan arrived at (Location) ====
+
=== Caravan arrived at (Location) ===
 
This is a simple notification that your caravan has arrived at their destination.
 
This is a simple notification that your caravan has arrived at their destination.
  
==== Caravan lost ====
+
=== Caravan lost ===
[[File:Caravan destroyed.png|thumb|right|400px]]
 
 
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.
 
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.
  
 
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.
 
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.
{{Clear}}
 
  
==== Caravan meeting by (Caravan ID) ====
+
[[File:Caravan destroyed.png|400px]]
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.
 
  
==== Caravan ready ====
+
=== Caravan meeting by (Caravan ID) ===
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.
+
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.
  
==== Demand ====
+
=== Caravan ready ===
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.
+
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.
 +
 
 +
=== Caravan request ===
 +
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.
 +
 
 +
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.
 +
 
 +
=== Demand ===
 +
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.
  
 
You can see their number when they are demanding you hand over items.
 
You can see their number when they are demanding you hand over items.
  
==== Peace talks ====
+
=== Incapacitated refugee quest ===
[[File:Peace talks.png|thumb|right|300px]]
+
[[File:Incapacitated refugee.png|400px]]
 +
 
 +
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.
 +
 
 +
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.
 +
 
 +
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.
 +
 
 +
=== Item Stash Opportunity (Time Remaining) ===
 +
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.
 +
 
 +
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[skilltrainer]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver.
 +
 
 +
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly.
 +
 
 +
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.
 +
 
 +
=== Peace talks ===
 +
[[File:Peace talks.png|400px]]
  
 
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.
 
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.
Line 775: Line 751:
 
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.
 
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.
  
'''Peace talk triumph'''
+
==== Peace talk triumph ====
 
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.
 
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.
  
Line 782: Line 758:
 
This has a base weight of 0.1.
 
This has a base weight of 0.1.
  
''' Peace talk success'''
+
==== Peace talk success ====
 
 
 
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.
 
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.
  
 
This has a base weight of 0.55.
 
This has a base weight of 0.55.
  
'''Peace talk flounder'''
+
==== Peace talk flounder ====
 
 
 
The talks were neither successful nor a failure, and relations remain unchanged.
 
The talks were neither successful nor a failure, and relations remain unchanged.
  
 
This has a base weight of 0.2.
 
This has a base weight of 0.2.
  
'''Peace talk backfire'''
+
==== Peace talk backfire ====
 
 
 
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.
 
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.
  
 
This has a base weight of 0.1.
 
This has a base weight of 0.1.
  
'''Peace talk disaster'''
+
==== Peace talk disaster ====
 +
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.
  
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.
+
In addition, the angered faction sends a group of attackers after your negotiating party.
  
 
This has a base weight of 0.05.
 
This has a base weight of 0.05.
  
===== Outcome chances =====
+
==== Outcome chances ====
 
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
 
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
  
* At 0% power, the bad outcome factor is 4.
+
*At 0% power, the bad outcome factor is 4.
* At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
+
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
* At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
+
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
  
 
The new weight of each outcome is calculated afterwards.
 
The new weight of each outcome is calculated afterwards.
 
+
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)
+
*Success = 0.55 * ( 1 / Bad Outcome Factor)
* Success = 0.55 * ( 1 / Bad Outcome Factor)
+
*Flounder = 0.2
* Flounder = 0.2
+
*Backfire = 0.1 * Bad Outcome Factor
* Backfire = 0.1 * Bad Outcome Factor
+
*Disaster = 0.05 * Bad Outcome Factor
* Disaster = 0.05 * Bad Outcome Factor
 
  
 
The sum total of the new weights is then calculated.
 
The sum total of the new weights is then calculated.
Line 825: Line 798:
 
Finally, the probability of each outcome is calculated:
 
Finally, the probability of each outcome is calculated:
  
{{Math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}
+
{{math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}
  
====== Example ======
+
===== Example =====
 
Take a level 15 Social negotiator as an example:
 
Take a level 15 Social negotiator as an example:
  
# The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
+
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
# The new weight of each outcome, to 3 d.p.:
+
#The new weight of each outcome, to 3 d.p.:
#* Triumph = 0.1 * ( 1 / 0.7) = 0.143
+
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
#* Success = 0.55 * ( 1 / 0.7) = 0.786
+
#*Success = 0.55 * ( 1 / 0.7) = 0.786
#* Flounder = 0.2
+
#*Flounder = 0.2
#* Backfire = 0.1 * 0.7 = 0.07
+
#*Backfire = 0.1 * 0.7 = 0.07
#* Disaster = 0.05 * 0.7 = 0.035
+
#*Disaster = 0.05 * 0.7 = 0.035
# The sum total of new weights is calculated:
+
#The sum total of new weights is calculated:
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
# Finally, the probability of each event, to 2 d.p.:
+
#Finally, the probability of each event, to 2 d.p.:
#* Triumph = 0.143 / 1.234 = 11.58%
+
#*Triumph = 0.143 / 1.234 = 11.58%
#* Success = 0.786 / 1.234 = 63.69%
+
#*Success = 0.786 / 1.234 = 63.69%
#* Flounder = 0.2 / 1.234 = 16.21%
+
#*Flounder = 0.2 / 1.234 = 16.21%
#* Backfire = 0.07 / 1.234 = 5.67%
+
#*Backfire = 0.07 / 1.234 = 5.67%
#* Disaster = 0.035 / 1.234 = 2.84%
+
#*Disaster = 0.035 / 1.234 = 2.84%
 +
 
 +
=== Prisoner rescue request ===
 +
A prisoner locked up in a hostile faction steals a radio and calls your faction for help.
 +
 
 +
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.
 +
 
 +
The event will expire if ignored.
 +
 
  
==== Rescuee joins ====
+
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 +
File:PRO 0.png|'''World event letter'''
 +
File:PRO 1.png|'''World map location'''
 +
File:PRO 2.png|'''Event specific map'''
 +
File:PRO 3.png|'''Event success notification'''
 +
</gallery>
 +
 
 +
=== Precious minerals found ===
 +
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]
 +
 
 +
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.
 +
 
 +
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.
 +
 
 +
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).
 +
 
 +
=== Quest no longer available ===
 +
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.
 +
 
 +
=== Rescuee joins ===
 
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.
 
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.
  
== Sub-events ==
+
=== Sub-events ===
 
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.
 
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.
  
 
==== Ambush ====
 
==== Ambush ====
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]
+
[[File:Incapacitated refugee Ambushed.png|400px]]
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.
+
 
{{Clear}}
+
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.
  
 
==== Sleeping mechanoids ====
 
==== Sleeping mechanoids ====
 
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.
 
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.
 +
 +
{{clear}}
  
 
== Game endings ==
 
== Game endings ==
 
When these happen, they signify that your game has ended, one way or another.
 
When these happen, they signify that your game has ended, one way or another.
  
==== Game over ====
+
=== Game over ===
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]
+
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.
This happens when all your colonists are either dead, missing, or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.
 
  
 
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.
 
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.
{{Clear}}
 
  
==== Planetkiller ====
+
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]
+
 
 +
{{clear}}
 +
 
 +
=== Planetkiller ===
 
This event can only happen by configuring the starting scenario.
 
This event can only happen by configuring the starting scenario.
  
Line 877: Line 880:
  
 
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
 
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
{{Clear}}
+
 
 +
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]
 +
 
 +
{{clear}}
 +
 
 +
{{TOCright}}
  
 
== Legacy events ==
 
== Legacy events ==
Events from previous versions of RimWorld.
+
Events from previous version of RimWorld.
  
 
=== Bonded animal's death ===
 
=== Bonded animal's death ===
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]
+
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.
+
 
 +
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal.  
  
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal.  
+
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]
{{Clear}}
 
  
 
=== Bonded master's death ===
 
=== Bonded master's death ===
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.
+
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
  
 
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.
 
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.
Line 897: Line 905:
  
 
This is one of the only situations where animals can have non-manhunter mental breaks.
 
This is one of the only situations where animals can have non-manhunter mental breaks.
 +
  
 
=== Breakdown: (Machine) ===
 
=== Breakdown: (Machine) ===
In previous versions, this was its own event. Now it's just a notification.
+
In previous versions, this was its own event. Now it's just a notification.
  
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.
+
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.
  
 
This only applies to machines using electricity.
 
This only applies to machines using electricity.
Line 912: Line 921:
 
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.
 
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.
  
== Event data ==
+
=Event Data=
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.
+
{|
 
 
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br/>Repeat (days)
+
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)
 
|-
 
|-
 
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
 
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
Line 930: Line 938:
 
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1
 
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1
 
|-
 
|-
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30
+
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30
 
|-
 
|-
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15
+
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15
 
|-
 
|-
 
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20
 
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20
 
|-
 
|-
| Special || RaidFriendly || [[Events#Friendlies|Friendlies]] || 3 || Good || 0
+
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0
 
|-
 
|-
| Small Threat || AnimalInsanitySingle || [[Events#Mad animal|Mad animal]] || 5 || Bad || 3
+
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3
 
|-
 
|-
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30
+
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30
 
|-
 
|-
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30
+
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || Beavers || [[Events#Beavers!|Beavers!]] || 1 || Bad || 15
+
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15
 
|-
 
|-
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30
+
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30
+
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30
 
|-
 
|-
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30
+
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30
 
|-
 
|-
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15
+
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15
 
|-
 
|-
| General Bad || CropBlight || [[Events#Blight|Blight]] || 2.5 || Bad || 8
+
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8
 
|-
 
|-
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180
+
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180
 
|-
 
|-
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280
+
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280
 
|-
 
|-
 
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0
 
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0
 
|-
 
|-
| General Good || TraderArrivalSlaver || [[Events#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0
+
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0
 
|-
 
|-
 
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0
 
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0
Line 970: Line 978:
 
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0
 
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0
 
|-
 
|-
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo pods]] || 6.0 || Good || 0
+
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0
 
|-
 
|-
| General Good || RefugeePodCrash || [[Events#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0
+
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0
 
|-
 
|-
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30
+
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30
 
|-
 
|-
 
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15
 
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15
 
|}
 
|}
 +
|
 +
|}
 +
  
<span id="DiseasesTable"></span>
+
<span id ="DiseasesTable"></span>
  
 
{| class=wikitable style="text-align: center;"
 
{| class=wikitable style="text-align: center;"
Line 987: Line 998:
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Malaria
! style="padding: 5px 1em;" | Sleeping<br/>Sickness
+
! style="padding: 5px 1em;" | Sleeping<br>Sickness
! style="padding: 5px 1em;" | Fibrous<br/>Mechanites
+
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
! style="padding: 5px 1em;" | Sensory<br/>Mechanites
+
! style="padding: 5px 1em;" | Sensory<br>Mechanites
! style="padding: 5px 1em;" | Gut<br/>Worms
+
! style="padding: 5px 1em;" | Gut<br>Worms
! style="padding: 5px 1em;" | Muscle<br/>Parasites
+
! style="padding: 5px 1em;" | Muscle<br>Parasites
! style="padding: 5px 1em;" | Organ<br/>Decay
 
 
|-  
 
|-  
! Arid Shrubland{{#vardefine: as_mtb | 60}}
+
! Arid Shrubland
 +
{{#vardefine: as_mtb | 60}}
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_plague | 100}}
 
| {{#vardefineecho: as_plague | 100}}
Line 1,003: Line 1,014:
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
| {{#vardefineecho: as_decay | 10}}
 
 
|-
 
|-
! Desert{{#vardefine: d_mtb | 80}}
+
! Desert
 +
{{#vardefine: d_mtb | 80}}
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_plague | 100}}
 
| {{#vardefineecho: d_plague | 100}}
Line 1,014: Line 1,025:
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
| {{#vardefineecho: d_decay | 10}}
 
 
|-
 
|-
! Extreme Desert{{#vardefine: ed_mtb | 90}}
+
! Extreme Desert
 +
{{#vardefine: ed_mtb | 90}}
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_plague | 80}}
 
| {{#vardefineecho: ed_plague | 80}}
Line 1,025: Line 1,036:
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
| {{#vardefineecho: ed_decay | 10}}
 
 
|-
 
|-
! Boreal Forest{{#vardefine: bf_mtb | 50}}
+
! Boreal Forest
 +
{{#vardefine: bf_mtb | 50}}
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
Line 1,036: Line 1,047:
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
| {{#vardefineecho: bf_decay | 10}}
 
 
|-
 
|-
! Tundra{{#vardefine: t_mtb | 80}}
+
! Tundra
 +
{{#vardefine: t_mtb | 80}}
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_plague | 80}}
 
| {{#vardefineecho: t_plague | 80}}
Line 1,047: Line 1,058:
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
| {{#vardefineecho: t_decay | 10}}
 
 
|-
 
|-
! Ice Sheet{{#vardefine: is_mtb | 90}}
+
! Ice Sheet
 +
{{#vardefine: is_mtb | 90}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,058: Line 1,069:
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
! Sea Ice{{#vardefine: is_mtb | 80}}
+
! Sea Ice
 +
{{#vardefine: is_mtb | 80}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,069: Line 1,080:
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
| {{#vardefineecho: is_decay | 10}}
 
 
|-
 
|-
! Temperate Forest{{#vardefine: tr_mtb | 45}}
+
! Temperate Forest
 +
{{#vardefine: tr_mtb | 45}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,080: Line 1,091:
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|-
 
|-
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}
+
! Tropical Rainforest
 +
{{#vardefine: tr_mtb | 30}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,091: Line 1,102:
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
| {{#vardefineecho: tr_decay | 10}}
 
 
|}
 
|}
  
Line 1,109: Line 1,119:
 
|+ Mean time per disease by biome (in days)
 
|+ Mean time per disease by biome (in days)
 
! style="padding: 5px 4em;" | Biome Name
 
! style="padding: 5px 4em;" | Biome Name
! style="padding: 5px 1em;" | Mean Time<br/>Between Diseases
+
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases
 
! style="padding: 5px 1em;" | Flu  
 
! style="padding: 5px 1em;" | Flu  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Malaria
! style="padding: 5px 1em;" | Sleeping<br/>Sickness
+
! style="padding: 5px 1em;" | Sleeping<br>Sickness
! style="padding: 5px 1em;" | Fibrous<br/>Mechanites
+
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
! style="padding: 5px 1em;" | Sensory<br/>Mechanites
+
! style="padding: 5px 1em;" | Sensory<br>Mechanites
! style="padding: 5px 1em;" | Gut<br/>Worms
+
! style="padding: 5px 1em;" | Gut<br>Worms
! style="padding: 5px 1em;" | Muscle<br/>Parasites
+
! style="padding: 5px 1em;" | Muscle<br>Parasites
 
|-  
 
|-  
 
| Arid Shrubland
 
| Arid Shrubland
 
| {{#var: as_mtb}}
 
| {{#var: as_mtb}}
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}
 
|-
 
|-
 
| Desert
 
| Desert
 
| {{#var: d_mtb}}
 
| {{#var: d_mtb}}
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}
 
|-
 
|-
 
| Extreme Desert
 
| Extreme Desert
 
| {{#var: ed_mtb}}
 
| {{#var: ed_mtb}}
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}
 
|-
 
|-
 
| Boreal Forest
 
| Boreal Forest
 
| {{#var: bf_mtb}}
 
| {{#var: bf_mtb}}
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}
 
|-
 
|-
 
| Tundra
 
| Tundra
 
| {{#var: t_mtb}}
 
| {{#var: t_mtb}}
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}
 
|-
 
|-
 
| Ice Sheet
 
| Ice Sheet
Line 1,187: Line 1,197:
 
| Tropical Rainforest
 
| Tropical Rainforest
 
| {{#var: tr_mtb}}
 
| {{#var: tr_mtb}}
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}
+
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}
 
|}
 
|}
  
Line 1,200: Line 1,210:
 
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.
 
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.
 
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added
 
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.
+
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.
 
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.
 
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.
 
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.
 
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.
 
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense  
 
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense  
 
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.
 
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.
 
 
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage
 
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.
+
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[Events#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
+
 
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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