Difference between revisions of "Events"

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{{for|a guide to survive events|Events Guide}}
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{{For|a guide to survive events|Events Guide}}
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'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].
  
'''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.
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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.
  
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.
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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.
  
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.
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{{TOCright}}
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== Major threats ==
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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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=== Major threat generation ===
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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).
  
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.
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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.
  
{{TOCright}}
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Weights:
 +
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)
  
==Big Threats==
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=== Raid Generation ===  
{{for|strategies to defend against big threats|Defense tactics}}
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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.
{{for|defensive base constructions|Defense structures}}
 
  
=== Enemy Attack ===
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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.
{{main|Raider}}
 
  
These events can take place from Base Builder difficulty onwards.
+
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".
  
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.
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=== Enemy attack ===
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----
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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.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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===== Arrival methods =====
File:Raid.png|'''Assault'''
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Tribal-level factions can't use drop pods, so are limited to assaults.
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
 
</gallery>
 
  
Different types of raids include:
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* '''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.
  
==== Assaults ====
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===== Types =====
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.
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* '''Smart''': "Unusually clever", will try and avoid [[trap]]s and [[turret]]s.
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* '''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="400px" heights="400px" class="center" mode="nolines">
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<gallery widths="250px" heights="250px" class="left" mode="nolines">
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File:Raid.png|'''Assault'''
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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>
  
==== Mid-Base Assaults ====
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==== Siege ====
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.
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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.
  
==== Sieges ====
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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.
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.
 
  
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.
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Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.
 
 
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).
 
 
 
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.
 
 
 
[[File:Siege.png|400px]]
 
  
 
=== Infestation ===
 
=== Infestation ===
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.
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----
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{{main|Infestation}}
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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.
  
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.
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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.
  
[[File:Infestation.png|400px]]
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The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.
  
==== Too deep: Infestation ====
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=== Manhunter pack ===
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.
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----
 
 
=== Manhunter Pack ===
 
 
{{For|the mental state that makes these animals hostile|Manhunter}}
 
{{For|the mental state that makes these animals hostile|Manhunter}}
This event can take place from Base Builder difficulty onwards.  Note that it will display "pack" even if only one animal arrives.
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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".
  
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.  
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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.
  
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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[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]
  
* 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.
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=== Psychic wave ===
* 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.
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----
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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.
  
[[File:Manhunter pack.png|400px]]
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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.
  
=== Psychic Wave ===
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This event has a [[Events#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.
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.
 
  
== Special ==
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=== Crashed ship part ===
Special events may have prerequisites or only occur during certain circumstances.
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----
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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.
  
=== About: Launching the ship ===
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==== Defoliator ship ====
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].
+
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.
  
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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==== Psychic ship ====
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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.
  
=== Ancient Danger ===
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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.
{{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.
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====== Drone intensifies ======
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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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<gallery widths="250px" heights="250px" class="left" mode="nolines">
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File:Poison ship.png|'''Defoliator ship'''
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File:Psychic ship.png|'''Psychic ship'''
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</gallery>
  
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.
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=== Mech cluster ===
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----
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{{Royalty|Section=1}}
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{{main|Mech cluster}}
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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.
  
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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=== Problem causer ===
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----
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{{Royalty|Section=1}}
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{{main|Condition causer}}
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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.
  
=== Friendlies ===
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== Extreme weather ==
This event can only occur if you are allied with at least one other faction.
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The following events can appear from Base Builder difficulty onwards.
  
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.
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=== Flashstorm ===
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----
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[[File:FlashstormScreenshot.png|300px|thumb|left]]
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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.
  
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.
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This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.
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{{clear}}
  
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.
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=== Toxic fallout ===
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----
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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.''"
  
<gallery widths="450px" heights="450px" class="center" mode="nolines">
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'''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.
File:Friendlies.png|'''Friendlies vs Pirates'''
 
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''
 
</gallery>
 
  
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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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.
  
=== Journey offer ===
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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]].
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}
 
  
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]
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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.
  
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.
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<gallery widths="300px" heights="300px" class="center" mode="nolines">
 +
File:Toxic fallout.png|'''Toxic fallout'''
 +
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
 +
</gallery>
  
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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=== Volcanic winter ===
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----
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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.''"
  
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.
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'''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.
  
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.
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== Random ==
 +
=== Quests ===
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----
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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.
  
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).
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=== Good ===
 +
----
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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.
  
{{clear}}
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It can only happen in the following [[biomes]]:
 +
<div style="width:500px"><ul class="ul-column-width-150">
 +
* [[Tropical rainforest]]
 +
* [[Tropical swamp]]
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* [[Temperate forest]]
 +
* [[Temperate swamp]]
 +
* [[Boreal forest]]
 +
* [[Arid shrubland]]
 +
</ul></div>
  
=== Man in black ===
+
==== Animals join ====
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.  
+
Tamed dogs or [[farm animals]] from off-map join your colony.
  
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.)
+
==== Animal self-tamed ====
 +
[[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.
  
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.
+
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.
  
=== Outpost destroyed ===
+
==== Aurora ====
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]]
+
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.
  
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.
+
Despite the event text stating that it will "make the night brighter", it does not actually affect the light level.
  
==== Faction defeated ====
+
==== Cargo pods ====
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.
+
[[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}}
  
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.
+
==== Herd migration: (Animal) ====
 +
[[File:Thrumbo herd migration.png|300px|right]]
  
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.
+
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.
  
{{clear}}
+
This event only occurs in the following biomes:
  
=== Ransom (Time remaining) ===
+
* [[Sea ice]]
This event can only occur if a colonist of yours was captured by another faction.
+
* [[Ice sheet]]
 +
* [[Tundra]]
 +
* [[Desert]]
 +
* [[Extreme desert]]
  
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.
+
==== Party ====
 +
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.
  
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.
+
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.
  
=== Reactor ready ===
+
==== Psychic soothe ====
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.
+
[[File:Psychic soothe.png|300px|right]]
  
=== Refugee Chased at (Settlement) ===
+
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.
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.
+
{{Clear}}
  
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.
+
==== (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 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.
  
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.
+
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.
  
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.
+
==== (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.
  
=== Roof collapsed ===
+
==== Transport pod crash ====
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.
+
[[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.
  
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.
+
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.
  
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.
 
  
=== Trauma savant ===
+
===== Paralytic abasia =====
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.
+
{{Royalty|section=1}}
 +
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.
  
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.
+
===== Baby =====
 +
{{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}}
  
===Zzztt...===
+
===== Ghoul =====
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. Alternatively, zzztts may occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]].  
+
{{Anomaly|section=1}}
 +
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.
  
This short circuit will either result in a fire, or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a firey explosion of a radius proportional to the energy stored. The fault will also discharge all stored power in batteries in the process. Unconnected batteries, such as through an open switch or on separate power network, will not be affected.  
+
==== Wanderer joins ====
 +
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.
  
The explosion radius is controlled by the following equation:
+
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.
{| class="wikitable"
 
|-
 
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05,  1.5, 14.9)
 
|}
 
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles. This maximum value of a 14.9 tile radius, or a 29 tile diameter, occurs when a total of 90,000 Wd is stored.  
 
  
The explosion is centered on the power conduit or device that triggered the explosion. The explosions deals 10 [[Damage Types#Flame|Flame damage]] in its radius, setting fire to flammable objects. If the explosion radius is greated than 3.5 tiles, or 4,900 Wd stored, a second explosion occurs dealing 50 [[Damage Types#Bomb|Bomb damage]] in a radius 30% that of the flame explosion. As a bomb explosion, it will put out fires within its radius.
+
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 +
File:Wanderer joins normal.png|'''Common character'''
 +
File:Wanderer joins relationship.png|'''Related character'''
 +
</gallery>
  
The maximum size explosion is thus a 14.9 tile radius flame explosion and a 4.5 tile radius bomb explosion.  
+
==== 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 [[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.
  
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.
+
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.
  
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.
+
These wild (wo)men may have random Ideoligion with [[Ideology]].
  
It will not reoccur for 8 days.
+
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}}
  
==Small Threats==
+
<gallery widths="250px" heights="250px" class="center" mode="nolines">
===(Animal) Revenge===
+
File:Wild man wanders in.png|'''Wild man wanders in'''
 +
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 +
</gallery>
  
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.
+
==== Traveler Visit ====
 +
{{:Traveler}}
  
===Mad (Animal)===
+
==== Visitor(s) ====
{{See also|Manhunter}}
+
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.
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 ([[door]]s, [[fence]]s, [[barricade]]s, etc. {{Check Tag|Sandbags?|Barricades block animals - do sandbags?}}) 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.
 
  
== Generally Bad ==
+
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
=== Animal disease (type) ===
 
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.
 
  
=== Bad will ===
+
==== Royal Tribute Collector ====
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.
+
{{Royalty|section=1}}
 +
{{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]].
  
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]
+
==== Gauranlen pod sprout ====
 +
{{Ideology|section=1}}
 +
{{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.}}
  
=== Beavers! ===
+
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.
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.
 
  
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.
+
==== Polux tree sprout ====
 +
{{Biotech|section=1}}
 +
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.
  
The incident only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]] and when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}.
+
=== Bad ===
 +
----
 +
==== 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.
  
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.
  
=== Breakup ===
+
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.
[[File:Breakup.png|300px|thumb|none|Breakup]]
 
A couple splits, complete with the Mood and Social penalties for both colonists.
 
  
=== Birthday ===
+
==== Birthday ====
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.
+
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.
  
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].
+
Due to age or a pre-existing health condition, they can also have a [[heart attack]].
[[File:Birthday.png|thumb|left|Birthday]]
+
{{Clear}}
{{clear}}
 
  
=== Blight ===
+
==== 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.
 
  
Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.
+
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.
  
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.
  
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.
+
It will not reoccur for 30 days.
  
[[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.
+
==== Disease ====
 +
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]].
  
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.
+
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.
  
It will not reoccur for 30 days.
+
==== Eclipse ====
 +
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.
  
=== Crashed ship part ===
+
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.
{{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.
 
  
==== Defoliator ship ====
+
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.
[[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.
 
 
 
==== Psychic ship ====
 
[[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.
 
 
 
===== 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.
 
  
=== Death: (Pawn) ===
+
==== Heat wave ====
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
+
{{stub|section=1|reason=Needs details. How much is the temperature raised by? What's the chance for a fire to occur?}}
 +
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.
  
=== (Drug) addiction ===
+
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.
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]].
 
  
=== Cold snap ===
+
==== Cold snap ====
 +
{{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.  
 
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.  
  
Line 295: Line 363:
 
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.
  
=== Disease (Type) ===
+
==== Mad animal ====
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.
+
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.
  
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.
+
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.
  
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.
+
==== 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 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.
  
=== Eclipse ===
+
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.
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.
+
==== Solar flare ====
 +
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.
  
=== Flashstorm ===
+
* Colonies that rely on turrets for defense will become vulnerable to raids.
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.
+
* 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.
 +
* 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.
  
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.
+
Due to its length, most of the adverse effects are manageable.
  
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast{{RoyaltyIcon}}, but will not show up as a notification.
+
==== Zzztt... ====
 +
{{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.
  
[[File:FlashstormScreenshot.png|400px]]
+
The following buildings short circuit due to weather:
 +
<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>
  
=== Heat wave ===
+
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.  
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}}.
 
  
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.
+
The explosion radius is controlled by the following equation:
  
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".
+
{| class="wikitable"
 +
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)
 +
|}
  
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.
+
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.
  
Some animals will leave the map if the temperature is too far outside their comfortable range. Visiting colonists and traders will also leave.
+
{| class="wikitable"
 
+
! Explosion radii per number of [[batteries]] filled
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.
+
|-
 +
| {{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.
  
=== Hostile: (Faction) ===
+
== Incidental ==
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.
+
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.
  
=== (Mental break type): (Colonist) ===
+
=== Good ===
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.
+
----
 
+
==== Friendlies ====
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.
+
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.
 
 
Depending on the nature of the mental break, there are several ways to handle the situation:
 
* Wall the person in – this is only possible if they wander to a suitable location.
 
* 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.  
 
  
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).  
+
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.
  
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.
+
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.
 
 
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).
 
 
 
=== (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.
 
 
 
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:Heart attack.png|'''Heart attack notification'''
+
File:Friendlies.png|'''Friendlies vs Pirates'''
File: Heart attack health tab.png|'''Health tab'''
+
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''
 
</gallery>
 
</gallery>
  
=== Overdose: (Colonist) ===
+
==== Masterwork ====
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.
+
One of your colonists has produced an object of masterwork [[quality]].
  
=== (Pawn) hit trap ===
+
==== Legendary work ====
One of your dumb colonists or animals stepped on one of your traps and managed to set it off.  
+
One of your colonists has produced an object of legendary [[quality]].
  
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.
+
==== Man in Black ====
 +
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.
  
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.
+
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}}
  
=== (Predator) hunting (Pawn) ===
+
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.)
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 ===
+
{| {{STDT| c_01 text-center}}
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, healthy and numerous*. Prisoners who are together in a single room will break out together. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.{{Check Tag|Detail Needed}}
+
! 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.
 +
|}
  
Prisoners who can't walk cannot trigger a prison break by themselves, nor participate in a group escape.
+
==== New recruit ====
 +
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.
  
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.
+
==== Meteorite ====
 +
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.  
  
[[File:Prison break.png|300px|thumb|none|Prison break]]
+
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).
  
=== Psychic drone ===
+
<gallery widths="250px" heights="250px" class="center" mode="nolines">
{{for|the moodlet|Mood#Exotic}}
+
File:Meteorite before impact.png|'''Flying meteorite'''
'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz."
+
File:Meteorite during impact.png|'''Crashing meteorite, with explosion'''
 +
File:Meteorite.png|'''Landed meteorite'''
 +
</gallery>
  
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).
+
==== Outpost destroyed ====
 +
[[File:Faction destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]]
  
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.
+
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.
  
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].
+
===== 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.
  
Animals are not affected.
+
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.
  
It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.
+
Destroying and/or befriending all factions will make mechanoids the only remaining threat for all future raids.
 +
{{Clear}}
  
=== Rejected proposal ===
+
==== Ransom (Time remaining) ====
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.
+
This event can only occur if a colonist of yours was captured by another faction.
 
 
[[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.
+
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.
* 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 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.
 
  
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 (~4-12 hrs).
+
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.
  
=== Toxic fallout ===
+
==== Rare thrumbos ====
{{Stub|section=1|reason=What is the severity increase rate?}}  
+
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.
"''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 that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.
+
==== 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.
  
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]] or [[luciferium]], though carcinomas can be removed surgically with high skill and an unavoidable chance of death.
+
==== 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.
  
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.
+
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.
  
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. [[Mechanoids]] are similarly immune.
+
==== Trauma savant ====
 +
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.
  
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 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.
  
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.
+
==== Quest completed ====
 +
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.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
==== Anima tree sprout ====
File:Toxic fallout.png|'''Toxic fallout'''
+
{{Royalty|section=1}}
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
 
</gallery>
 
 
 
Once moved to a safe place, creatures will need up to 12.5 days to recover.
 
 
 
=== 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]]
 
 
 
=== 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.
 
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.
  
=== Gauranlen pod sprout ===
+
=== Bad ===
{{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.}}
+
==== 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.}}
  
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.
+
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.
  
=== (Animals) join ===
+
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.
Tamed dogs or farm animals join your colony.
 
[[File:Animals join.png|400px|thumb|none|Animals join]]
 
  
=== (Animal) self-tamed ===
+
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.
A random animal on the map becomes tame, and immediately joins the colony.
 
  
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.
+
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.
  
[[File:Thrumbo self-tamed.png|400px]]
+
==== Animal revenge ====
 +
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.
  
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.
+
==== Death ====
 +
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
  
=== Aurora ===
+
==== Drug addiction ====
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.
+
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]].
  
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.
+
==== 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.
  
=== Cargo pods ===
+
During a heart attack, people or animals can fall unconscious or even die if not treated in time.
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.
 
  
[[File:Cargo pods.png|400px]]
+
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 +
File:Heart attack.png|'''Heart attack notification'''
 +
File: Heart attack health tab.png|'''Health tab'''
 +
</gallery>
  
=== Enemy now neutral: (Faction) ===
+
==== Mental Break ====
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.
+
{{Main|Mental break}}
 +
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.
  
=== Gift from (Faction) ===
+
Depending on the nature of the mental break, there are several ways to handle the situation:
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.
 
  
=== Herd migration: (Animal) ===
+
* Wall the person in – this is only possible if they wander to a suitable location.
[[File:Thrumbo herd migration.png|400px]]
+
* 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.
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked.  
 
 
 
This event only occurs in the following biomes:
 
* [[Sea ice]]
 
* [[Ice sheet]]
 
* [[Tundra]]
 
* [[Desert]]
 
* [[Extreme desert]]
 
  
=== Inspiration: (Type) ===
+
==== Overdose ====
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.
+
{{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.
  
Inspirations can only occur if the colonist is in a very good mood.
+
==== Predator hunting ====
 +
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.
  
=== Legendary Work ===
+
==== Prison break ====
One of your colonists has produced an object of legendary [[quality]].
+
{{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.
  
=== Marriage is on! ===
+
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.
[[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.
 
  
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.
+
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.
 +
{{Clear}}
  
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.
+
==== Roof collapsed ====
 +
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.
  
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.
+
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.
  
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'.
+
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.
  
=== Masterwork ===
+
==== Too Deep: Infestation ====
One of your colonists has created an item of masterwork quality.
+
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.
  
=== New lovers ===
+
=== Faction ===
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]
+
----
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 ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}} Additionally, 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 rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners. If a couple is going to go on [[caravan]]s together, a double bedroll may be desirable in addition to their permanent arrangement.{{Check Tag|May?|Needs specificity - does it or does it not impose the penalty. Can they get lovin' during caravns. Also, the answer should be reflected on Caravan page}}
+
==== 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.
  
As the ''"sleeping alone"'' penalty is applied immediately, it can be useful to simply place in a double sleeping spot in one of their current rooms, ideally the better of the two, and assign the couple to that. So long as a double bed is constructed in time for them to sleep in it, there will be no "slept on the ground" debuff, and meanwhile you'll immediately lose the "sleeping alone" penalty.
+
==== 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.
  
=== New recruit ===
+
==== Hostile faction ====
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.
+
[[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}}
  
=== Party ===
+
==== Leader died ====
One of your colonists will throw a party, improving the mood of all attendees for 10 days and providing an opportunity for rapid social exchanges. They will usually have [[beer]]s and [[smokeleaf joint]]s if available and eat meals even if not very hungry.  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. Some colonists may leave the party to go do work. They can be encouraged to return to the party by adjusting the Schedule so they are not assigned work at that moment.
+
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.
  
Colonists will continually get stacking 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.
+
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.
  
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]].
+
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.
  
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.
+
===== New Leader =====
 +
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.
  
If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off."
+
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 +
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''
 +
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''
 +
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''
 +
File:New chief.png|'''Chief of a hostile tribe recruited to colony.'''
 +
</gallery>
  
=== Psychic soothe ===
+
=== Informational ===
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]].
+
----
 +
These events serve purely to give information about the game, and have no physical gameplay implications.
  
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.
+
==== About: Electricity ====
 +
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infastructure required to mantain them.
  
It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
+
==== About: Getting advanced components ====
 +
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.
  
[[File:Psychic soothe.png|400px|left]]
+
==== About: Launching the ship ====
{{clear}}
+
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.
  
=== Quest completed ===
+
==== Persona Core Offer ====
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.
+
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]].
  
=== (Trader type) ===
+
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.
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.
 
  
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.
+
==== Summer ====
 +
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.
  
=== (Trader type) from (Faction) ===
+
==== Unwaveringly loyal ====
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.
+
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]].
  
=== Transport pod crash ===
+
==== About: Anima tree linking ====
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.
+
{{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.
  
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.  
+
==== Baby Prep ====
 +
{{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.
  
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.
+
=== Social ===
 
+
----
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]
+
==== New lovers ====
 
+
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.
=== People arrived ===
 
<!--message is plural even they are alone -->
 
 
 
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)''.
 
 
 
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.
 
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Wanderer joins normal.png|'''Common character'''
 
File:Wanderer joins relationship.png|'''Related character'''
 
</gallery>
 
 
 
=== 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 {{Q|Human|Minimum Handling Skill}}. 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 en[[slave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.
 
 
 
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.
 
 
 
These wild (wo)man may have random Ideoligion with [[Ideology]].
 
 
 
Unlike other animals, wild people will not flee from gunfire.
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Wild man wanders in.png|'''Wild man wanders in'''
 
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 
</gallery>
 
  
=== Royal Tribute Collector ===
+
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.
{{Royalty|No category}}
+
{{Clear}}
{{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]].
 
  
== Neutral ==
+
==== Breakup ====
=== Affair ===
+
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.
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.
 
  
[[File:Affair.png|400px]]
+
==== 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.
  
=== Area revealed  ===
 
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">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
File:Inward facing edges.png| '''Find inward facing edges,'''  
+
File:Breakup.png|'''Breakup'''
File:Area revealed.png| '''...and open up an entire valley.'''
+
File:New lovers.png|'''A character woos another into a romance and she agrees'''
File:Inward facing rocks.png|'''more inward rocks'''
+
File:Rejected proposal.png|'''Rejected proposal'''
File:Area revealed red.png|'''this area contains a threat
 
 
</gallery>
 
</gallery>
 +
{{Clear}}
  
=== (Leader) died: (Faction) ===
+
==== Marriage is on! ====
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.
+
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'.
  
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.
+
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.  
  
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.
+
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.
  
<gallery widths="350px" heights="350px" class="center" mode="nolines">
+
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.
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''
 
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''
 
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''
 
</gallery>
 
  
==== New (Leader): (Faction) ====
+
==== Affair ====
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.
+
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.
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]
 
  
=== Meteorite ===
+
==== Divorce ====
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.
+
A married couple has divorced; as a normal break up, but with worse mood penalties.
 
 
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).
 
  
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
File:Meteorite.png|'''Landed meteorite'''
+
File:Marriage is on.png|'''Susy has accepted Mat's marriage proposal...'''
File:Meteorite before impact.png|'''Flying meteorite'''
+
File:Affair.png|'''Affair'''
 
</gallery>
 
</gallery>
 
=== Rare Thrumbos ===
 
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.
 
 
=== 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.
 
 
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.
 
 
=== 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.
 
 
=== Traveler Visit ===
 
{{:Traveler}}
 
 
=== Relationship ===
 
[[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.
 
 
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.
 
 
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.
 
 
=== 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 709: Line 732:
 
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 traveling, 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.
+
This event will tell you if your people won their fight, and can reform the caravan on the world map.
  
=== 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}}
  
[[File:Caravan destroyed.png|400px]]
+
==== Caravan meeting by (Caravan ID) ====
 +
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 meeting by (Caravan ID) ===
+
==== Caravan ready ====
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.
+
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 ready ===
+
==== Demand ====
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.
+
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.
 
 
=== 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.
  
=== Incapacitated refugee quest ===
+
==== Peace talks ====
[[File:Incapacitated refugee.png|400px]]
+
[[File:Peace talks.png|thumb|right|300px]]
 
 
[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 770: Line 770:
 
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 777: Line 777:
 
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.
 
  
In addition, the angered faction sends a group of attackers after your negotiating party.
+
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.
  
 
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)
+
 
*Success = 0.55 * ( 1 / Bad Outcome Factor)
+
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)
*Flounder = 0.2
+
* Success = 0.55 * ( 1 / Bad Outcome Factor)
*Backfire = 0.1 * Bad Outcome Factor
+
* Flounder = 0.2
*Disaster = 0.05 * Bad Outcome Factor
+
* Backfire = 0.1 * 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 817: Line 820:
 
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 ===
+
==== Rescuee joins ====
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.
 
 
 
 
 
<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|400px]]
+
[[File:Incapacitated refugee Ambushed.png|thumb|right|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.
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}}
  
 
==== 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 ====
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.
+
[[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.
  
 
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}}
  
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]
+
==== Planetkiller ====
 
+
[[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 899: Line 872:
  
 
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 version of RimWorld.
+
Events from previous versions of RimWorld.
  
 
=== Bonded animal's death ===
 
=== Bonded animal's death ===
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
+
[[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 [[#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.  
 
+
{{Clear}}
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]
 
  
 
=== Bonded master's death ===
 
=== Bonded master's death ===
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.
  
 
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 924: Line 892:
  
 
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 940: Line 907:
 
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 957: Line 925:
 
| 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#Faction Assistance|Friendlies]] || 3 || Good || 0
+
| Special || RaidFriendly || [[Events#Friendlies|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 || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30
+
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30
 
|-
 
|-
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30
+
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15
+
| General Bad || Beavers || [[Events#Beavers!|Beavers!]] || 1 || Bad || 15
 
|-
 
|-
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30
+
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30
+
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30
 
|-
 
|-
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30
+
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30
 
|-
 
|-
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15
+
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15
 
|-
 
|-
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8
+
| General Bad || CropBlight || [[Events#Blight|Blight]] || 2.5 || Bad || 8
 
|-
 
|-
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180
+
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180
 
|-
 
|-
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280
+
| General Bad || VolcanicWinter || [[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#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0
+
| General Good || TraderArrivalSlaver || [[Events#Trader:(Trader type)|Slaver]] || 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 997: Line 965:
 
| 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#Escape Pod|Escape Pod]] || 1.5 || Good || 0
+
| General Good || RefugeePodCrash || [[Events#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0
 
|-
 
|-
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30
+
| General Good || PsychicSoothe || [[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 1,017: Line 982:
 
! 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{{#vardefine: as_mtb | 60}}
{{#vardefine: as_mtb | 60}}
 
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_plague | 100}}
 
| {{#vardefineecho: as_plague | 100}}
Line 1,034: Line 998:
 
| {{#vardefineecho: as_muscle | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 
|-
 
|-
! Desert
+
! Desert{{#vardefine: d_mtb | 80}}
{{#vardefine: d_mtb | 80}}
 
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_plague | 100}}
 
| {{#vardefineecho: d_plague | 100}}
Line 1,045: Line 1,008:
 
| {{#vardefineecho: d_muscle | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 
|-
 
|-
! Extreme Desert
+
! Extreme Desert{{#vardefine: ed_mtb | 90}}
{{#vardefine: ed_mtb | 90}}
 
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_plague | 80}}
 
| {{#vardefineecho: ed_plague | 80}}
Line 1,056: Line 1,018:
 
| {{#vardefineecho: ed_muscle | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 
|-
 
|-
! Boreal Forest
+
! Boreal Forest{{#vardefine: bf_mtb | 50}}
{{#vardefine: bf_mtb | 50}}
 
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
Line 1,067: Line 1,028:
 
| {{#vardefineecho: bf_muscle | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 
|-
 
|-
! Tundra
+
! Tundra{{#vardefine: t_mtb | 80}}
{{#vardefine: t_mtb | 80}}
 
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_plague | 80}}
 
| {{#vardefineecho: t_plague | 80}}
Line 1,078: Line 1,038:
 
| {{#vardefineecho: t_muscle | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 
|-
 
|-
! Ice Sheet
+
! Ice Sheet{{#vardefine: is_mtb | 90}}
{{#vardefine: is_mtb | 90}}
 
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,089: Line 1,048:
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
|-
 
|-
! Sea Ice
+
! Sea Ice{{#vardefine: is_mtb | 80}}
{{#vardefine: is_mtb | 80}}
 
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,100: Line 1,058:
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
|-
 
|-
! Temperate Forest
+
! Temperate Forest{{#vardefine: tr_mtb | 45}}
{{#vardefine: tr_mtb | 45}}
 
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,111: Line 1,068:
 
| {{#vardefineecho: tr_muscle | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 
|-
 
|-
! Tropical Rainforest
+
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}
{{#vardefine: tr_mtb | 30}}
 
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,138: Line 1,094:
 
|+ 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
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| 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}} }}
 
|}
 
|}
  
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* [[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.
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* [[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/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. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
+
* [[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/1.3.3066|1.3.3066]] - [[Events#Alphabeavers||Alphabeaver]] event will happen even if the outdoor temperature is above their minimum comfortable temperature.
+
* [[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]]

Latest revision as of 21:54, 11 April 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Events are driven by the currently selected AI storyteller.

Most events that occur create a 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.

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.

Major threats[edit]

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.

Major threat generation[edit]

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).

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.

Weights: 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[edit]

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.

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.

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".

Enemy attack[edit]


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. Raiders 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. Mechanoids will persist indefinitely.

Arrival methods[edit]

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 unroofed 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[edit]
  • Smart: "Unusually clever", will try and avoid traps and turrets.
  • 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 axes or termite mechanoids. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.
  • Siege: See below.

Siege[edit]

Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct sandbags and mortars, 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.

It is possible to steal a critical material (like components) and prevent them from completing construction. This is largely possible with a psycasterContent added by the Royalty DLC using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.

Strategies to force sieges to attack include the sniper rifle (watch out for other snipers), a psychic animal pulser, or your own mortars.

Infestation[edit]


Infestations come with hives and insectoids. 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 -17 °C (1.4 °F). Light, and temperatures below -8 °C (17.6 °F) reduce the chance of infestations.

The Too Deep: Infestation is a separate event. Insects can still arrive, but this event has separate mechanics.

Manhunter pack[edit]


A pack of scaria-infested animals have arrived, 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.

Manhunting wargs

Psychic wave[edit]


Appears as Mad Animals: (Animal name). Immediately drives local 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.

This event has a variation that only affects a single animal, which is not considered a major threat.

Crashed ship part[edit]


A large piece of an ancient ship crashes nearby, along with a pack of mechanoids. 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[edit]

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 basins. Crops will end up nearly impossible to grow.

Psychic ship[edit]

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.

Drone intensifies[edit]

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.

Mech cluster[edit]


Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like walls, turrets, and unstable power cells. 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 causers, such as sun blockers or EMP dynamos.

Problem causer[edit]


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[edit]

The following events can appear from Base Builder difficulty onwards.

Flashstorm[edit]


FlashstormScreenshot.png

A localized, intense lightning storm within a radius between 45 and 60 tiles. Active lightning will strike between every 320 ticks (5.33 secs) to 800 ticks (13.33 secs). Once it finishes, no rain can fall until 30,000 ticks (8.33 mins) has passed. This can create big fires. 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 Flashstorm Psycast Content added by the Royalty DLC, but will not show up as a notification.

Toxic fallout[edit]


"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 moodlet 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.

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.

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,Content added by the Biotech DLC 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.

All plants, including trees, will wither during the fallout.[How long?] Crops can be protected under a roof, but without a sun lamp, they'll rot anyways. Insectoids and mechanoids are fully immune.

Volcanic winter[edit]


"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."

Volcanic winter lowers the temperature and natural light, which in turn weakens solar generators 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.

Random[edit]

Quests[edit]


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[edit]


Ambrosia sprout[edit]

An ambrosia sprout among the trees
Ambrosia bush.png

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 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:

Animals join[edit]

Tamed dogs or farm animals from off-map join your colony.

Animal self-tamed[edit]

Thrumbo self-tamed.png

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.

Aurora[edit]

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.

Despite the event text stating that it will "make the night brighter", it does not actually affect the light level.

Cargo pods[edit]

Cargo pods.png

From time to time, cargo pods will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become steel slag chunks, 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.

Herd migration: (Animal)[edit]

Thrumbo herd migration.png

A large herd of animals 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 event only occurs in the following biomes:

Party[edit]

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.[Detail] 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 beers and smokeleaf joints, if available, and eat meals 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.

Psychic soothe[edit]

Psychic soothe.png

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, but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.

(Trader type)[edit]

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 beacons 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.

(Trader type) from (Faction)[edit]

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.

Transport pod crash[edit]

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 capture a non-hostile person, but their faction (if not spacer) will turn hostile.


Paralytic abasia[edit]

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[edit]

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.

Ghoul[edit]

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.

Wanderer joins[edit]

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 IdeologyContent added by the Ideology DLC, 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.

Wild (wo)man wanders in[edit]

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 7. 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 enslaveContent added by the Ideology DLC them like regular prisoners, they must be tamed or rescued.

Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.

These wild (wo)men may have random Ideoligion with Ideology.

Unlike other animals, wild people will not flee from gunfire. Cannibal wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.[Detail needed]

Traveler Visit[edit]

Occasionally, one or more members of a friendly faction will arrive, just passing through. They'll enter at one edge of the map and proceed across the map. They'll exit the map upon reaching another edge.

A drafted colonist can be directed to capture (arrest) one of the travelers. However, once the arresting colonist reaches the target, that entire faction will immediately turn extremely hostile, dropping to -76 Goodwill. This shift includes any other members of the same Faction currently there.


Visitor(s)[edit]

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.

Royal Tribute Collector[edit]

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 prisoners in exchange for Honor.

Gauranlen pod sprout[edit]

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 pod will appear somewhere with the current map. Harvesting it yield 1-2 Gauranlen seed. This event occurs roughly every 60 days in every biome except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for 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.

Polux tree sprout[edit]

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[edit]


Beavers![edit]

A group of ravenous tree-munching alphabeavers 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 -40 °C (-40 °F). 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 cacti they can reach, including anima treesContent added by the Royalty DLC, gauranlen treesContent added by the Ideology DLC, polux treesContent added by the Biotech DLC and any trees you're farming. Alphabeavers will not and cannot eat the Wood wood item, wooden buildings, or any other item made out of wood.

The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.

Birthday[edit]

Character gains an age-related illness, such as bad back or cataracts. They may be cured by using the healer mech serum, luciferium, a biosculpter podContent added by the Ideology DLC, or the Scarless geneContent added by the Biotech DLC. Some may be 'cured' by replacing the affected parts with bionics.

Due to age or a pre-existing health condition, they can also have a heart attack.

Blight[edit]

Blighted crops with an indicator above them.

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. Trees, wild, decorative plants, and devilstrand mushrooms are immune to blight.

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.

It will not reoccur for 30 days.

Disease[edit]

Colonists (including prisoners and slavesContent added by the Ideology DLC) 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.

Sickly pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.

Eclipse[edit]

A moon has moved in front of the sun, causing an eclipse. Without light, solar generators won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.

If reliant on solar power, make sure to have batteries for times like these, or an eclipse raid can be extra threatening.

Pawns with the Eclipse: Beautiful preceptContent added by the Ideology DLC will receive a +5 moodlet for seeing an eclipse.

Heat wave[edit]

A heat wave sweeps the colony, driving outdoor temperatures 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 20 °C (68 °F), and will not reoccur for 30 days.

The major risks are coolers failing to freeze food, and heat stroke to your colonists and animals. Summer clothing like cowboy hats and tribalwear can mitigate the heat, and passive coolers can help make indoor temperatures bearable.

Cold snap[edit]

A cold snap makes the temperature of a colony drop. It only occurs when the map's summer temperature is in the range of 0 °C – 15 °C (32 °F – 59 °F). 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 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.

Jackets, dusters, parkas and tuques provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.

It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.

Mad animal[edit]

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.

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.

Psychic drone[edit]

'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 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 helmets, drugs, and other mood-enhancers can help deal with the effects. Animals are not affected.

Solar flare[edit]

Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. Wood-fired generators and chemfuel generators will still burn fuel during this time.

  • Colonies that rely on turrets for defense will become vulnerable to raids.
  • Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. Campfires and passive coolers are low-tech options that work even in a solar flare.
  • 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 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.

Due to its length, most of the adverse effects are manageable.

Zzztt...[edit]

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 rain or snow. Short-circuits not caused by rain/snow will not reoccur for 8 days.

The following buildings short circuit due to weather:

Short circuits will either result in a fire, or, if any 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 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 Bomb damage, which can extinguish fires. The fault will also discharge all stored power in batteries in the process.

The explosion radius is controlled by the following equation:

Explosion Radius = clamp( sqrt(Sum of all stored power) * 0.05, 1.5, 14.9)

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.

Explosion radii per number of batteries filled

Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only 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.

Incidental[edit]

These events aren't triggered by the storyteller. Instead, they come from various other game mechanics.

Good[edit]


Friendlies[edit]

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 raiders who are allied with you. They can arrive via any method and use the usual raid points system to determine their size.

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.

Masterwork[edit]

One of your colonists has produced an object of masterwork quality.

Legendary work[edit]

One of your colonists has produced an object of legendary quality.

Man in Black[edit]

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 colorContent added by the Ideology DLC will always be black.

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. [Verify]

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.)

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
Additional Info
Man in Black ManInBlack.png 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.[Verify] and 5 medicine.[Verify] Always has Shooting skill between 8 and 16. Is never incapable of Violence or Caring. 5% chance of spawning addicted to a drug.

New recruit[edit]

You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a transport pod crash victim chooses to join your faction.

Meteorite[edit]

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).

Outpost destroyed[edit]

R.I.P. some pirate faction, nobody will remember you.

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.

Faction defeated[edit]

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.

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.

Destroying and/or befriending all factions will make mechanoids the only remaining threat for all future raids.

Ransom (Time remaining)[edit]

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.

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.

Rare thrumbos[edit]

Two to six thrumbos 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 treesContent added by the Royalty DLC. 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[edit]

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.

Ship chunks[edit]

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 chunks fall onto the map. They can be deconstructed for 5-6 components 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.

Trauma savant[edit]

This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.

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 speak, hear, and have any social relationships. It also restores the brain to full functioning, despite the injury.

Quest completed[edit]

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. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.

Anima tree sprout[edit]

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.

Bad[edit]


Ancient danger[edit]

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.

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 caskets, bugs with hives, mechanoids or treasure. Open at your own risk, by blowing a hole or deconstructing a section of the wall.

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 megascarabs 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, components, and gold. The caskets can be claimed and used or deconstructed by the colony.

Animal revenge[edit]

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[edit]

One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.

Drug addiction[edit]

A colonist has taken too much of a drug and is now addicted. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on fighting addictions.

Heart attack[edit]

A character or tamed animal suffers a 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.

Mental Break[edit]

One of your colonists or prisoners has had it and has a 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:

  • Wall the person in – this is only possible if they wander to a suitable location.
  • 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[edit]

One of your colonists or animals has overdosed. There is a risk of overdose when taking any hard drug, as well as when taking too many non-social drugs in general. This can cause permanent damage or even death.

Predator hunting[edit]

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[edit]

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 aggressive genesContent added by the Biotech DLC, 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.

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.

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.

Roof collapsed[edit]

This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.

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 will instantly kill any pawn unfortunate enough to be crushed.

If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.

Too Deep: Infestation[edit]

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[edit]


Allied: (Faction)[edit]

Relations with another faction have risen above +75 and you are now allied with them. They may now assist you against mutual enemies.

Enemy now neutral: (Faction)[edit]

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 or providing gifts.

Hostile faction[edit]

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.

Leader died[edit]

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.

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.

New Leader[edit]

Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and recruiting another faction's leader. The leader then places first at the colonist bar, instead of last.

Informational[edit]


These events serve purely to give information about the game, and have no physical gameplay implications.

About: Electricity[edit]

Appears when you finish researching Electricity. Reminds you of the power of electric appliances, and the power infastructure required to mantain them.

About: Getting advanced components[edit]

Appears when you finish researching Fabrication. Reminds you that you need advanced components to build a fabrication bench, and the potential means of obtaining them.

About: Launching the ship[edit]

Appears when you finish researching 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.

Persona Core Offer[edit]

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.

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.

Summer[edit]

This event occurs at the beginning of the summer quadrum, if you are lacking suitable apparel for winter's temperatures. 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[edit]

Appears when you first capture an unwaveringly loyal prisoner. They are unable to be recruited as a colonist or be convertedContent added by the Ideology DLC, but can be released, enslavedContent added by the Ideology DLC, or used for a variety of human resources.

About: Anima tree linking[edit]

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 psycasting in the process.

Baby Prep[edit]

Appears when a human's 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[edit]


New lovers[edit]

You receive the announcement that two characters have become lovers, and "now want to sleep together". These are usually colonists, but a pair of prisoners 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.

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.

Breakup[edit]

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.

Rejected proposal[edit]

After two characters 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.

Marriage is on![edit]

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'.

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.

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.

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.

Affair[edit]

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.

Divorce[edit]

A married couple has divorced; as a normal break up, but with worse mood penalties.

World incidents[edit]

Attack begun[edit]

This notification will appear when a caravan has arrived at a settlement chosen for attacking.

Bandit camp opportunity[edit]

Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.

The bandit camp will time out and are weaker than regular enemy bases.

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)[edit]

While traveling, one of your caravans 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.

Caravan battle won[edit]

This event will tell you if your people won their fight, and can reform the caravan on the world map.

Caravan arrived at (Location)[edit]

This is a simple notification that your caravan has arrived at their destination.

Caravan lost[edit]

Caravan destroyed.png

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.

Caravan meeting by (Caravan ID)[edit]

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[edit]

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.

Demand[edit]

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.

You can see their number when they are demanding you hand over items.

Peace talks[edit]

Peace talks.png

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.

To participate, you will need to send a caravan with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.

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 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.

Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.

This has a base weight of 0.1.

Peace talk success

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.

Peace talk flounder

The talks were neither successful nor a failure, and relations remain unchanged.

This has a base weight of 0.2.

Peace talk backfire

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.

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. In addition, the angered faction sends a group of attackers after your negotiating party.

This has a base weight of 0.05.

Outcome chances[edit]

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 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.

The new weight of each outcome is calculated afterwards.

  • Triumph = 0.1 * ( 1 / Bad Outcome Factor)
  • Success = 0.55 * ( 1 / Bad Outcome Factor)
  • Flounder = 0.2
  • Backfire = 0.1 * Bad Outcome Factor
  • Disaster = 0.05 * Bad Outcome Factor

The sum total of the new weights is then calculated.

Finally, the probability of each outcome is calculated:

Probability of each outcome = New Weight ÷ Sum Total of Weights


Example[edit]

Take a level 15 Social negotiator as an example:

  1. The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
  2. The new weight of each outcome, to 3 d.p.:
    • Triumph = 0.1 * ( 1 / 0.7) = 0.143
    • Success = 0.55 * ( 1 / 0.7) = 0.786
    • Flounder = 0.2
    • Backfire = 0.1 * 0.7 = 0.07
    • Disaster = 0.05 * 0.7 = 0.035
  3. The sum total of new weights is calculated:
    • 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
  4. Finally, the probability of each event, to 2 d.p.:
    • Triumph = 0.143 / 1.234 = 11.58%
    • Success = 0.786 / 1.234 = 63.69%
    • Flounder = 0.2 / 1.234 = 16.21%
    • Backfire = 0.07 / 1.234 = 5.67%
    • Disaster = 0.035 / 1.234 = 2.84%

Rescuee joins[edit]

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[edit]

These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.

Ambush[edit]

Incapacitated refugee Ambushed.png

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[edit]

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.

Game endings[edit]

When these happen, they signify that your game has ended, one way or another.

Game over[edit]

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.

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.

Planetkiller[edit]

Ouch.

This event can only happen by configuring the starting scenario.

When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.

Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.

Legacy events[edit]

Events from previous versions of RimWorld.

Bonded animal's death[edit]

Bonded animal dies affecting the owner's mood.

Both of these bonded death events were simplified into the 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.

Bonded master's death[edit]

Both of these bonded death events were simplified into the 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.

When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.

This is one of the only situations where animals can have non-manhunter mental breaks.

Breakdown: (Machine)[edit]

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.

This only applies to machines using electricity.

Tornado[edit]

A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually leave the map.

Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.

Naturally forming tornadoes are exclusive to Beta 18. You can still use the Tornado generator to spawn them in for defense purposes.

Event data[edit]

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.

Category Name Common Name Chance Favorability Min Time Before
Repeat (days)
Disease Flu Flu varies by biome Bad varies by biome
Disease Plague Plague varies by biome Bad varies by biome
Disease Malaria Malaria varies by biome Bad varies by biome
Disease SleepingSickness Sleeping Sickness varies by biome Bad varies by biome
Big Threat RaidEnemy Raid 9.0 Bad 0
Big Threat AnimalInsanity Mad Animals!: (Animal name) 1.0 VeryBad 1
Big Threat ShipPartCrash Psychic ship 1.5 Bad 30
Big Threat ManhunterPack Manhunter pack 2.0 Bad 15
Big Threat Infestation Infestation 2.8 Bad 20
Special RaidFriendly Friendlies 3 Good 0
Small Threat AnimalInsanitySingle Mad animal 5 Bad 3
Small Threat ColdSnap Cold snap 3 Bad 30
Small Threat HeatWave Heat wave 3 Bad 30
General Bad Beavers Beavers! 1 Bad 15
General Bad Eclipse Eclipse 3 Bad 30
General Bad SolarFlare Solar flare 1.5 Bad 30
General Bad PsychicDrone Psychic drone 1 Bad 30
General Bad ShortCircuit Zzztt... 1.2 Bad 15
General Bad CropBlight Blight 2.5 Bad 8
General Bad ToxicFallout Toxic fallout 0.25 Bad 180
General Bad VolcanicWinter Volcanic winter 0.11 Bad 280
General Good TraderArrivalGeneral (Trader type) 13 Good 0
General Good TraderArrivalSlaver Slaver 4.5 Good 0
General Good TravelerGroup Travelers 8 Good 0
General Good VisitorGroup Visitor(s) 8 Good 0
General Good WandererJoin Wanderer Join 0.4 VeryGood 0
General Good ResourcePodCrash Cargo pods 6.0 Good 0
General Good RefugeePodCrash Transport pod crash 1.5 Good 0
General Good PsychicSoothe Psychic soothe 1.0 Good 30
Neutral RefugeeChased Refugee Chased 2.5 Neutral 15

Weight of each disease per biome
Biome Name Flu Plague Malaria Sleeping
Sickness
Fibrous
Mechanites
Sensory
Mechanites
Gut
Worms
Muscle
Parasites
Arid Shrubland 100 100 0 0 30 30 60 60
Desert 100 100 0 0 30 30 60 60
Extreme Desert 100 80 0 0 30 30 40 40
Boreal Forest 100 100 0 0 30 30 50 50
Tundra 100 80 0 0 40 40 30 30
Ice Sheet 100 80 0 0 30 30 0 0
Sea Ice 100 80 0 0 30 30 0 0
Temperate Forest 100 100 100 0 30 30 50 50
Tropical Rainforest 100 100 160 140 30 30 80 80


Mean time per disease by biome (in days)
Biome Name Mean Time
Between Diseases
Flu Plague Malaria Sleeping
Sickness
Fibrous
Mechanites
Sensory
Mechanites
Gut
Worms
Muscle
Parasites
Arid Shrubland 60 228 228 0 0 760 760 380 380
Desert 80 304 304 0 0 1013.33 1013.33 506.67 506.67
Extreme Desert 90 288 360 0 0 960 960 720 720
Boreal Forest 50 180 180 0 0 600 600 360 360
Tundra 80 256 320 0 0 640 640 853.33 853.33
Ice Sheet 80 33.33 26.67 0 0 10 10 0 0
Tropical Rainforest 30 216 216 135 154.29 720 720 270 270

Version history[edit]