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- 07:48, 14 May 2020 diff hist +117 Defense tactics →Strategic zoning
- 07:37, 14 May 2020 diff hist +249 Defense tactics →Strategic zoning: added images to illustrate aggressive zoning
- 07:29, 14 May 2020 diff hist +244 N File:Strategic zoning 2.jpg Zoning a large number of colony animals close to the mechanoid ship awakened them. Colonists were able to fire from cover while the mechanoids attacked animals close to them. Boomalopes' death explosions caused significant damage.
- 07:27, 14 May 2020 diff hist +120 N File:Strategic zoning 1.jpg Boomalopes and various expendable animals are zoned into a small area surrounding the mechanoid ship part.
- 22:49, 12 February 2020 diff hist +294 Crashed ship parts
- 22:42, 12 February 2020 diff hist +115 N File:Poison ship 2.jpg Though some nearby plants were killed by the poison, once the ship is defeated new crops can be sown.
- 22:40, 12 February 2020 diff hist +120 N File:Poison ship 1.jpg Having pawns manually extinguish fires around a crashed ship part does not cause the mechanoids to emerge.
- 15:50, 10 February 2020 diff hist +109 Colony Building Guide →Freezer
- 15:44, 10 February 2020 diff hist +104 N File:Cooler break-in.jpg Building a cooler in an exterior wall leaves a vulnerable spot which raiders will exploit.
- 16:29, 7 February 2020 diff hist +77 Raw fungus added description in the box so it can be pulled into tables on other pages
- 16:22, 7 February 2020 diff hist -1 Menus →Assigning work
- 15:42, 7 February 2020 (diff | hist) . . +293 . . N Extra info on Talk:Bed (Hide)
- 20:43, 5 February 2020 diff hist +453 Animals →Health
- 20:38, 5 February 2020 diff hist +65 Animals →Body heat
- 20:37, 5 February 2020 diff hist +674 Animals →Predation
- 20:31, 5 February 2020 diff hist +142 Animals →Aggression
- 12:31, 5 February 2020 diff hist +57 Dumping stockpile zone →Warg bait
- 12:20, 5 February 2020 diff hist -28 RimWorld Wiki:To-do →General To-do List
- 12:19, 5 February 2020 diff hist +265 RimWorld Wiki:To-do added new article suggestion to the to-do list
- 12:13, 5 February 2020 diff hist +350 Events Guide →Psychic foil helmets
- 12:10, 5 February 2020 diff hist +360 Events Guide →Freezers
- 06:28, 5 February 2020 diff hist +159 Hydroponics basin
- 21:35, 4 February 2020 diff hist +4 m Hydroponics basin →Version history
- 20:46, 4 February 2020 diff hist +11 Hydroponics basin →Outdoors
- 20:39, 4 February 2020 diff hist -117 Hydroponics basin Undo revision 67580 by Mayoculpa (talk) testing is needed Tag: Undo
- 20:16, 4 February 2020 diff hist +117 Hydroponics basin →Outdoors
- 19:47, 4 February 2020 diff hist +81 Hydroponics basin →Sun lamp arrangement
- 19:45, 4 February 2020 diff hist +122 Hydroponics basin →Outdoors
- 19:42, 4 February 2020 diff hist 0 m Sun lamp →Greenhouses
- 18:12, 4 February 2020 diff hist +277 Bill →Details
- 18:09, 4 February 2020 diff hist +436 Bill →Bill management
- 17:58, 4 February 2020 diff hist +415 N File:Work bill simple meals.jpg Rich explorer Lamb has very low cooking skill. If Lamb's skill increases or if she recruits another colonist with Cooking 6, the bill at the top ensures fine meals will be cooked first. The simple meal bill in the middle, as shown in its detail window, is set to only use perishable meat ingredients. If there is no meat available, the third bill will allow her to make simple meals from vegetables.
- 17:30, 4 February 2020 diff hist +129 Sun lamp →Short circuits
- 17:27, 4 February 2020 diff hist +922 Sun lamp →Greenhouses
- 16:21, 4 February 2020 diff hist +597 Sun lamp →Greenhouses
- 21:03, 3 February 2020 diff hist +180 Research →Research Projects
- 21:00, 3 February 2020 diff hist +9 Watermill generator
- 20:58, 3 February 2020 diff hist +68 Power →Power generators
- 18:34, 3 February 2020 diff hist +35 Growing zone
- 18:31, 3 February 2020 diff hist +932 Growing zone
- 18:20, 3 February 2020 diff hist +376 N File:Growing zone example.jpg Selecting a growing zone lets you expand, shrink or delete it, select which crops to grow and allow or forbid sowing. Double-click an empty tile in an existing growing zone to highlight all growing zones in the visible portion of the map. This makes it possible to quickly forbid sowing in the fall, or allow it again when the growing season is about to start.
- 18:07, 3 February 2020 diff hist +154 Intermediate Midgame Guide →Colonist management
- 18:05, 3 February 2020 diff hist +279 N File:Work priority example.jpg Manual work priorities for a modestly sized colony. Squares outlined in red mean the colonist's skill is very low; they will work slowly, produce poor quality items or be unable to perform some tasks. Squares outlined in gold mean the colonist's skill is very high.
- 17:49, 3 February 2020 diff hist +60 Spike trap
- 17:46, 3 February 2020 diff hist +187 N File:Spike trap accidental step.jpg Colonists and tamed animals have a small chance to accidentally trigger a spike trap when walking over it. Building doors that allow quick access can make this less likely.
- 17:26, 3 February 2020 diff hist +103 Geothermal generator
- 17:20, 3 February 2020 diff hist +522 Colony Building Guide →Power network
- 16:39, 3 February 2020 diff hist +58 Biomes →Extreme desert
- 16:38, 3 February 2020 diff hist +52 Biomes →Tundra
- 16:33, 3 February 2020 diff hist +117 Plants →Lifespan
- 16:02, 3 February 2020 diff hist +164 Naked Brutality Guide →Extreme Heat Biomes
- 15:39, 3 February 2020 diff hist +3 Naked Brutality Guide →Shelter
- 06:53, 3 February 2020 diff hist +250 Events Guide →Countering the mood drop
- 06:50, 3 February 2020 diff hist +36 Events Guide →Countering the mood drop
- 06:48, 3 February 2020 diff hist +156 Events Guide →Volcanic winter
- 06:44, 3 February 2020 diff hist +189 N File:Volcanic winter sunlamp.jpg In an extreme desert, a backup sunlamp on an unroofed crop field may be an acceptable risk during volcanic winter. Not recommended for any biome that has regular rain or snow.
- 20:46, 2 February 2020 diff hist +1,074 Stockpile zone →Using stockpiles: Added a priority configuration example with images from 1.0
- 20:30, 2 February 2020 diff hist +339 N File:Low priority stockpile.jpg Low priority stockpiles handle overflow from other storage. For example, if your colony has had a big harvest, a low priority stockpile can let your haulers bring the food indoors so it won't deteriorate. When supplies are scarce, a low priority stockpile will empty out as colonists move items to where they are needed most.
- 20:28, 2 February 2020 diff hist +233 N File:Normal stockpile.jpg Normal priority stockpiles provide general storage for items of a certain type. This might mean keeping food items in the fridge where they don't spoil, keeping trade goods within range of the orbital trade beacon, etc.
- 20:25, 2 February 2020 diff hist +249 N File:Preferred stockpile.jpg A Preferred stockpile is for items that are good to have in a certain place, which should be refilled before general storage. Haulers will still take items away from a Preferred stockpile if the higher priority stockpile zones run low.
- 20:22, 2 February 2020 diff hist +206 N File:Important stockpile.jpg An Important priority stockpile is something that will be used a lot and need to be refilled often. This one-tile Important stockpile next to the stove provides the cook with meal ingredients.
- 20:19, 2 February 2020 diff hist +198 N File:Stockpile critical.jpg A one-tile Critical priority stockpile is good for delivering emergency supplies. Once the emergency has passed, that stockpile can be deleted or set to a lower priority for later use.
- 22:22, 31 January 2020 diff hist +1,104 Events Guide added Blight
- 22:02, 31 January 2020 diff hist +1 m Dumping stockpile zone →Configuring
- 21:55, 31 January 2020 diff hist +67 Dumping stockpile zone →Garbage dump
- 21:54, 31 January 2020 diff hist -6 Dumping stockpile zone →Garbage dump
- 21:53, 31 January 2020 diff hist +366 Dumping stockpile zone →Configuring
- 21:49, 31 January 2020 diff hist +2,093 Dumping stockpile zone Rewrote it; remove the "rewrite" tag. Still needs images.
- 21:21, 31 January 2020 diff hist +420 Dumping stockpile zone →Access
- 21:13, 31 January 2020 diff hist +142 Human →Ears
- 20:58, 31 January 2020 diff hist +37 Naked Brutality Guide →Shelter
- 20:54, 31 January 2020 diff hist +847 Naked Brutality Guide →Extreme Cold Biomes
- 18:38, 31 January 2020 diff hist +740 Naked Brutality Guide
- 18:11, 31 January 2020 diff hist -4 Events Guide →Toxic fallout
- 18:10, 31 January 2020 diff hist +1,804 Events Guide →Toxic fallout
- 17:54, 31 January 2020 diff hist +98 Events Guide →Freezers
- 17:51, 31 January 2020 diff hist +894 Events Guide →Flashstorm
- 17:43, 31 January 2020 diff hist +36 Events Guide →Food
- 17:41, 31 January 2020 diff hist +309 Events Guide →Crops and plants
- 17:34, 31 January 2020 diff hist 0 Allowed area
- 17:33, 31 January 2020 diff hist +278 Allowed area
- 17:29, 31 January 2020 diff hist +1,037 Allowed area added Recommendations section
- 17:14, 31 January 2020 diff hist +4 Alternative Playthroughs Guide →Nomadic survival
- 17:13, 31 January 2020 diff hist +1,892 Alternative Playthroughs Guide →Nomadic survival
- 16:44, 31 January 2020 diff hist +106 Cocoa tree
- 22:33, 30 January 2020 diff hist -144 Food production →Eggs
- 22:05, 30 January 2020 diff hist -166 Naked Brutality Guide →Extreme Cold Biomes
- 22:00, 30 January 2020 diff hist -17 Naked Brutality Guide →Food
- 21:50, 30 January 2020 diff hist +162 Animals →Training
- 21:48, 30 January 2020 diff hist +135 Animals →Naming
- 21:47, 30 January 2020 diff hist +180 Animals →Naming
- 21:45, 30 January 2020 diff hist +184 Events →Caravan lost
- 21:42, 30 January 2020 diff hist +109 Events →New recruit
- 21:40, 30 January 2020 diff hist +73 Events →Herd migration: (Animal)
- 21:32, 30 January 2020 diff hist +335 Events →(Mental break type): (Colonist)
- 21:28, 30 January 2020 diff hist +9 Battery →Hazards
- 21:28, 30 January 2020 diff hist +22 Battery →Hazards
- 21:27, 30 January 2020 diff hist -28 Battery →Hazards
- 21:25, 30 January 2020 diff hist -53 Battery →Hazards
- 21:24, 30 January 2020 diff hist -45 Battery →Hazards