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  • Returns a list of the resources required to make an item. '''First parameter''' is the item whose required resources are to be returned (optional, default = PAGENAME).
    1 KB (153 words) - 20:41, 19 September 2022
  • i put a lot of thought in to in, my testsize is 10000. you can use electric smithy and make shiv (fast and cheap(10))
    448 bytes (88 words) - 11:12, 30 September 2016
  • Hi, I'm learning to mod with this tutorial, and while it's really great I discovered 1 small de In the "creating resources" section you forgot to mention to make the map Things inside the Texture map, and then add the "Building" map.
    238 bytes (41 words) - 11:28, 15 May 2014
  • ...nts to build mortars. While at the same time harvest berries or cook meals to keep your soldiers well feed. ...cause all characters to unload immediately, and you will need to manually make them drop their loads.
    531 bytes (90 words) - 20:09, 18 June 2017
  • ...chunk]] and various [[rock chunks]], which can both be used to make usable resources. They can also be used as low-cover, with both variants providing a [[cover ...ctures, and steel slag chunks can be smelted at an [[electric smelter]] to make 15 pieces of usable [[steel]].
    2 KB (330 words) - 23:22, 16 December 2023
  • ...urfaces for roads and outdoor walkways. Deconstructing flagstone yields no resources. | work to make = 500
    3 KB (369 words) - 02:48, 13 January 2024
  • ...of labor (which won't be enough time for all 1,000 leaves). For your guide to be complete, you should address both of them. Just sayin'. ;) Good start th
    1,011 bytes (180 words) - 23:30, 19 March 2023
  • ..., and then deposit them in multiple building sites. Very efficient and fun to watch! ...onger tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.
    938 bytes (147 words) - 22:02, 8 September 2021
  • ...ext in front of a speaker. Place it near the focus of rituals and speeches to extend the duration of their positive effects. | work to make = 10000
    1 KB (168 words) - 23:12, 24 January 2024
  • When placed adjacent to a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[ ...a killbox, mining site, or [[anima tree]]{{RoyaltyIcon}} (unless you want to cut down the tree, suffer a -6 mood penalty for a while until it respawns i
    4 KB (589 words) - 22:06, 4 July 2023
  • ...menu is the most used menu in the game, and for good reason, it allows you to carry out most of the games actions. ...ll, which allows you to draw out your plans without your colonists wasting resources.
    2 KB (403 words) - 14:59, 28 March 2022
  • ...calculates the [[Market Value]] of the item from the resources and work to make properties of the item, as set by [[Template:Infobox main]] ...d. However, it can also be manually set to either Build or Make by having "make" or "build" as the argument.
    3 KB (399 words) - 00:13, 6 October 2022
  • | type = Crafted resources | work to make = 10000
    4 KB (495 words) - 14:28, 2 May 2024
  • | work to make = 60000 ...on't have the resources to make lots of mechanoids - then it may be better to take other armor.
    4 KB (560 words) - 03:19, 17 February 2024
  • ...able to access those values. So right now I'm trying to get all resources to have their values stored. ...er not sure how you arrive at it being impossible for non-wiki-savy people to do anything. The templates on the pages themselves are just simple lists of
    2 KB (342 words) - 15:25, 2 March 2015
  • | description = A flag representing enemies, ready to be burned as part of a ritual. | work to make = 3000
    2 KB (206 words) - 04:18, 16 December 2023
  • In this tutorial, we'll make a simple item. This item will act as a resource that can be hauled around a ...ng Tutorials/Getting Started|Getting Started]] tutorial, which gets you up to speed with how mods are structured in RimWorld. You should also have a good
    4 KB (563 words) - 03:12, 6 February 2022
  • | work to make = 5000 ...ct them. Each pyre requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (203 words) - 04:18, 16 December 2023
  • | work to make = 30000 The '''sensor cluster''' is a [[ship]] part that is necessary for the ship to launch. It serves no other purpose.
    1 KB (181 words) - 01:06, 30 December 2022
  • | description = A large, thick cap, similar to a tuque. It has extra fabric along the back. | work to make = 1200
    2 KB (197 words) - 11:44, 26 January 2024
  • | work to make = 10000 ...ake}}}} of work. They require an ideoligion with the cannibal feast ritual to be constructed.
    2 KB (234 words) - 04:17, 16 December 2023
  • {{Stub|reason=General, mechanics, also verify work to make and HP}} ...a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.
    2 KB (298 words) - 12:06, 27 October 2023
  • | work to make = 8000 ...completed. Each beam requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (438 words) - 02:38, 8 February 2023
  • | description = Concrete tiles. Cheap, but neutral in terms of looks and slow to build. | work to make = 300
    4 KB (635 words) - 11:55, 18 May 2023
  • Hi! I made this account to fix a few issues I saw on the wiki and ended up getting dragged in deeper t ==Things I'd like to work on in the future==
    2 KB (328 words) - 23:28, 26 April 2020
  • | work to make = 50000 ...been completed. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}} }} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    2 KB (241 words) - 04:19, 7 January 2024
  • {{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for the | work to make = 70
    971 bytes (124 words) - 12:44, 13 December 2023
  • {{Stub|reason=Acquisition and summary need work to explain differences and mechanics.}} | work to make = 35
    3 KB (453 words) - 10:07, 29 April 2024
  • | work to make = 12000 ...them. Each shrine requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (304 words) - 04:17, 16 December 2023
  • ...her sophisticated mind. The only way to do this without huge facilities is to ripscan a living person's brain, killing them in the process. | work to make =
    4 KB (543 words) - 09:17, 20 March 2024
  • ...evaporation. Must be regularly replenished with wood. Not efficient enough to refrigerate food. | work to make = 200
    2 KB (340 words) - 14:27, 16 January 2024
  • | work to make = 800 ...ces}}. Pawns do not need an ideoligion with the drum party ritual in order to build this item.
    3 KB (396 words) - 07:07, 28 December 2023
  • | description = A rough wooden frame in the shape of a human, ready to be burned as part of a ritual. | work to make = 3000
    2 KB (245 words) - 14:56, 10 February 2024
  • | work to make = 500 ...ce gate is constructed with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (260 words) - 15:46, 14 April 2024
  • | work to make = 2000 ...a floor covering added by the [[Ideology DLC]]. It is a larger counterpart to the [[rustic rug (medium)]].
    2 KB (247 words) - 13:20, 17 January 2024
  • | work to make = 1000 ...floor covering added by the [[Ideology DLC]]. It is a smaller counterpart to the [[rustic rug (broad)]].
    2 KB (245 words) - 13:20, 17 January 2024
  • | work to make = 10000 ...as a building. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (217 words) - 04:17, 16 December 2023
  • | work to make = 1400 ...es}} and {{Ticks|{{P|Work To Make}}}} of work. [[Leathers]] cannot be used to craft broadwraps.
    2 KB (229 words) - 12:31, 26 January 2024
  • ...tensive engravings on the sides. Steles have been used since ancient times to memorialize individuals, battles, and other important events. | work to make = 16000
    3 KB (533 words) - 12:44, 12 November 2023
  • '''Materials''' are the most basic resources. They are used for [[structure]]s, [[buildings]], [[apparel]], [[weapons]] ...be made of. The player can choose any material from these stuff categories to build or craft that building or item. The stats of the end product are then
    2 KB (312 words) - 12:10, 28 December 2022
  • | work to make = 2000 ...a floor covering added by the [[Ideology DLC]]. It is a larger counterpart to the [[Spikecore floor-star (medium)]].
    2 KB (248 words) - 13:22, 17 January 2024
  • | work to make = 1000 ...floor covering added by the [[Ideology DLC]]. It is a smaller counterpart to the [[spikecore floor-star (broad)]].
    2 KB (248 words) - 13:22, 17 January 2024
  • ...ithout a well-designed colony to support them, your colonists will be left to the mercy of hunger, [[disease]], marauding [[raider]]s, and even worse thr {{For|a complete how to guide|Colony Building Guide}}
    3 KB (565 words) - 04:37, 24 January 2024
  • ...s are commonly used as barn doors to give penned animals a sheltered place to sleep. | work to make = 850
    2 KB (323 words) - 16:29, 15 April 2024
  • | description = A table with a mirror and styling tools. People can use this to change their look. | work to make = 2000
    4 KB (588 words) - 01:14, 6 February 2024
  • | work to make = 1000 ...floor covering added by the [[Ideology DLC]]. It is a smaller counterpart to the [[morbid slab (broad)]].
    2 KB (245 words) - 13:21, 17 January 2024
  • | work to make = 2000 ...a floor covering added by the [[Ideology DLC]]. It is a larger counterpart to the [[morbid slab (medium)]].
    2 KB (245 words) - 13:21, 17 January 2024
  • | work to make = 1000 ...floor covering added by the [[Ideology DLC]]. It is a smaller counterpart to the [[totemic slab (broad)]].
    2 KB (252 words) - 13:22, 17 January 2024
  • ...stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}} ...a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup that can be lethal.
    3 KB (455 words) - 14:33, 2 May 2024
  • | work to make = 2000 ...a floor covering added by the [[Ideology DLC]]. It is a larger counterpart to the [[totemic slab (medium)]].
    2 KB (252 words) - 13:22, 17 January 2024
  • | work to make = 2000 ...it covers less and provides very little protection and insulation compared to other options.
    2 KB (264 words) - 12:32, 26 January 2024
  • ...that slightly enhances a mechanitor's control bandwidth. This allows them to control more mechs. | work to make = 2100
    3 KB (412 words) - 12:52, 25 January 2024
  • ...partners - both physically and psychologically. The implant unit can adapt to enhance both men and women upon being implanted. | work to make = 26000
    3 KB (417 words) - 11:24, 8 January 2024
  • |work to make = 200 ...uit]] lines connected to it. It provides an efficient way to control power to several appliances all at once.
    3 KB (405 words) - 04:16, 1 March 2023
  • | work to make = 1000 ...floor covering added by the [[Ideology DLC]]. It is a smaller counterpart to the [[animalist slab (broad)]].
    2 KB (253 words) - 13:21, 17 January 2024
  • | work to make = 2000 ...a floor covering added by the [[Ideology DLC]]. It is a larger counterpart to the [[animalist slab (medium)]].
    2 KB (253 words) - 13:21, 17 January 2024
  • ...-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier | work to make = 8000
    4 KB (536 words) - 22:49, 9 January 2024
  • {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}} | work to make = 4000
    2 KB (256 words) - 17:52, 2 May 2024
  • | work to make = 2000 ...e gives {{+|7}}. Like with all multi-tile buildings, the beauty is applied to bottom-left most tile.
    3 KB (345 words) - 08:13, 11 January 2024
  • ...ncrease the wearer's maximum control bandwidth. This allows the mechanitor to control more mechs. | work to make = 15750
    3 KB (452 words) - 12:07, 25 January 2024
  • ...ab with engravings on the sides. Steles have been used since ancient times to memorialize individuals, battles, and other important events. | work to make = 8000
    4 KB (571 words) - 12:44, 12 November 2023
  • | description = Un-fermented beer. This substance needs to ferment in a fermenting barrel before it becomes drinkable beer. | type = Crafted resources
    3 KB (502 words) - 14:26, 2 May 2024
  • | #default = {{Required Resources|{{{?Name}}}|sep= + |simple=1}} | #default = {{Ticks|{{Q|{{{?Name}}}|Work To Make}} }}
    1 KB (138 words) - 11:02, 9 March 2024
  • ...installed without surgery.<br/>This implant can be installed up to 3 times to increase its range. | work to make = 3200
    3 KB (422 words) - 22:42, 31 January 2023
  • | work to make = 16000 ...been completed. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    2 KB (271 words) - 01:16, 30 December 2022
  • ...stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}} | type = Crafted resources
    3 KB (402 words) - 14:33, 2 May 2024
  • ...xtracted from a tinctoria plant. It can be transformed into various colors to dye apparel. | type = Resources
    3 KB (407 words) - 02:15, 1 January 2024
  • ...ind generates a neuro-psychic pattern that the scanner can analog-transfer to a new high-tier mechanoid subcore.<br/>Subcores are mechanoid brains and pr | work to make = 1200
    5 KB (739 words) - 23:29, 25 April 2024
  • ...backpack containing mech control assist computers. It allows a mechanitor to control one additional control group. | work to make = 3200
    2 KB (321 words) - 10:48, 7 December 2023
  • ...ed, it can be quickly tuned to a mechanitor. However, retuning a band node to a different mechanitor takes significantly longer. | work to make = 8000
    3 KB (503 words) - 22:41, 9 January 2024
  • ...ncreases work speed when placed near a workbench. One workbench can use up to two tool cabinets. | work to make = 1800
    4 KB (561 words) - 02:31, 2 May 2024
  • ...ey can. Your haulers will take all the eggs out only when the box is full, to save time. The box also protects eggs from deteriorating outdoors, though i | work to make = 2000
    3 KB (458 words) - 12:48, 12 November 2023
  • | work to make = 1000 Each tile of fungal gravel requires no resources and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (271 words) - 09:45, 30 May 2023
  • {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    2 KB (314 words) - 13:06, 23 December 2023
  • | description = A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years. | work to make = 3200
    6 KB (911 words) - 13:44, 3 August 2023
  • | work to make = 2000 ...een completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (293 words) - 12:07, 25 January 2024
  • ...and electromagnetic signals.<br>Decrypting the transponder will allow you to pinpoint the location of the last mechanitor who controlled the mechanoid. | type = Resources
    3 KB (417 words) - 20:20, 25 October 2023
  • ...tone tiles, made with no compromises, for expressing economic status. Slow to construct. | work to make = 5000
    5 KB (693 words) - 12:09, 10 April 2023
  • ...ly game or be utilized as cover when on the offensive. Ruins can be molded to blend with a [[mountain]]. If an undamaged wall is present on a mountainous ...vidence of human habitation. Most cannot be deconstructed and even more no resources when deconstructed or destroyed.
    2 KB (338 words) - 23:11, 24 January 2024
  • | work to make = 15750 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    4 KB (512 words) - 21:59, 26 March 2024
  • This template is meant to be used on the [[sleep furniture]] page. It creates rows for a comparison table of kinds of furniture to sleep in. It can be used like this:
    4 KB (513 words) - 20:17, 6 August 2023
  • | work to make = 10000 ...ion to [[colonist]]s in an area in front of it. It is functionally similar to other types of [[television]].
    3 KB (330 words) - 11:14, 16 February 2024
  • | type = Crafted resources | work to make = 5000
    5 KB (734 words) - 14:29, 2 May 2024
  • | work to make = 800 ...completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (475 words) - 12:06, 10 April 2023
  • | description = A place for butchering animals. Due to the lack of equipment, butchering here yields only 70% of the meat and leat | work to make = 0
    3 KB (493 words) - 17:47, 6 August 2023
  • | work to make = 4000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (697 words) - 12:42, 10 April 2023
  • |work to make = 1800 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    2 KB (202 words) - 11:43, 14 September 2023
  • ...pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly. | work to make = 26000
    5 KB (733 words) - 11:30, 8 January 2024
  • ...E in a style similar to [[:File:Skip shield radius.jpg]] Detonate on tiles to show chemfuel puddle distribution}}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    2 KB (357 words) - 05:54, 28 March 2023
  • ...This capsule is useless by itself, but it can be spent at a gene assembler to create a new archite-powered xenogerm. This requires researching archogenet ...xotic resources that are spent when adding [[Genes#Archite|archite genes]] to a [[xenogerm]].
    3 KB (458 words) - 22:13, 8 January 2024
  • ...or a castle feeling. They are pretty to look at, but they take a long time to lay. | work to make = 1100
    3 KB (502 words) - 02:26, 13 January 2024
  • ...ror and disgust in observers. It is an especially brutal and effective way to terrorize slaves. | work to make = 1600
    2 KB (341 words) - 05:44, 30 January 2024
  • | description = A long strip of cloth that is wrapped over the eyes to block vision. | work to make = 1200
    3 KB (434 words) - 21:14, 7 February 2024
  • ...the same way as the mech link. The implant can be installed up to 6 times to increase its effect. | work to make = 3200
    2 KB (286 words) - 02:03, 6 February 2024
  • | work to make = 40000 A '''Reliquary''' is a building added by the [[Ideology DLC]]. It is used to house a [[relic]].
    2 KB (334 words) - 01:14, 27 January 2024
  • | work to make = 2400 ...al method to the [[grave]]. The sarcophagus will gain an art piece related to the dead pawn on it once a pawn has been interred into the sarcophagus. A r
    4 KB (534 words) - 10:02, 21 January 2024
  • ...ultra-powerful mech signal pulse, which will attract a mechanoid commander to attack with its escorts. If you defeat it, you can collect special technolo | work to make = 8000
    2 KB (319 words) - 22:46, 9 January 2024
  • ...el tiles, for that spaceship look. They are quick to clean and get a bonus to cleanliness for use in medical settings. | work to make = 800
    3 KB (434 words) - 20:50, 4 May 2024
  • | work to make = 8040 ...tech DLC]] that provides a speed bonus to nearby Mechanoids, allowing them to move and work faster.
    3 KB (383 words) - 09:34, 21 January 2024
  • ...aunchers can launch as a group - but the launchers must be placed adjacent to each other. | work to make = 3000
    4 KB (702 words) - 00:40, 25 November 2023
  • {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    3 KB (371 words) - 13:06, 23 December 2023
  • | work to make = 4000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (732 words) - 12:37, 10 April 2023
  • ...converts electricity into heat. It can automatically turn itself on or off to reach a specific target temperature. | work to make = 1000
    4 KB (629 words) - 14:33, 16 January 2024
  • ...rney between stars. Takeoff requires a long powerup process that is likely to attract raiders. | work to make = 65000
    4 KB (607 words) - 23:46, 16 February 2024
  • |work to make = 8000 ...d or animal in a state of suspended animation for space travel in addition to the other utilitarian purposes of its [[Cryptosleep casket|non-ship cousin]
    6 KB (909 words) - 08:36, 1 May 2023
  • | work to make = 40000 ...ion to [[colonist]]s in an area in front of it. It is functionally similar to other types of [[television]].
    3 KB (343 words) - 11:15, 16 February 2024
  • | work to make = 6000 ...r''' is a [[misc]] building added by the [[Ideology DLC]]. It allows pawns to supercharge their brain once per day, at the cost of consuming power and th
    5 KB (768 words) - 04:14, 16 December 2023
  • | work to make = 70 ...combination with [[walls]], [[door]]s, [[barricade]]s, and [[fence gate]]s to enclose a [[pen]].
    4 KB (678 words) - 16:19, 6 April 2024
  • ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm. | work to make = 3200
    5 KB (836 words) - 13:14, 9 April 2024
  • ...ode of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will ...all amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at.
    4 KB (524 words) - 12:49, 17 December 2023
  • | work to make = 8000 ...to the [[Tech levels|neolithic]] [[Game-of-Ur board]], and only available to factions of Medieval tech level or above.
    3 KB (482 words) - 12:26, 13 December 2023
  • | work to make = 10000 ...hem. Each burnbong requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    2 KB (277 words) - 04:17, 16 December 2023
  • ...ing array that enhances a mechanitor's control bandwidth. This allows them to control more mechs. | work to make = 2100
    3 KB (390 words) - 12:52, 25 January 2024
  • | work to make = 2000 ...tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]].
    3 KB (448 words) - 21:35, 10 January 2024
  • |work to make = 35 ...nduit''' transmits power from generators or [[batteries]] to appliances up to six squares away. Conduit doesn't block the placement of other structures a
    3 KB (514 words) - 10:04, 29 April 2024
  • ...-side (instead of just forward-and-back like other primates) is to be able to better swing a club. | work to make = 1200
    3 KB (440 words) - 23:25, 19 April 2024
  • | work to make = 26000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (480 words) - 00:52, 1 October 2023
  • | work to make = 3000 ...Each basic subcore requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Unlike the [[standard subcore|other]] [[high subcore|subcores]
    2 KB (284 words) - 23:54, 16 February 2024
  • | work to make = 5000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (761 words) - 12:39, 10 April 2023
  • | work to make = 4000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (774 words) - 22:41, 11 January 2024
  • ...t for equalizing the temperature between two rooms without allowing people to walk between them. | work to make = 400
    3 KB (429 words) - 14:51, 7 May 2024
  • ...el frame. The hammer mechanism and high-tension strings allow the musician to play both very soft and very loud, making the piano a very expressive instr | work to make = 50000
    2 KB (333 words) - 13:04, 31 December 2023
  • | work to make = 5000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (786 words) - 12:41, 10 April 2023
  • ...can sit while listening to a speaker. Place it facing rituals and speeches to extend the duration of their positive effects. | work to make = 2400
    3 KB (393 words) - 04:18, 16 December 2023
  • | work to make = 5000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (787 words) - 12:40, 10 April 2023
  • | work to make = 5000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (787 words) - 12:40, 10 April 2023
  • ...stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}} | type = Crafted resources
    4 KB (539 words) - 14:32, 2 May 2024
  • | description = A bowl-shaped furnishing used to hold a fire. Will light the surroundings and create heat. | work to make = 1000
    3 KB (450 words) - 13:40, 17 May 2024
  • ...e stored in toxic wastepacks. Haulers must remove the wastepacks from time to time. | work to make = 8000
    3 KB (409 words) - 22:44, 9 January 2024
  • | work to make = 9000 '''Gene processors''' connect to [[Gene assembler|gene assemblers]] to increase the maximum complexity of [[Xenogerm|xenogerms]] they can produce.
    3 KB (408 words) - 08:14, 11 April 2024
  • | work to make = 800 ...Four of them must be placed on the corners of a clear area larger than 9x9 to create a landing pad. Shuttles will use the cleared area if possible.
    3 KB (449 words) - 05:28, 12 November 2023
  • ...touches a row of keys on the front of the instrument. Each key is attached to an internal mechanism which plucks one of a row of strings stretched over a | work to make = 32000
    3 KB (333 words) - 13:04, 31 December 2023
  • {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    3 KB (420 words) - 13:05, 23 December 2023
  • ...headpiece with stubby inward-facing spikes that poke the head. It is used to induce pain in the wearer. | work to make = 1200
    3 KB (497 words) - 12:37, 26 January 2024
  • | work to make = 1800 It is statistically similar to a [[cowboy hat]] but doesn't provide the [[social impact]] benefit or [[Sla
    3 KB (443 words) - 12:34, 26 January 2024
  • | work to make = 18000 ...at a [[crafting spot]] using {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the [[Research#Harp|Harp]] research has been completed.
    3 KB (352 words) - 13:05, 31 December 2023
  • ...ription = A large loudspeaker for playing music. At least one is necessary to hold a dance party, and more loudspeakers will enhance the effect. | work to make = 1000
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  • | work to make = 6000 ...tribal [[clothing]] item that covers the head. It provides a +15% increase to [[Social Impact]], minimal armor for the head and ears, and modest insulati
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  • | work to make = 5000 ..., for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (794 words) - 12:38, 10 April 2023
  • ...stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}} | type = Crafted resources
    4 KB (620 words) - 14:32, 2 May 2024
  • | work to make = 5000 ...buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]].
    4 KB (574 words) - 04:30, 16 December 2023
  • ...nd healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems. | work to make = 26000
    3 KB (405 words) - 11:25, 8 January 2024
  • | work to make = 6000 ...[clothing]] item added in the [[Royalty DLC]]. It provides a +20% increase to [[Social Impact]], and meets the headwear requirements of male [[noble]]s b
    3 KB (466 words) - 12:37, 26 January 2024
  • | work to make = 6000 ...[clothing]] item added in the [[Royalty DLC]]. It provides a +20% increase to [[Social Impact]], and meets the headwear requirements of female [[noble]]s
    3 KB (468 words) - 12:33, 26 January 2024
  • | work to make = 6000 ...[Royalty DLC]] but now part of RimWorld core. They provide a +20% increase to [[Social Impact]].
    4 KB (560 words) - 13:35, 12 April 2024
  • | description = A short spearhandle attached to a long bladed point, designed to be driven into vital organs with a quick thrust. | work to make = 5000
    3 KB (365 words) - 23:30, 19 April 2024
  • ...= A table designed for playing gambling card games like poker. A great way to test your strategic skills and a bit of luck. | work to make = 10000
    3 KB (475 words) - 16:32, 10 November 2023
  • | work to make = 750 }}{{Info|'''Columns''' are passable [[structure]]s primarily used to hold up [[roof]]s,}}
    3 KB (447 words) - 12:47, 12 November 2023
  • ...tails on tox gas. Analysis of general use / tactics, outside of comparison to launcher. Also infobox is still missing entries.}} ...a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.
    3 KB (463 words) - 13:00, 2 December 2023
  • | work to make = 3200 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (409 words) - 12:06, 27 October 2023
  • | work to make = 1200 '''Tuques''' are woolly caps worn in colder climates to protect the upper head and ears from the bitter cold and wind chill from th
    4 KB (543 words) - 12:38, 26 January 2024
  • |work to make = 1500 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (492 words) - 07:52, 31 March 2024
  • ...mage of AoE and of full stack AoE (designated by color) in a style similar to [[:File:Skip shield radius.jpg]]}} | type = Crafted resources
    4 KB (605 words) - 14:32, 2 May 2024
  • ...ncient game played with stones and a large ring in the ground. Players try to toss stones through the ring from a distance. It's relaxing, and trains sho | work to make = 100
    3 KB (465 words) - 12:44, 12 November 2023
  • ...h writing implements and simple measurement devices. Researchers work here to discover new things. | work to make = 2800
    5 KB (753 words) - 21:32, 10 January 2024
  • | work to make = 5000 ...o more advanced technologies. It is also the only bench that can be linked to the [[Multi-analyzer]].
    5 KB (760 words) - 23:07, 10 January 2024
  • ...same way as the mechlink.<br/>This implant can be installed up to 6 times to increase its effect. | work to make = 3200
    3 KB (462 words) - 04:27, 27 January 2023
  • ...in hospitals and research labs. This tile is very slow to build, but quick to clean. | work to make = 1600
    8 KB (1,162 words) - 21:41, 10 May 2024
  • | work to make = 26000 ...a bonus of {{+|20%}} [[Research Speed]], while also making them vulnerable to [[brain shock]].
    3 KB (439 words) - 11:23, 8 January 2024
  • | description = Divides rooms. Powered operation allows people to move through the door without slowing down. | work to make = 1100
    5 KB (744 words) - 21:24, 6 May 2024
  • ...nsumes a lot of electricity. If you find a resource, you'll need to travel to collect it. |work to make = 10000
    8 KB (1,257 words) - 04:39, 29 April 2024
  • | work to make = 5000 ...[[Royalty DLC]]{{RoyaltyIcon}}, are considered a [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
    5 KB (719 words) - 12:09, 10 April 2023
  • ...and a large pin in the ground. Players toss horseshoes to try to get them to land on the pin. It's relaxing, and trains shooting skills. | work to make = 100
    3 KB (508 words) - 19:27, 19 May 2024
  • ...erful mech signal pulse, which will attract an ultra-heavy feral mechanoid to attack with its escorts. If you can defeat it, you can collect special tech | work to make = 8000
    4 KB (579 words) - 22:45, 9 January 2024
  • ...electricity. If you find a buried resource, you'll need to use deep drills to extract it. It doesn't work under a roof. |work to make = 12000
    8 KB (1,240 words) - 06:27, 12 November 2023
  • {{Recode|reason=Selectable columns to make manageable table sizes? may run into template size limits}} ...milk]], [[eggs]] and [[wool]] when tamed are listed on the pages for those resources.
    2 KB (268 words) - 09:16, 5 April 2024
  • '''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]]. ...ld. Once contained, entities can be researched or regularly harvested for resources or power.
    9 KB (1,288 words) - 15:31, 7 May 2024
  • | description = Simple prosthesis made to replace missing leg. Not very comfortable but quite efficient. | work to make = 15000
    4 KB (588 words) - 11:20, 8 January 2024
  • | work to make = 6000 ...the [[Tech levels|neolithic]] equivalent to the [[chess table]] available to factions of medieval tech level or above.
    3 KB (443 words) - 12:05, 31 March 2024
  • ...ornately-patterned carpet made from fibers dyed a single color. Beautiful to look at, but cleaning it is a labor-intensive process. | work to make = 4000
    4 KB (675 words) - 03:52, 6 May 2024
  • {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    4 KB (721 words) - 20:20, 9 May 2024
  • ...same way as the mechlink.<br/>This implant can be installed up to 3 times to increase its range and shield energy. | work to make = 3200
    3 KB (478 words) - 00:16, 26 April 2023
  • ...tion = Wood plank flooring for that warm, homey feeling. While it is quick to lay, it is also very flammable. | work to make = 85
    3 KB (497 words) - 11:50, 10 April 2023
  • ...creation. Analysis for general use and usage notes, outside of comparisons to grenades}} ...a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup which can be lethal.
    3 KB (423 words) - 08:59, 2 May 2023
  • ...e stored in toxic wastepacks. Haulers must remove the wastepacks from time to time. | work to make = 16000
    4 KB (478 words) - 01:24, 21 January 2024
  • |work to make = 2500 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    4 KB (575 words) - 00:50, 1 December 2023
  • ...sent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves. | work to make = 1600
    4 KB (514 words) - 23:12, 13 May 2024
  • ...installed without surgery.<br/>This implant can be installed up to 3 times to increase its effect. | work to make = 3200
    4 KB (593 words) - 02:08, 26 December 2023
  • | work to make = 1200 ...ead of other fires, and reducing the [[flammability]] of pawns in the area to 0%.
    5 KB (680 words) - 13:10, 21 April 2024
  • | work to make = 1000 ...es}}. Pawns do not need an ideoligion with the dance party ritual in order to build this item.
    2 KB (342 words) - 11:57, 15 January 2024
  • ...ced types of mechanoids and equipment.<br>A mechanitor can study this chip to help unlock higher tiers of mechtech research. ...ous mechanitor items, and studying one at a [[research bench]] is required to research [[Research#Standard mechtech|Standard Mechtech]]. The chip is not
    4 KB (558 words) - 12:59, 25 October 2023
  • ...hostile environments since you got more people to feed and less technology to help you. ...single [[saguaro cactus|cactus]] in your start. You should also not expect to see more than one new [[iguana]] per week and not a single plant ever growi
    8 KB (1,331 words) - 22:50, 17 June 2020
  • ...}}|Name}}}}{{#ifeq:{{Q|{{#var:pageName}}|Type}}|Psycast|There are two ways to acquire {{#var:displayName}}: ...ho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}} psycast is granted to the psycaster when they gain psylink level {{#var:psylinkLevel}}. {{#var:di
    5 KB (649 words) - 12:20, 18 May 2024
  • ...it perfectly into luxurious rooms. They are quick to clean and get a bonus to cleanliness. | work to make = 800
    4 KB (608 words) - 12:06, 10 April 2023
  • | work to make = 800 ...] meme is part of the constructor's [[ideoligion]]. It requires {{Required Resources}}.
    5 KB (760 words) - 18:16, 27 December 2023
  • ...-installed without surgery.<br>This implant can be installed up to 3 times to increase its effect. | work to make = 3200
    4 KB (513 words) - 02:07, 26 December 2023
  • ...s and stores them internally. Haulers must remove the wastepacks from time to time. | work to make = 8000
    3 KB (467 words) - 01:43, 27 January 2024
  • | work to make = 320 '''Barricades''' can be placed to provide pawns [[cover]], sheltering them from gunfire.
    7 KB (930 words) - 12:01, 23 November 2023
  • The '''ship''', once fully assembled, will allow the colonists to escape the planet and win the game. ...other ship part. Therefore, the absolute minimum amount of supplies needed to create a fully functional ship is as follows:
    6 KB (866 words) - 02:05, 17 December 2023
  • | description = Holds resources for use by machines like nutrient paste dispensers. | work to make = 300
    4 KB (651 words) - 10:58, 11 January 2024
  • ..., so they are always built in nature. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them. | work to make = 30000
    4 KB (498 words) - 10:43, 10 February 2024
  • ...ver the face with an embedded air filter. It dramatically reduces exposure to pollution through the lungs, but does not protect the skin on the rest of t | work to make = 6000
    3 KB (401 words) - 13:45, 17 May 2024
  • | description = Rough concrete. It is cheap and quick to build, but is also quite ugly. | work to make = 100
    4 KB (532 words) - 03:53, 30 July 2023
  • | description = Releases coagulating factors in response to blood loss, reducing bleeding rates significantly | work to make = 26000
    5 KB (812 words) - 11:31, 8 January 2024
  • | work to make = 1600 ...ncher]]s, and used to carry [[pawn]]s and/or items across the world map up to 66 tiles away. They can also be used by factions and [[raider]]s alike.
    8 KB (1,231 words) - 22:09, 27 March 2024
  • ..., so they are always built in nature. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them. | work to make = 15000
    3 KB (485 words) - 10:41, 10 February 2024
  • ...s and stores them internally. Haulers must remove the wastepacks from time to time. | work to make = 8000
    3 KB (441 words) - 01:43, 27 January 2024
  • ...rance. The implant can be configured to form various body shapes according to the user's taste - or that of their partner. | work to make = 26000
    4 KB (628 words) - 10:02, 22 April 2024
  • | description = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather. | work to make = 7000
    2 KB (338 words) - 00:02, 17 February 2024
  • | work to make = 10000 ...i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. When made of to
    5 KB (749 words) - 00:01, 17 February 2024
  • | round to five over = 200 | to string style = FloatTwo
    4 KB (579 words) - 07:52, 3 February 2024
  • | work to make = 1500 ...urces}} is consumed and the peg leg is added to the pawn. Converting a log to a peg leg does not take any work. Notably, when removed the peg leg turns b
    4 KB (688 words) - 18:18, 14 January 2024
  • | description = This building can store genepacks and make them usable to create new xenogerms, when placed near a gene assembler. Large gene librari | work to make = 5000
    5 KB (770 words) - 13:58, 16 December 2023
  • ...in a style similar to [[:File:Skip shield radius.jpg]]. Detonate on tiles to show chemfuel puddle distribution}} | type = Crafted resources
    5 KB (686 words) - 14:33, 2 May 2024
  • | work to make = 12000 ...sumption}}W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are ofte
    5 KB (707 words) - 17:16, 22 December 2023
  • | work to make = 12000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    5 KB (752 words) - 20:55, 25 January 2024
  • ...son=Images of damage AoE with damage drop off indicated in a style similar to [[:File:Skip shield radius.jpg]]. }}{{infobox main|security| ...ince it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
    4 KB (644 words) - 06:07, 28 March 2023
  • | work to make = 26000 ...r the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    4 KB (604 words) - 11:36, 8 January 2024
  • | work to make = 180 '''Sandbags''' are a [[security]] building that can be placed to provide pawns [[cover]], sheltering them from ranged attacks.
    7 KB (965 words) - 12:01, 23 November 2023
  • ...Variants !! Fine !! Resources per tile !! data-sort-type="number" | Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move ...have the least wealth. Note that colonies may run out of [[stone chunk]]s to cut without relying on [[deep drill]]s.
    3 KB (465 words) - 12:06, 10 April 2023
  • ...ul or luckily-aimed shots. Armor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option | work to make = 26250
    5 KB (768 words) - 12:01, 25 January 2024
  • |work to make = 1500 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    3 KB (478 words) - 22:53, 19 March 2023
  • | work to make = 3500 ...ons]] and [[armor]]. Colonists assigned to [[work#Crafting|crafting]] will make use of it.
    10 KB (1,417 words) - 20:22, 16 January 2024
  • | work to make = 10000 ...tructure which allows pawns working on nearby [[hi-tech research bench]]es to research the most advanced projects on the [[research]] tree. Additionally,
    5 KB (564 words) - 09:44, 15 May 2024
  • ...you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. | work to make = 26000
    4 KB (557 words) - 11:36, 8 January 2024
  • | work to make = 15000 ...buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]].
    3 KB (485 words) - 04:30, 16 December 2023
  • ...losed med-casket that accelerates the process of deathrest. It can connect to other devices which confer additional bonuses on the deathrester. The numbe | work to make = 2500
    4 KB (542 words) - 13:58, 16 December 2023
  • | work to make = 20000 ...buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]].
    3 KB (485 words) - 04:30, 16 December 2023
  • | work to make = 8000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    4 KB (541 words) - 12:01, 25 January 2024
  • | work to make = 30000 ...buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]].
    3 KB (490 words) - 11:26, 26 December 2023
  • ...EULA] allows you to decompile the game for personal use. It's recommended to read it. ...ub.com/icsharpcode/ILSpy/releases Download latest release]) and extract it to a directory of your choosing. Optionally create a desktop shortcut;
    7 KB (1,025 words) - 21:01, 16 February 2024
  • | work to make = 25000 ...buildings added by the [[Ideology DLC]] which act as a focus for colonists to perform, and take part in, [[rituals]].
    4 KB (529 words) - 04:31, 16 December 2023
  • ...ing them from being captured.}} It is installed on all [[empire]] soldiers to prevent weapon or armor capture. ...the corpse, relative to where it destroyed items. It does not deal damage to anything else around the user on activation.
    3 KB (413 words) - 18:45, 7 February 2024
  • ...eds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect. | work to make = 6000
    4 KB (659 words) - 21:09, 14 April 2024
  • |description = Required for orbital trading. You can only sell goods to orbital traders if they're near an orbital trade beacon. Can be placed indo |work to make = 800
    5 KB (711 words) - 03:47, 25 April 2024
  • | work to make = 120 ...atting constructed requires {{Required Resources}} and {{Ticks|{{P|Work To Make}} }} of work.
    5 KB (745 words) - 12:05, 8 January 2024
  • ...aust comes out the other. Can be used to cool down rooms during summer, or to create a walk-in freezer. | work to make = 1600
    7 KB (1,011 words) - 10:46, 9 April 2024
  • ...supporting a thinking subpersona. This particular subcore is strong enough to drive standard-tier mechanoids. Mechanoids are more than robots, and this i | work to make =
    2 KB (311 words) - 23:55, 16 February 2024
  • ...k of steel slag. While it's useless in its current form, it can be smelted to recover steel. Their primary use is to be smelted at an [[Electric smelter]] for {{icon Small|steel||15}} [[steel]
    3 KB (481 words) - 10:10, 22 April 2024
  • ...of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated fr | work to make = 7000
    4 KB (526 words) - 00:18, 20 April 2024
  • ...s and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily | work to make = 8000
    4 KB (544 words) - 22:50, 9 January 2024
  • ...emies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head. | work to make = 5000
    4 KB (602 words) - 19:41, 11 April 2024
  • | work to make = 26000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    9 KB (1,348 words) - 11:34, 8 January 2024
  • ...ns, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance. | work to make = 26000
    5 KB (773 words) - 11:55, 21 April 2024
  • ...filter the blood in order to make urine, to release and retain water, and to remove waste and nitrogen (the excretory system). {{see also|Human resources#Organ harvesting{{!}}Human resources}}
    6 KB (815 words) - 12:27, 4 July 2023
  • ...hostile environments since you got more people to feed and less technology to help you. ...ing more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every week and one new [[polar bear]] pe
    14 KB (2,445 words) - 22:50, 17 June 2020
  • ...hostile environments since you got more people to feed and less technology to help you. ...ing more than five [[snowhare]]s in your start. You should also not expect to see more than one new [[snowhare]] every five days and one new [[polar bear
    14 KB (2,322 words) - 16:00, 10 January 2024
  • ...you attempt the below. Hence, this guide will not go into detail the steps to building a base unless necessary. ...faction bases- which ones are considered as the enemy is up to the player to decide.
    4 KB (679 words) - 00:40, 12 September 2023
  • | work to make = 26000 ...ged or destroyed leg, but improve over the natural limb. They are superior to all other legs save the [[archotech leg]].}}
    4 KB (560 words) - 11:26, 8 January 2024
  • | work to make = 1800 ...als a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.
    6 KB (927 words) - 06:56, 18 May 2024
  • ...resistant to damage across their whole body. Unfortunately, These changes make the skin appear leathery, with wrinkles across the whole body and face, whi | work to make = 26000
    5 KB (711 words) - 11:23, 8 January 2024
  • ...|A '''psychic animal pulser''' is a single-use artifact, which can be used to drive all wild [[animals]] on the map into a [[Mental break#Manhunter|manhu ...-owned [[animals]] on the map into a [[manhunter]] rage. Animals belonging to the player are ''not'' affected.
    3 KB (474 words) - 09:24, 9 April 2023
  • | work to make = 26000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    5 KB (735 words) - 11:31, 8 January 2024
  • | work to make = 12000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    5 KB (668 words) - 16:33, 10 November 2023
  • {{For|more detail on many of the topics mentioned below|Human resources}} ...t. Maybe some ''certain YouTubers'' convinced you to buy it. Well you came to the right place!
    7 KB (1,153 words) - 01:45, 14 November 2023
  • ...r's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural e | work to make = 15000
    4 KB (653 words) - 11:29, 8 January 2024
  • ...to a deathrest casket to function. This building needs to consume hemogen to function. | work to make = 5000
    5 KB (727 words) - 13:55, 17 February 2024
  • | work to make = 2000 ...tructed. Each mask requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    4 KB (650 words) - 12:38, 26 January 2024
  • | work to make = 8000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    4 KB (606 words) - 07:50, 16 March 2024
  • ...= Stores electricity for later use. Charged batteries explode when exposed to rain or fire. |work to make = 800
    7 KB (1,067 words) - 21:14, 2 May 2023
  • ...of armored targets. Once fired, it must cool off for hours and be reloaded to fire again. | work to make = 10000
    5 KB (697 words) - 22:47, 9 January 2024
  • ...a 1.1x [[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]]. ...or [[quality]].</ref> !! {{HP}}<ref group="*" name="quality" /> !! Work to make<ref group="*" name="quality" />
    15 KB (2,120 words) - 00:00, 9 November 2023
  • | work to make = 18000 ...rt gets destroyed), and generally fares better against armor when compared to sharp weapons.
    6 KB (902 words) - 00:23, 20 April 2024
  • ...rd.gg/rimworld/ RimWorld Discord server]. In the server, there's a Modding Resources section where you might find help if you're stuck during mod creation. ...and folders that are needed for a mod. We will then add some basic content to the mod and test it in the game.
    12 KB (1,991 words) - 16:09, 2 March 2024
  • | work to make = 1500 ...on a pawn, {{Required Resources}} is consumed and the wooden hand is added to the pawn. Notably, when removed the wooden hand turns back into a wooden lo
    3 KB (378 words) - 18:16, 14 January 2024
  • ...ows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm. | work to make = 15000
    4 KB (634 words) - 11:29, 8 January 2024
  • | work to make = 1500 ...a missing foot or replacing the foot with a [[peg leg]], but are inferior to all other options.}}
    3 KB (523 words) - 18:18, 14 January 2024
  • | work to make = 15000 The '''mindscrew''' is an implant that permanently inflicts [[Pain]] to a pawn.
    4 KB (629 words) - 11:28, 8 January 2024
  • ...erve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way | work to make = 26000
    6 KB (830 words) - 11:28, 8 January 2024
  • | work to make = 26000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    5 KB (658 words) - 11:37, 8 January 2024
  • | work to make = 6500 ...ngle-use [[utility]] item added the by [[Anomaly DLC]]. It allows the user to deploy an area of [[Research#Deadlife_dust|Deadlife dust]] that will resurr
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  • ...s malaria, sleeping sickness, plague.{{Sic}} Must be taken every five days to remain effective.<br/>This drug only prevents new infections. It does not c | max num to ingest at once = 1
    5 KB (741 words) - 21:10, 12 January 2024
  • ...is and more powerful chemicals. It must be connected to a deathrest casket to function. | work to make = 4000
    5 KB (671 words) - 09:24, 27 March 2024
  • ...scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely. | work to make = 10000
    8 KB (1,154 words) - 06:58, 8 May 2024
  • ...emoved after death.<br>Note: A mechanitor must be capable of smithing work to gestate mechanoids. ...olonist, right clicking on the mechanitor corpse, and selecting the option to extract the mechlink.
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  • | type = Crafted resources | work to make = 800
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  • | days to rot = 2 | work to make = 450
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  • | work to make = 1500 ...he [[Ideology DLC]]. They enhance the ability of a [[Menus#Warden|warden]] to [[Slavery#Warden suppression|suppress]] [[slaves]].
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  • | work to make = 8000 ...on. Dining chairs can be placed in front of [[table]]s and other buildings to be sat on. When of equivalent quality, it is more comfortable than a [[stoo
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  • In the Rich Explorer scenario, you start off with a good amount of material resources, but only one person. **Though hauling can be done with animals, cleaning and plant cutting have to be done by colonists.
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  • | work to make = 4500 ...ric crematorium''' is a [[Production]] [[Power#Appliances|appliance]] used to destroy [[corpse]]s as well as unwanted [[apparel]], [[weapons]], or [[drug
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  • ...ng system breaks down nutrients the body could normally never use, leading to increased efficiency. | work to make = 26000
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  • | description = A simple platform on which to sit. Not very comfortable, but much better than nothing. Can be used at tab | work to make = 450
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  • ...crofilters to reduce the intake of environmental toxins, allowing the user to survive longer in polluted environments. Additionally, it negates the irrit | work to make = 26000
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  • | work to make = 30000 ...e bombs that explode on impact, covering a small area with [[smoke]] equal to a 5x5 square without corners, regardless of item quality.}}
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  • ...wered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon. | work to make = 60000
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  • | work to make = 12000 ...To Make}}}} of work. It requires a [[Skills#Crafting|crafting skill]] of 3 to craft.
    5 KB (678 words) - 23:47, 19 April 2024
  • | work to make = 3200 ...simple helmet provides a decent amount of protection for a small amount of resources.
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  • ...iological eye in almost every way. A lattice-dust healing system allows it to recover from damage. | work to make = 26000
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  • {{see also|Human resources#Organ harvesting{{!}}Human resources}} ...in order to obtain the item. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a numb
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  • |work to make = 4000 '''Watermill generators''' are built on moving water to generate constant [[power]], regardless of weather or other conditions.
    5 KB (796 words) - 01:45, 13 June 2023
  • | work to make = 45000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • | work to make = 0 Crafting spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]]
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  • | description = The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing | work to make = 26000
    6 KB (889 words) - 18:44, 24 January 2024
  • | work to make = 2500 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    8 KB (1,234 words) - 07:12, 1 May 2024
  • ...broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning. | work to make = 26000
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  • ...ses a "grammar system" that incorporates indoor and outdoor parts in order to generate a base. The following components may show up as part of a faction ...sive cooler]]s. Tribal walls are made of [[wood]], whereas other factions make use of stronger walls.
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  • | work to make = 30000 ...esearch project. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • | days to rot = 150 '''Herbal medicine''' is an organic medicine used in [[doctoring]] to improve the results of medical treatment over not using medicine at all, bu
    4 KB (582 words) - 15:07, 7 January 2024
  • ...cted to a deathrest casket to function. This building must consume hemogen to function. | work to make = 4000
    6 KB (881 words) - 22:38, 9 January 2024
  • | work to make = 850 Constructing a door requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
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  • ...any questions regarding application load issues, please make use of online resources such as the '''#mod-development''' channel on [https://discord.gg/rimworld ...odeTable-description" | '''Load Defs from XML into Def classes. References to other Defs are registered and not resolved until step 20'''
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  • ...split Summary info out of intro and analysis and expand. Bring Summary up to standard}} | work to make = 15000
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  • ...scription = A large, ornate chair designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds | work to make = 10000
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  • | work to make = 15000 ...efficiency. It affects [[Blood pumping]] and several dependent stats - due to its below-normal part efficiency it negatively affects healthy pawns but ma
    7 KB (1,091 words) - 11:25, 8 January 2024
  • | work to make = 2200 A '''comms console''' is used to [[trade]] with passing [[Trade#Orbital|orbital trader vessels]] and communi
    7 KB (1,038 words) - 14:04, 27 December 2023
  • ...= A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks. ...and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
    6 KB (877 words) - 17:09, 25 February 2024
  • ...ramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are | work to make = 15000
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  • | work to make = 5000 ...esearch has been completed; {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Do note that you start with the required research project alre
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  • ...rite|reason=Appears to be defined in core, but requires Royalty or Biotech to be present? Verify and rewrite/retag accordingly}} | work to make = 16000
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  • * Added an options menu button to open your saves folder (nobody can find the damn thing). * Added an options menu button to reset the adaptive tutor.
    9 KB (1,374 words) - 15:53, 3 December 2022
  • | work to make = 26000 ...r the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    6 KB (801 words) - 11:32, 8 January 2024
  • ...= A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks. ...and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
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  • *Place your base close to valuable natural resources such as rich soil for well growing crops or steam geysers for power and hea ...natural barriers to your advantage. Coast line and deep lakes can be used to minimize entry points from raiders. Shallow water and marshes can also slow
    7 KB (1,244 words) - 04:25, 5 March 2016
  • ...a, build turbines, research hydroponics as soon as possible (You only need to build a few), and sacrifice everyone except for your two ascetic psychopath ...hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.
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  • ...hich inhibits nociception, or pain sensation. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, y | work to make = 15000
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  • ...and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardenin | work to make = 26000
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  • ...by pawns in the [[Utility]] slot and manually activated to cause a target to go [[Mental break#Berserk|berserk]].}} ...ed - when both charges are expended, the item disappears completely and no resources be salvaged from it.
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  • ...e); due to Malaria's nature, there's no reliable way to calculate the time to develop immunity. ...ne]] prevents colonists from falling sick to the Malaria, but does nothing to stop an infection already in progress.
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  • ...ve. Barbed wire and traps can prove an impediment, the latter often fatal, to raiders and animals. ...a target. Place sandbags or barricades directly in front of the embrasure to minimize explosive damage and barbed fire in front of said sandbags so raid
    9 KB (1,501 words) - 18:56, 5 July 2023
  • ...atform can only support one harvester; however, each harvester can connect to multiple platforms. | work to make = 4000
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  • ...''' is an item obtained from butchering an [[elephant]]. Tusks can be sold to exotic goods [[trade]]rs, or used as a melee [[weapon]]. Elephant tusks function identically to any other melee weapon, despite their unorthodox method of production. They
    3 KB (480 words) - 09:45, 5 January 2024
  • | work to make factor = 1 | work to build factor = 1
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  • Secondly plants can be split according to their harvest result: * '''Resource plants''': All plants that produce any kind of resources except food and wood.
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  • | work to make = 9000 ...ch has been completed; from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting level of at least 6 is required.
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  • ...before and are looking to get started. and is meant to be a updated guide to the old tutorials on the wiki. ...[Modding_Tutorials/Getting_started_with_mods|previous tutorial]] on how to make a mod. if you have not:
    17 KB (2,237 words) - 21:40, 5 February 2024
  • ...ostile environments since you have more people to feed and less technology to help you. ...t much room for different strategies here, you gotta have to stick closely to the guide.
    19 KB (3,239 words) - 22:50, 17 June 2020
  • | work to make = 40000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • | description = A small work mechanoid designed to craft all manner of manufactured objects. ...ces}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
    6 KB (886 words) - 17:11, 25 February 2024
  • | work to make factor = 1 | work to build factor = 1
    4 KB (567 words) - 15:13, 7 January 2024
  • | description = This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping | work to make = 15000
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  • ...city and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator nea | work to make = 6000
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  • | work to make = 34000 ...ch has been completed; from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 6 is required.
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  • ...may destroy the corpse, or deal so much damage that there is nothing left to see. ...ept remove the beauty penalty or just the mood penalty? If beauty too, add to Ideoligion page}}
    9 KB (1,349 words) - 07:42, 18 February 2024
  • |work to make = 3300 ...turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}}
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  • ...e massive destruction it causes, it's said that one must be slightly crazy to use this weapon. ...ander]] and [[Pirates|Pirate]] raids. In the last case, care must be taken to kill or down the raider before they can fire the single use weapon.
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  • ...inside it. This will be rearranged for next build, but for now Mods needs to be there. Also, if your mouse right-click isn’t working, go fullscreen.) To install the new version, just delete the old one and unzip the new one some
    13 KB (2,099 words) - 15:47, 3 December 2022
  • | description = Plant decorative flowers here to improve the mood of people nearby. | work to make = 250
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  • {{Rewrite|reason= [[Template:Verified|Verification]] and/or updates to current version and DLC options needed}} This guide is currently being updated to Royalty and Ideology DLCs.
    20 KB (3,406 words) - 09:31, 30 April 2024
  • ...to a deathrest casket to function. This building needs to consume hemogen to function. | work to make = 4000
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  • | work to make = 24000 ...ch has been completed; from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 5 is required.
    8 KB (1,149 words) - 23:14, 19 April 2024
  • ...remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working half a | work to make = 26000
    8 KB (1,217 words) - 06:33, 18 March 2024
  • ...erywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin signif | work to make = 26000
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  • | work to make = 20000 ...smithing|gunsmithing]] with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
    6 KB (832 words) - 05:35, 22 April 2024
  • | work to make = 15000 ...r the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    7 KB (1,022 words) - 11:33, 8 January 2024
  • ...s no lasting harm.<br/>Genes that require archite capsules are too complex to be extracted. | work to make = 9000
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  • {{Page Under Construction|reason=Recent unreported change to lit area. update still in progress}} | description = An industrial lamp which lights an area brightly enough to grow crops, but consumes a huge amount of power. Automatically turns itself
    9 KB (1,318 words) - 09:58, 5 May 2024
  • ...breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns. ...and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
    6 KB (920 words) - 17:12, 25 February 2024
  • ...speeding up mining. It has a built-in snake drill, which allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purp | work to make = 15000
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  • A '''bill''' is used to: * request work to be done at a workstation, such as those under [[Production]].
    6 KB (964 words) - 07:13, 17 May 2023
  • | work to make = 50000 ...the [[beauty]] in a room, and also provide [[comfort]] and a slight bonus to the rate at which colonists recover during sleep.
    9 KB (1,393 words) - 04:36, 10 February 2024
  • ...ings]], [[spot]]s, and [[furniture]] that allow pawns to [[sleep]] on them to provide additional [[Rest Effectiveness]], [[Comfort]], and [[Surgery Succe '''Note:''' This term is never used in-game. It is used here only to discuss the general class of similar objects without being confused for spe
    6 KB (936 words) - 13:02, 20 February 2024
  • | work to make = 45000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    10 KB (1,445 words) - 01:41, 24 April 2024
  • ...ueen that lives symbiotically with a [[Gauranlen tree]]. Colonist are able to exploit this subservience and symbioticity by connecting with the tree itse ...ed, but cannot bleed to death. They have a sleep need requirement and tend to sleep at nighttime, not maintaining a normal sleep schedule.
    11 KB (1,706 words) - 05:19, 25 April 2024
  • ...er construction and future updates will aim in simplifying the content and make studies about jade sculptures. ...urces. So here, we present many design options for different mood buffers, to conclude which is best for each mood buffer.
    18 KB (2,838 words) - 17:52, 3 August 2019
  • ...um shells can punch through heavy armor, but it requires new uranium slugs to be loaded after use. It's more accurate at longer ranges, and can't fire at | work to make = 15000
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  • ...iption = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump ve | work to make = 15000
    9 KB (1,393 words) - 03:48, 17 January 2024
  • ...the neck. A favorite weapon for hooligans and desperate warriors from rim to rim. | work to make = 6000
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  • ...ries by both the associated skill and the [[DLC]] active at the time, even to the point where some variants are not available through this method if cert Each trainer is attuned to one specific skill and will increase this skill only, which is given as par
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  • | work to make = 30000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
    6 KB (867 words) - 22:35, 16 January 2024
  • | work to make = 18000 ...h has been completed, from {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
    8 KB (1,165 words) - 20:54, 29 April 2024
  • | description = A wooden torch for lighting an area. People need light to move and work at full speed. Can be automatically refueled with wood. Produ | work to make = 100
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  • This guide details how to survive in one of the most hostile environments in Rimworld - an extreme de ...rts are even hotter than a regular desert. Temperatures can be high enough to cause heatstroke for colonists that are not dressed for hot weather.
    9 KB (1,514 words) - 19:21, 18 April 2023
  • | work to make = 15000 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • | work to make = 1200 ...en completed. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
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  • ...ription = A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon. | type = Crafted resources
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  • ...discuss them, and expand analysis of things like roof drop traps. Work to make}} ...o construct. A [[build roof area]] designates an area where pawns assigned to [[Work#Construct|Construct]] will build a roof, and constructors will also
    10 KB (1,542 words) - 05:17, 7 January 2024
  • | work to make = 60000 ...arch has been completed for {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Charge lances can also be found in [[ancient shrine]]s or purc
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  • ...ratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor | work to make = 15000
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  • | description = Electromagnetic pulse grenades damaging to electronic equipment. | work to make = 24000
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  • Saving manually also allows the choice of overwriting other saves. To the very left of each save's "load" button, three pieces of information are ...ton will delete the save, though the game will ask the player if they want to continue with their deletion every time an X is clicked.
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  • | work to make = 135 {{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}
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  • ...with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.<br/>Armor like this is often used by | work to make = 60000
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  • | description = A portable automatic turret. Requires steel to refurbish its barrel after heavy use. May explode when damaged. Its dumb AI | work to make = 1800
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  • ...s a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level. ...] added by the [[Biotech DLC]]. It drops the [[powerfocus chip]], required to research further [[mechanitor]] technology.
    9 KB (1,455 words) - 18:57, 13 April 2024
  • ...s designed to move deep drilling from the lategame towards the midgame and make them more viable for marginal drilling projects. As always, everything is o On Steam, if you want to play the previous version for any reason, just use the Steam beta branch ca
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  • ...1 shell and full stack) with damage drop off indicated, in a style similar to [[:File:Skip shield radius.jpg]].}} | type = Resources
    6 KB (907 words) - 12:43, 27 February 2024
  • ...e massive destruction it causes, it's said that one must be slightly crazy to use this weapon. ...ander]] and [[Pirates|Pirate]] raids. In the last case, care must be taken to kill or down the raider before they can fire the weapon.
    8 KB (1,159 words) - 01:36, 28 January 2024
  • | work to make = 2200 ...machine will change color to orange and only [[prisoners]] will be allowed to use it. You cannot build objects on the interaction spot, nor can you build
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  • | work to make = 2800 ...ins are placed on the ground, and work both indoors and outdoors. In order to function, they require 70 watts of [[power]], day and night. This is ''abso
    12 KB (1,857 words) - 14:42, 8 May 2024
  • | description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attac | work to make = 14000
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  • ...than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing at | work to make = 15000
    8 KB (1,163 words) - 11:32, 8 January 2024
  • | work to make = 4000 ...rch has been completed from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. A crafting skill of at least 3 is required.
    9 KB (1,115 words) - 09:18, 7 April 2024
  • ...to a deathrest casket to function. This building needs to consume hemogen to function. | work to make = 5000
    9 KB (1,228 words) - 09:49, 27 March 2024
  • ...to help you pick up the game, a new drug system, deep drilling to provide resources in the end game, and a giant pile of other smaller improvements and fixes. ...in Steam. In the Steam Library, right click RimWorld, click Properties, go to the Betas tab, select alpha14 in the drop-down list, and restart Steam.
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  • *You can hold the shift key to queue orders on your colonists. *You can right-click and drag to reorder colonists on the colonist bar.
    9 KB (1,426 words) - 11:17, 11 June 2022
  • ...a system introduced in the [[Biotech DLC]], which can add new capabilities to your pawns. ...ism]] '''Metabolic Efficiency''' - determines how much food they will need to eat. Otherwise negative genes will increase efficiency (lowering hunger), w
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  • In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory * The manual option in this tutorial requires you to have [[Modding_Tutorials/Mod_folder_structure#The Source and Assemblies fol
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  • ...at can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.}} ...ed - when both charges are expended, the item disappears completely and no resources be salvaged from it.
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  • ...sing mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by impe | work to make = 45000
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  • | description = A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary ...and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
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  • | max num to ingest at once = 1 | work to make = 450
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  • | work to make = 6000 ...rt gets destroyed), and generally fares better against armor when compared to sharp weapons.
    9 KB (1,285 words) - 00:11, 29 April 2024
  • ...It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness. | work to make = 11000
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  • | {{Resources Nav}} {{For|a more in-depth guide to farming and producing food|Food production}}
    9 KB (1,480 words) - 11:14, 12 December 2023
  • | work to make = 2500 ...''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}}
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  • ...use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--> ...}&nbsp;{{Icon Small|silver}} | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#set: Market Value Base = {{
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  • ...ful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, co | max num to ingest at once = 1
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  • | max num to ingest at once = 1 | work to make = 350
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  • ...rk Menu allows the player to set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Bac * '''Standard mode:''' Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more important than tasks o
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  • ...and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech ...all|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
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  • ...ore, each deposit will be further and further away, increasing travel time to and from the deposit. '''EMPERICAL TESTING''' (i took a stopwatch on a mining 8 pawn, then rounded to a pretty number)
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  • ...n give [[mood]]- and [[stat]]- related boosts, most drugs come with a risk to addiction, overdose, or both. ...t happen as long as the "high" is active - such as [[go-juice]]'s increase to [[Moving]]. Most drugs increase [[mood]] directly. The effect is sustained
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  • | work to make = 12000 It is the lower tech alternative to the faster firing but less accurate [[chain shotgun]].}}
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  • | work to make = 12000 ...ch has been completed, from {{Required Resources}} and {{Ticks|{{P|Work To Make}} }} of work.
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  • | work to make = 12000 ...een completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
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  • I'm happy to bring you another RimWorld update! This is a refinement update for 1.2 whic ...ontinue with an old version, please use the Steam betas feature to go back to the version you want.
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  • ...plentiful supply of food and power. This guide discusses bringing a colony to full maturity, including the options of making new settlements and reaching ...large numbers of powerful raiders who will attempt to plunder your colony to get at the wealth stored within. They can easily overwhelm your colonists,
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  • ...rated self-loading pistol. It lacks stopping power and range, but is quick to fire. | work to make = 5000
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  • ...ion = Overlapping solid plates of armor covering the entire body from neck to feet. | work to make = 38000
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  • ...will not load old savegames, so keep your old install separate if you want to finish an Alpha 7 colony. * Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
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  • | work to make = 15750 ...s been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}} }} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • | description = Pila are spears for throwing. They take a long time to throw, but one hit can do heavy damage. This weapon represents a bundle of | work to make = 7000
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  • ...ee combat.<br>Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it. ...th other non-commander mechs, whatever standard you or others might decide to set.}}
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  • ...rtificial stomach cannot get food poisoning. However, there is little room to shield the reactor, so the radiation increases the risk of cancer. | work to make = 26000
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  • ...e. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting. | work to make = 12000
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  • ...horter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire." | work to make = 31000
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  • ...d shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a b | max num to ingest at once = 1
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  • | work to make = 2400 ...n Facility 3}}]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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  • ...ffective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics. ...hough they usually outpace the centipedes by a great margin and won't stop to wait for them.
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  • ...d with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, makin | work to make = 15000
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  • ...-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing *[[Prisoner]]s, and their [[human resources]]
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  • ...id plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consum | max num to ingest at once = 1
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  • ...all mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary. ...and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
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  • ...mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors. | work to make = 8000
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  • ...e distaste for these things, but in dire circumstances it can be necessary to use every resource. ...ke this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideolog
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  • ...and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech ...ll|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
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  • ...Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor. ...ead'') who analyzes your situation and decides which event she thinks will make the best story.
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  • ''This page details strategies to defeat the enemy in offensive attacks. For repelling raiders, see [[Defense ...feature advantage, mountain cover to the North and slow ground with water to the West.]]
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  • I really should make a comic on some of my colonies one day.<br><br> List of things to do, I suppose<br>
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  • In addition to a ton of general improvements for the base game and Royalty, this update fo For DRM-free players, just re-download from your original download link to get the updated version(s). Your download link never changes.
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  • ...are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive. ...and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
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  • ...e near it.<br/><br/>The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches ...is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.
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  • | work to make = 60000 ...ively block gunshots, cuts, blunt trauma, or burns while allowing the user to launch frag grenades at the expense of inflicting a [[move speed]] penalty.
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  • ...write|reason=Need updated and verification, as well as integration of tags to list stock using [[Template: Tag List]]}} ...items in RimWorld, depending on the exact trader, what they have in stock to offer and what they are interested in buying from you.
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  • | 1 = You can hold the shift key to queue [[orders]] on your [[colonists]]. | 2 = You can right-click and drag to reorder [[colonists]] on the colonist bar.
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  • | work to make = 2000 The '''Mortar''' is a ''manned'' [[Security]] building similar to a [[turret]]. It can launch [[mortar shell]]s at any target on the same map
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  • ...d shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a b | max num to ingest at once = 1
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  • ...tions including age reversal and pleasure-giving. The pod becomes biotuned to its user at the end of a cycle. While biotuned, it cannot be used by anyone | work to make = 28000
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  • ...use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--> | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | N
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  • ...in edible [[food]] to keep your colony sustained. There are multiple ways to obtain raw ingredients for refined food, and refined food itself. The most common way to produce food in RimWorld is to farm it. Vegetarian ingredients are obtained by growing crops, and meat ing
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  • # [[Work To Make]] # [[Crafted resources]]
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  • ...need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance ...a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open doo
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  • ...ore-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popp ...ces}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mech
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  • Welcome to a kinder, gentler RimWorld. '''NOT!!!''' ...sting will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
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  • {{Stub|reason=Add Childcare to social training}} ...cial that needs to be done in addition to that. If a colonist is assigned to a task (via the ''Work'' tab) with a sufficiently high priority, they will,
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  • | work to build factor = 1 | work to make factor = 1
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  • ...ribe|Lost Tribe]] scenario, you start off with 5 people, but less material resources, and research slower. ...ut their negatives. But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really '''is''' worth making
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  • ...C. See [[#DLC Considerations|DLC Considerations]] for how each one applies to Naked Brutality. ...able of Violence is ill-advised. And, of course, a colonist should be able to do basic colony-creation tasks like Dumb Labor, Construction, and Growing.
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  • ...-term, but require more set-up or work. And there are (at least!) two ways to measure "best" - making the fastest profit in the least time, or squeezing * [[Prisoner]]s, and their [[human resources]]
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  • ...and colony-owned slaves on the map. This buff lasts 10 days and stacks up to 5 times. ...e !! Image !! Health !! Description !! Effect !! Size !! Must be destroyed to kill cluster
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  • ...l mask|ritual masks]] and [[Ceremonial hood|ceremonial hoods]]. They allow to psychically induce an insane [[Archotech]] machine-god who can distort real ...to able to walk or be carried to the ritual site, though they do not need to be conscious. [[Ghoul]]s, Psychically Deaf pawns and [[Psychically Dead]] p
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  • What does it take to get page creation permissions? ...st vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarde
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  • ...th skins - font color changes, but not background. Background either needs to be transparent or use color from skin.}} ...s describing the object in question, including its name, type, the cost to make it, and a bunch of other things
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  • ...!! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref ...ave no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.</ref> || | No || | Yes || | No
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  • Beyond this, there’s more stuff in progress, and I’m looking forward to letting you all know about it when the time is right. Thanks to everyone that helped test and give feedback! Please keep it coming.
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  • This guide is the ultimate go-to guide to building your base, for all stages of the game. ...to either predefine each room role or make modular rooms which are easier to expand but also less efficient.
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  • ...use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--> ...onstructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | N
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  • ...evels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane. A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a rela
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  • ...this guide, excepting only to avoid "game over" level pitfalls. <!-- NOTE TO EDITORS - ...tangents - it's for people who "just want to play NOW". There is enough to cover for that, thx. -->
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  • ...new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro. In every gunfight there is one very important lifesaving rule to remember:<br/>
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  • ...vely changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.}} ...humb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]
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  • ...el_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat. See a pawn's Gear tab to see what apparel they are wearing.
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  • ...an will select all caravans on the screen, allowing them all to be ordered to a single destination. ...ates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since fr
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  • Humans are omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gat Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they
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  • ...gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Multiple mechanitors may exist in a colo In order to become a mechanitor, they need a mechlink. Other than [[Scenario system#The
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  • {{Stub|reason=Some [[ideoligion]]s make you start with additional research, e.g. bloodfeeders and electricity. Shou ...ystem''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony
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  • ...version-1.3-latest". To do this, r-click RimWorld in the Steam library, go to properties, open the betas tab, and select the version from the dropdown. * Added custom color lights. Players can change their lamp colors to any color after completing “colored lights” research.
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  • ...rect; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equat ...first, followed by rivers. An ancient society is then shallowly simulated to generate ancient roads, and modern settlements and roads are generated (oft
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  • ...Verified|reverification]]. Also suggest: Replace some sections with links to the more specific guides than rehash existing guide content. E.g. [[Weapon ...aster as quickly as possible. Even a string of bad events should not lead to ruin.
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  • ...ds and also adds a new win condition, the Archotech Nexus. The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com ...te specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.
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  • Players can now update to RimWorld version 1.3 for free. This version was previously tested in a beta ...ak compatibility with 1.2 while adding support for 1.3! It's quite easy to make a mod support multiple versions of the game, just by putting the old versio
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  • ...ase RimWorld 1.0. Thank you to everyone! I have many people to be grateful to (many of whom I mentioned in the last update). In Steam Library, right-click on RimWorld, select Properties, go to the Betas tab and select the “beta19” beta.
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  • ...prisoners abandoned from caravans who are in restraint, making them unable to attack properly. Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''
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  • ...ages are from Beta 18, where deadfall/spike traps could be placed adjacent to each other.}} ...ey towards your base from their "camp" but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protec
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  • This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game. ...an suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - a
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  • ..., natural rock, and [[cooler]]s. Corners do not need to be filled in order to enclose a room. Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]] from that outside. Rooms without enough roof, o
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  • ...pawns or even unaligned AI's. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, [[Titles|honor]] {{RoyaltyIcon}}, or e ...some are automatically given to the player. Some quests have requirements to be accepted and some have a time limit for acceptance. Quests can also be r
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  • ...different ways. Counting all available [[DLC]], there are 4 distinct ways to see the credits screen: *Finding or building a ship to [[#Ship to the Stars|take you to the stars]]
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  • There are a few major parts to this update. ...e old playstyle settings are still available; I expect custom difficulties to be a feature mainly for experienced power gamers looking for something just
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  • If you, too, are tired of answering this question, just send them to this pastebin. * ''1004'' Storage: Mods related to storing stuff
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  • ...r [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built. A [[research bench]] is required to conduct research, with some projects requiring more advanced research stati
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  • ...gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out the [[quickstart guide]]. Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide y
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  • #High-DPS single-target weapons are optimal in this situation. Focus fire to break down shields and quickly down the exposed enemy. #EMP weapons can be used to devastating effect by knocking out their shields with 1 hit. A lucky hit wi
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  • ...to duplicate content - the rows precepts and memes and roles can be linked to directly}} ...s guide unless you are doing some sort of difficult challenge run. Updated to 1.4.3555 (Feb. 2023).
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  • '''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward. ...accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be "tr
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  • ...gameplay '''Basics''' of RimWorld in detail. If you want a ''quick'' guide to the game, check out the [[quickstart guide]]. Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide y
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  • ...n event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony. ...tails different tactics for defense and visualizations of them, applicable to most stages of the game.
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  • ...hing but a pair of rusty pliers and scrap wire, [PAWN_nameDef] was invited to the Federation Naval Academy. | Kevin worked for a long time to improve the world's understanding of the human brain.
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  • * Added bookcases. These are used to store books. Storing books in bookcases increases the beauty of a room, mak ...ch are placed directly on walls. They provide slightly less light compared to their standing version.
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  • {{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}} ...nes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc)}}
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  • ...is not a mistake; these backstories won't appear naturally. They are tied to their corresponding [[List of adulthood backstories|adult backstory]]. ...parents, and was ultimately lost in a supposedly unused ore warehouse. Due to cloning technology, [PAWN_possessive] parents decided that the time looking
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  • ...deology events. Recover lost content from major rewrite OR revert to prior to rewrite}} {{For|a guide to survive events|Events Guide}}
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  • ...reetings! This is Harakoni's user page. I'm a moderator here, so feel free to post on my [[User talk:Harakoni|talk page]] if you need assistance.</big>'' ...//www.mediawiki.org/wiki/Manual:$wgMaxImageArea Maximum image area equates to 3500x3500px]
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  • ...mos monastery on it, at least 2 continents and alcohol prohibition leading to the rise of bootleggers.<ref name="Oahnip">Backstory of [[List of Player-cr '''''Out of Universe:''' This is likely a reference to Rura Penthe, the penal colony from 1954 Disney film "20,000 Leagues Under t
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  • ...allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions. ...t, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).
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  • ...it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier. If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[U
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  • ...ted pawn list are occasionally awarded for merit to the community, such as to honor especially prolific mod authors or content creators. There are curren ...great deal about sewing. Unfortunately this came at the cost of being able to cook anything more complex than an instant meal.
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  • ...marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.]], ...here is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.]],
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