Difference between revisions of "User:Hordes/Events"

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'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].
+
[[Events]]
 
 
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.
 
 
 
Many event titles are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
 
 
 
{{TOCright}}
 
 
 
=Major Threats=
 
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]].
 
 
 
==Enemy attack==
 
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions.
 
 
 
====Arrival methods====
 
Tribal-level factions can't use drop pods, so are limited to assaults.
 
*'''Assaults''': Arrive at the edge of the map, either by walking or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.
 
*'''Center drop''': Raiders arrive via [[drop pod]], centered on of one of your colonists. 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.
 
*'''Scatter drop'''': Raiders arrive via drop pod, which have gone "hay-wire" and will disperse throughout the map.
 
 
 
====Types====
 
*'''Unusually clever''': Will try and avoid [[trap]]s and [[turret]]s.
 
*'''Sappers''': Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom.
 
*'''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls indiscriminately, as opposed to sappers having a target. The rest of the raid acts as normal.
 
 
 
<gallery widths="250px" heights="250px" class="left" mode="nolines">
 
File:Raid.png|'''Assault'''
 
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
 
File:Drop pods raid.png|'''Drop pod sappers'''
 
File:Sappers.png|'''Sappers'''
 
</gallery>
 
 
 
===Siege===
 
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.
 
 
 
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with [[psycaster]]{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.
 
 
 
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.
 
 
 
==Infestation==
 
{{main|Infestation}}
 
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.
 
 
 
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{temperature|-17}}. Light, and temperatures below {{temperature|-8}} reduce the chance of infestations.
 
 
 
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a seperate event, but have insectoids come in the same way.
 
 
 
==Manhunter pack==
 
{{For|the mental state that makes these animals hostile|Manhunter}}
 
[[File:Manhunter pack.png|300px|right|Manhunting [[warg]]s]]
 
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more "raiders") than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a "pack".
 
 
 
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.
 
{{clear}}
 
 
 
==Psychic Wave==
 
Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. Unlike a manhunter pack, these animals were already on the map, so won't instantly rot like with scaria.
 
 
 
== Crashed ship part ==
 
{{For|the help guide|Defense_structures#Crashed_ships}}
 
{{For|information on the ship parts themselves|Crashed ship parts}}
 
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.
 
 
 
=== Defoliator ship ===
 
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow.
 
 
 
=== Psychic ship ===
 
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.
 
 
 
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.
 
 
 
===== Drone intensifies =====
 
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.
 
<gallery widths="250px" heights="250px" class="left" mode="nolines">
 
File:Poison ship.png|'''Defoliator ship'''
 
File:Psychic ship.png|''''Psychic ship''
 
</gallery>
 
{{Clear}}
 
 
 
==Mech cluster==
 
{{Royalty|Section=1}} {{stub|section=1}}
 
{{main|Mech cluster}}
 
Mech clusters are similar to crashed ship parts that come with more advanced structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynanmos.
 
 
 
==Problem causer==
 
{{Royalty|Section=1}} {{stub|section=1}}
 
{{main|Condition causer}}
 
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.
 
 
 
=Extreme weather=
 
The following events can appear from Base Builder difficulty onwards.
 
 
 
==Flashstorm==
 
[[File:FlashstormScreenshot.png|300px|thumb|right]]
 
A localized, intense [[lightning]] storm within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.
 
 
 
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.
 
{{Clear}}
 
 
 
== Toxic fallout ==
 
{{Stub|section=1|reason=What is the severity increase rate?}}
 
"''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''"
 
 
 
''Toxic fallout'' is a dangerous event which causes [[toxic buildup]] to any pawn not under a roof. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days.
 
 
 
For humans, a moderate buildup - 40% severity, or 2.5 days left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot. All plants, including trees, will wither during the fallout. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.
 
 
 
In [[Biotech]]{{BiotechIcon}}, several new objects give Toxic Resistance, which counter the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]] and [[detoxifier Lung]]. [[Gene]]s can make humans completely immune to toxins.
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Toxic fallout.png|'''Toxic fallout'''
 
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
 
</gallery>
 
 
 
=== Volcanic winter ===
 
"''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''"
 
 
 
Volcanic winter lowers the temperature and natural [[light]], which in turn weakens [[solar generator]]s and slows plant growth. They also  appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.
 
 
 
=Random=
 
==Good==
 
=== Ambrosia sprout ===
 
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]
 
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}
 
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.
 
 
 
It can only happen in the following [[biomes]]:
 
<div style="width:500px"><ul class="ul-column-width-150">
 
* [[Tropical rainforest]]
 
* [[Tropical swamp]]
 
* [[Temperate forest]]
 
* [[Temperate swamp]]
 
* [[Boreal forest]]
 
* [[Arid shrubland]]
 
</ul></div>
 
 
 
=== Animals join ===
 
Tamed dogs or [[farm animals]] from off-map join your colony.
 
 
 
=== Animal self-tamed ===
 
[[File:Thrumbo self-tamed.png|300px|right]]
 
A random animal on the map becomes tame, and immediately joins the colony. Previously tamed animals can self-tame, where they retain all training they previously had.
 
 
 
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.
 
 
 
 
 
=== Aurora ===
 
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.
 
 
 
=== Cargo pods ===
 
[[File:Cargo pods.png|300px|left]]
 
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.
 
{{clear}}
 
=== Herd migration: (Animal) ===
 
[[File:Thrumbo herd migration.png|300px|right]]
 
 
 
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked.
 
 
 
This event only occurs in the following biomes:
 
* [[Sea ice]]
 
* [[Ice sheet]]
 
* [[Tundra]]
 
* [[Desert]]
 
* [[Extreme desert]]
 
 
 
=== Party ===
 
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.
 
 
 
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns are drafted at once, or if a [[raid]] happens, then the party will be called off.
 
 
 
=== Psychic soothe ===
 
[[File:Psychic soothe.png|300px|left]]
 
 
 
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]]. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
 
{{clear}}
 
 
 
=== (Trader type) ===
 
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.
 
 
 
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.
 
 
 
=== (Trader type) from (Faction) ===
 
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.
 
 
 
=== Transport pod crash ===
 
A [[downed]] and injured occupant falls from the sky, containing members of a [[faciton]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.
 
 
 
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.
 
 
 
[[File:Rescuee joined your group.png|300px|thumb|none|Since you rescued him/her. Character joined your group!]]
 
 
 
===Baby===
 
{{Biotech|section=1}}
 
A transport pod may crash with a [[baby]] instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click "Adopt". Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.
 
 
 
=== People arrived ===
 
<!--message is plural even they are alone -->
 
 
 
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.
 
 
 
With [[Ideology]], the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is "Beautiful/Fun/Good / Unforgettable", with said colonist with the same Ideoligion as the masses of the colonist in the colony.
 
 
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Wanderer joins normal.png|'''Common character'''
 
File:Wanderer joins relationship.png|'''Related character'''
 
</gallery>
 
 
 
=== Wild (wo)man wanders in ===
 
A random person with no faction wanders into your colony and will mill about the map.  You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.
 
 
 
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.
 
 
 
These wild (wo)man may have random Ideoligion with [[Ideology]].
 
 
 
Unlike other animals, wild people will not flee from gunfire. [[Cannibal]] wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.{{Check Tag|Detail needed}}
 
 
 
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 
File:Wild man wanders in.png|'''Wild man wanders in'''
 
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 
</gallery>
 
 
 
=== Royal Tribute Collector ===
 
{{Royalty|section=1}}
 
{{Main|Royal tribute collector}}
 
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].
 
 
 
=== Anima tree sprout ===
 
{{Royalty|section=1}}
 
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.
 
 
 
=== Gauranlen pod sprout ===
 
{{Ideology|section=1}}
 
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}
 
 
 
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a "Beautiful/Fun/Good/Unforgettable" quality.
 
 
 
=== Polux tree sprout ===
 
{{Biotech|section=1}}
 
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.
 
 
 
==Bad==
 
===Beavers!===
 
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]],and only when outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.
 
 
 
Beavers will act like any other animal. But due to their hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including any you're farming. They will continue until there's no wood left, unless you eradicate them first.
 
 
 
=== Birthday ===
 
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s.  They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.
 
 
 
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].
 
{{Clear}}
 
 
 
=== Blight ===
 
{{main|Blight}}{{move|section=1|destination=Blight}}
 
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]
 
 
 
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.
 
 
 
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.
 
 
 
It will not reoccur for 30 days.
 
 
 
===Disease===
 
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease, but 1 event can only affect colonists or animals.
 
 
 
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.
 
 
 
=== Eclipse ===
 
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.
 
 
 
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.
 
 
 
=== Heat wave ===
 
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.
 
 
 
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.
 
 
 
=== Psychic drone ===
 
{{For|the moodlet|Mood#Exotic}}
 
'Drone' in this case does not refer to "Unmanned Aerial Vehicle" but instead "To produce a low-pitched hum or buzz." A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.
 
 
 
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.
 
 
 
=== Solar flare ===
 
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.
 
 
 
* Colonies that rely on turrets for defense will become vulnerable to raids.
 
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatsroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.
 
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.
 
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the  ''''<trader> has left comms range"'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.
 
 
 
Due to its length, most of the adverse effects are manageable.
 
 
 
=== Zzztt... ===
 
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits outside of rain/snow will not reoccur for 8 days.
 
 
 
This short circuit will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a firey explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greated than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process.
 
 
 
The explosion radius is controlled by the following equation:
 
{| class="wikitable"
 
|-
 
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05,  1.5, 14.9)
 
|}
 
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored.
 
 
 
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.
 
 
 
=Incidential=
 
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.
 
 
 
==Good==
 
=== Core Offer ===
 
A non-hostile faction will notify you that they know where an [[Persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.
 
 
 
=== Masterwork===
 
One of your colonists has produced an object of masterwork [[quality]].
 
 
 
=== Legendary Work ===
 
One of your colonists has produced an object of legendary [[quality]].
 
 
 
=== New recruit ===
 
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.
 
 
 
=== Meteorite ===
 
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.
 
 
 
Any colonists beneath the meteorite has a small while to escape before they are crushed by it. The map tile will read: Meteorite (incoming).
 
 
 
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 
File:Meteorite before impact.png|'''Flying meteorite'''
 
File:Meteorite during impact.png|'''Crashing meteorite, with explosion'''
 
File:Meteorite.png|'''Landed meteorite'''
 
</gallery>
 
 
 
=== Rare Thrumbos ===
 
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops, but not including [[anima tree]]s{{Royalty Icon}}. The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days. It will not reoccur for 13 days.
 
 
 
=== Ship chunks ===
 
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]].  Rarely they can punch through roofs, damaging structures near it. Extremely rarely, they can land right on top of a colonist, killing them.
 
 
 
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.
 
 
 
=== Trauma savant ===
 
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.
 
 
 
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning, despite the injury.
 
 
 
=== Quest completed ===
 
You've done what was [[quest|requested]] by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.
 
 
 
==Bad==
 
===Animal revenge===
 
An animal that was harmed will go mad and become [[manhunter]]. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker.
 
 
 
=== Death ===
 
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
 
 
 
=== Drug addiction ===
 
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].
 
 
 
=== Heart attack ===
 
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.
 
 
 
During a heart attack, people or animals can fall unconscious or even die if not treated in time.
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
File:Heart attack.png|'''Heart attack notification'''
 
File: Heart attack health tab.png|'''Health tab'''
 
</gallery>
 
 
 
=== Mental Break ===
 
{{Main|Mental break}}
 
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.
 
 
 
Depending on the nature of the mental break, there are several ways to handle the situation:
 
* Wall the person in – this is only possible if they wander to a suitable location.
 
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff ("I was arrested!") after you release them from jail. Arresting temporary members will immediately cause their faction to become hostile.
 
* Wait out the situation - This takes a while for most minor breaks.
 
 
 
=== Overdose ===
 
One of your colonists or animals has [[overdose]]d. There is a risk of overdose when taking any [[hard drug]], as well as when taking too many drugs. This can cause permanent damage or even death.
 
 
 
=== Predator hunting ===
 
A wild, hungry predator has targeted one of your colonists or animals for killing and eating. Unlike the majority of threats in the game, predators will not stop attacking once a pawn is [[downed]].
 
 
 
You may want to get this colonist or animal to safety. Drafted colonists will defend themselves.  To defend your animals, if there is enough distance, zone them to safety.  Otherwise, move a drafted colonist to fire on the predator.
 
 
 
=== Prison break ===
 
[[File:Prison break.png|300px|thumb|right|Prison break]]
 
 
 
Prisoners have staged a breakout! They are able to open doors and attempt to escape. They are more likely to attempt breakout when they are unhappy, healthy and numerous*, and when their prison has more doors. It's not clear if the number of prisoners in a room actually increases the chance of any single prisoner breaking out, or if the combined individual chances of all present create that greater likelihood.{{Check Tag|Detail Needed}} 
 
 
 
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them.  Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.
 
{{Clear}}
 
 
 
=== Roof collapsed ===
 
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.
 
 
 
All [[roof]]s must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain will instantly kill any pawn unfortunate enough to be crushed.
 
 
 
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.
 
 
 
===Too Deep: Infestation===
 
Insectoid infestations can spawn when actively digging from a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.
 
 
 
==Faction==
 
=== Allied: (Faction) ===
 
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.
 
 
 
=== Enemy now neutral: (Faction) ===
 
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.
 
 
 
===Hostile faction===
 
[[File:Bad will.png|300px|thumb|right|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]
 
You've done something to anger another [[faction]] bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons. Rough factions that are neutral/allied will naturally decay goodwill, until they become hostile again.
 
 
 
=== Leader died ===
 
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.
 
 
 
This alert uses the variable title of the leader in question. For example, if the "boss" of a pirate band dies you will see 'Boss died', if the "chief" died, then it will read 'Chief died', and so on.
 
 
 
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.
 
 
 
<gallery widths="350px" heights="350px" class="center" mode="nolines">
 
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''
 
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''
 
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''
 
</gallery>
 
 
 
==== New Leader ====
 
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.
 
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]
 
 
 
==Informational==
 
These events serve purely to give information about the game, and have no gameplay implications.
 
 
 
===About: Electricity===
 
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infastructure required to mantain them.
 
 
 
=== About: Launching the ship ===
 
Appears when you finish researching [[Research#Starflight basics|Starflight Basics]]. This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.
 
 
 
=== Summer ===
 
This event occurs at the beginning of the summer [[quadrum]], if you are lacking warm [[apparel]]. It merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.
 
 
 
=== Unwaiveringly loyal ===
 
Appears when you first capture an unwaiveringly loyal [[prisoner]]. They are unable to be recruited as a colonist or be [[ideoligion|converted]]{{IdeologyIcon}}, but can be released, [[slave|enslaved]]{{IdeologyIcon}}, or used for a variety of [[human resources]].
 
 
 
=== Baby Prep ===
 
{{Biotech|section=1}}
 
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.
 
 
 
=Social=
 
=== New lovers ===
 
[[File:New lovers.png|250px|right|thumb|none|A character woos another into a romance and she agrees]]
 
You receive the announcement that two characters have become lovers, and "now want to sleep together". These are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner ranging from ? to ? for ? and ? opinion.{{Check Tag|Values?}}
 
 
 
Starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for "''sleeping alone''", even if they won't get their first chance to sleep together for hours. This can be rememdied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. A [[double bedroll]] is prefered when in a [[caravan]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners.
 
 
 
=== Breakup ===
 
[[File:Breakup.png|300px|thumb|right|Breakup]]
 
 
 
A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.
 
{{Clear}}
 
 
 
=== Rejected proposal ===
 
[[File:Rejected proposal.png|250px|thumb|left]]
 
 
 
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.
 
{{Clear}}
 
 
 
=== Marriage is on! ===
 
[[File:Marriage is on.png|thumb|right|400px|link=|"''Susy has accepted Mat's marriage proposal...''"]]
 
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a [[marriage spot]], or any gathering spot ([[table]] or [[campfire]]) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
 
 
 
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees.
 
 
 
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick "draft" and "undraft" for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans obviously cannot attend.
 
 
 
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.
 
 
 
=== Affair ===
 
Somebody who is already married starts an affair with a single person.  It is possible for your colonists to cheat on their lovers who aren't members of your faction.
 
[[File:Affair.png|250px]]
 
 
 
=== Divorce ===
 
A married couple has divorced; as a normal break up, but with worse mood penalties.
 
 
 
= World incidents =
 
{{for|a guide to survive these events|World Quests Guide}}
 
 
 
=== Attack begun ===
 
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.
 
 
 
=== Bandit camp opportunity ===
 
{{see also|Offense tactics}}
 
 
 
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.
 
 
 
The bandit camp will time out and are weaker than regular enemy bases.
 
 
 
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.
 
 
 
=== Caravan ambushed / (manhunters) ===
 
While traveling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.
 
 
 
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
 
 
 
==== Caravan battle won ====
 
This event will tell you if your people won their fight, and can reform the caravan on the world map.
 
 
 
=== Caravan arrived at (Location) ===
 
This is a simple notification that your caravan has arrived at their destination.
 
 
 
=== Caravan lost ===
 
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.
 
 
 
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.
 
 
 
[[File:Caravan destroyed.png|400px]]
 
 
 
=== Caravan meeting by (Caravan ID) ===
 
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.
 
 
 
=== Caravan ready ===
 
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.
 
 
 
=== Demand ===
 
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you don't, they will proceed to assault the caravan.
 
 
 
You can see their number when they are demanding you hand over items.
 
 
 
=== Peace talks ===
 
[[File:Peace talks.png|300px]]
 
 
 
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.
 
 
 
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.
 
 
 
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.
 
 
 
'''Peace talk triumph'''
 
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.
 
 
 
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.
 
 
 
This has a base weight of 0.1.
 
 
 
''' Peace talk success'''
 
 
 
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.
 
 
 
This has a base weight of 0.55.
 
 
 
'''Peace talk flounder'''
 
 
 
The talks were neither successful nor a failure, and relations remain unchanged.
 
 
 
This has a base weight of 0.2.
 
 
 
'''Peace talk backfire'''
 
 
 
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.
 
 
 
This has a base weight of 0.1.
 
 
 
'''Peace talk disaster'''
 
 
 
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.
 
 
 
This has a base weight of 0.05.
 
 
 
==== Outcome chances ====
 
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.
 
 
 
*At 0% power, the bad outcome factor is 4.
 
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
 
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
 
 
 
The new weight of each outcome is calculated afterwards.
 
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)
 
*Success = 0.55 * ( 1 / Bad Outcome Factor)
 
*Flounder = 0.2
 
*Backfire = 0.1 * Bad Outcome Factor
 
*Disaster = 0.05 * Bad Outcome Factor
 
 
 
The sum total of the new weights is then calculated.
 
 
 
Finally, the probability of each outcome is calculated:
 
 
 
{{math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}
 
 
 
===== Example =====
 
Take a level 15 Social negotiator as an example:
 
 
 
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
 
#The new weight of each outcome, to 3 d.p.:
 
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
 
#*Success = 0.55 * ( 1 / 0.7) = 0.786
 
#*Flounder = 0.2
 
#*Backfire = 0.1 * 0.7 = 0.07
 
#*Disaster = 0.05 * 0.7 = 0.035
 
#The sum total of new weights is calculated:
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 
#Finally, the probability of each event, to 2 d.p.:
 
#*Triumph = 0.143 / 1.234 = 11.58%
 
#*Success = 0.786 / 1.234 = 63.69%
 
#*Flounder = 0.2 / 1.234 = 16.21%
 
#*Backfire = 0.07 / 1.234 = 5.67%
 
#*Disaster = 0.035 / 1.234 = 2.84%
 
 
 
=== Rescuee joins ===
 
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.
 
 
 
== Sub-events ==
 
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.
 
 
 
=== Ambush ===
 
[[File:Incapacitated refugee Ambushed.png|400px]]
 
 
 
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.
 
 
 
=== Sleeping mechanoids ===
 
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.
 
 
 
{{clear}}
 
 
 
== Game endings ==
 
When these happen, they signify that your game has ended, one way or another.
 
 
 
=== Game over ===
 
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.
 
 
 
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.
 
 
 
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]
 
 
 
{{clear}}
 
 
 
=== Planetkiller ===
 
This event can only happen by configuring the starting scenario.
 
 
 
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.
 
 
 
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
 
 
 
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]
 
 
 
{{clear}}
 
 
 
= Legacy events==
 
Events from previous version of RimWorld.
 
 
 
=== Bonded animal's death ===
 
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
 
 
 
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal.
 
 
 
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]
 
 
 
=== Bonded master's death ===
 
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
 
 
 
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.
 
 
 
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.
 
 
 
This is one of the only situations where animals can have non-manhunter mental breaks.
 
 
 
=== Breakdown: (Machine) ===
 
In previous versions, this was its own event.  Now it's just a notification.
 
 
 
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.
 
 
 
This only applies to machines using electricity.
 
 
 
=== Tornado ===
 
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].
 
 
 
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.
 
 
 
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.
 
 
 
=Event Data=
 
{|
 
{| {{STDT| sortable c_08 text-center}}
 
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)
 
|-
 
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
 
|-
 
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
 
|-
 
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
 
|-
 
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
 
|-
 
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0
 
|-
 
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1
 
|-
 
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30
 
|-
 
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15
 
|-
 
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20
 
|-
 
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0
 
|-
 
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3
 
|-
 
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30
 
|-
 
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30
 
|-
 
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15
 
|-
 
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30
 
|-
 
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30
 
|-
 
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30
 
|-
 
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15
 
|-
 
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8
 
|-
 
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180
 
|-
 
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280
 
|-
 
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0
 
|-
 
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0
 
|-
 
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0
 
|-
 
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0
 
|-
 
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0
 
|-
 
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0
 
|-
 
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0
 
|-
 
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30
 
|-
 
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15
 
|}
 
|
 
|}
 
 
 
 
 
<span id ="DiseasesTable"></span>
 
 
 
{| class=wikitable style="text-align: center;"
 
|+ Weight of each disease per biome
 
! style="padding: 5px 4em;" | Biome Name
 
! style="padding: 5px 1em;" | Flu
 
! style="padding: 5px 1em;" | Plague
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Sleeping<br>Sickness
 
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
 
! style="padding: 5px 1em;" | Sensory<br>Mechanites
 
! style="padding: 5px 1em;" | Gut<br>Worms
 
! style="padding: 5px 1em;" | Muscle<br>Parasites
 
|-
 
! Arid Shrubland
 
{{#vardefine: as_mtb | 60}}
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_plague | 100}}
 
| {{#vardefineecho: as_malaria | 0}}
 
| {{#vardefineecho: as_sleeping | 0}}
 
| {{#vardefineecho: as_fibrous | 30}}
 
| {{#vardefineecho: as_sensory | 30}}
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 
|-
 
! Desert
 
{{#vardefine: d_mtb | 80}}
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_plague | 100}}
 
| {{#vardefineecho: d_malaria | 0}}
 
| {{#vardefineecho: d_sleeping | 0}}
 
| {{#vardefineecho: d_fibrous | 30}}
 
| {{#vardefineecho: d_sensory | 30}}
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 
|-
 
! Extreme Desert
 
{{#vardefine: ed_mtb | 90}}
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_plague | 80}}
 
| {{#vardefineecho: ed_malaria | 0}}
 
| {{#vardefineecho: ed_sleeping | 0}}
 
| {{#vardefineecho: ed_fibrous | 30}}
 
| {{#vardefineecho: ed_sensory | 30}}
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 
|-
 
! Boreal Forest
 
{{#vardefine: bf_mtb | 50}}
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
 
| {{#vardefineecho: bf_malaria | 0}}
 
| {{#vardefineecho: bf_sleeping | 0}}
 
| {{#vardefineecho: bf_fibrous | 30}}
 
| {{#vardefineecho: bf_sensory | 30}}
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 
|-
 
! Tundra
 
{{#vardefine: t_mtb | 80}}
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_plague | 80}}
 
| {{#vardefineecho: t_malaria | 0}}
 
| {{#vardefineecho: t_sleeping | 0}}
 
| {{#vardefineecho: t_fibrous | 40}}
 
| {{#vardefineecho: t_sensory | 40}}
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 
|-
 
! Ice Sheet
 
{{#vardefine: is_mtb | 90}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_malaria | 0}}
 
| {{#vardefineecho: is_sleeping | 0}}
 
| {{#vardefineecho: is_fibrous | 30}}
 
| {{#vardefineecho: is_sensory | 30}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
|-
 
! Sea Ice
 
{{#vardefine: is_mtb | 80}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_malaria | 0}}
 
| {{#vardefineecho: is_sleeping | 0}}
 
| {{#vardefineecho: is_fibrous | 30}}
 
| {{#vardefineecho: is_sensory | 30}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
|-
 
! Temperate Forest
 
{{#vardefine: tr_mtb | 45}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_malaria | 100}}
 
| {{#vardefineecho: is_sleeping | 0}}
 
| {{#vardefineecho: tr_fibrous | 30}}
 
| {{#vardefineecho: tr_sensory | 30}}
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 
|-
 
! Tropical Rainforest
 
{{#vardefine: tr_mtb | 30}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_malaria | 160}}
 
| {{#vardefineecho: tr_sleeping | 140}}
 
| {{#vardefineecho: tr_fibrous | 30}}
 
| {{#vardefineecho: tr_sensory | 30}}
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
 
|}
 
 
 
<!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: -->
 
<!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. -->
 
<!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.
 
 
 
-->{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}<!--
 
-->{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}<!--
 
-->{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}<!--
 
-->{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}<!--
 
-->{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}<!--
 
-->{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}<!--
 
-->{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}
 
 
 
{| class=wikitable style="text-align: center;"
 
|+ Mean time per disease by biome (in days)
 
! style="padding: 5px 4em;" | Biome Name
 
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases
 
! style="padding: 5px 1em;" | Flu
 
! style="padding: 5px 1em;" | Plague
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Sleeping<br>Sickness
 
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
 
! style="padding: 5px 1em;" | Sensory<br>Mechanites
 
! style="padding: 5px 1em;" | Gut<br>Worms
 
! style="padding: 5px 1em;" | Muscle<br>Parasites
 
|-
 
| Arid Shrubland
 
| {{#var: as_mtb}}
 
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}
 
|-
 
| Desert
 
| {{#var: d_mtb}}
 
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}
 
|-
 
| Extreme Desert
 
| {{#var: ed_mtb}}
 
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}
 
|-
 
| Boreal Forest
 
| {{#var: bf_mtb}}
 
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}
 
|-
 
| Tundra
 
| {{#var: t_mtb}}
 
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}
 
|-
 
| Ice Sheet
 
| {{#var: is_mtb}}
 
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}
 
|-
 
| Tropical Rainforest
 
| {{#var: tr_mtb}}
 
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}
 
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}
 
|}
 
 
 
= Version history =
 
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.
 
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added
 
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[Warg]]s.
 
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.
 
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.
 
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense
 
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.
 
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.
 
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage
 
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.
 
* [[Version/1.3.3066|1.3.3066]] - [[Events#Alphabeavers|Alphabeaver]] event will happen even if the outdoor temperature is above their minimum comfortable temperature.
 
 
 
[[Category:Game mechanics]]
 

Latest revision as of 19:49, 27 January 2023