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Combined display of all available logs of RimWorld Wiki. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
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  • 07:29, 14 May 2020 Mayoculpa talk contribs created page File:Strategic zoning 2.jpg (Zoning a large number of colony animals close to the mechanoid ship awakened them. Colonists were able to fire from cover while the mechanoids attacked animals close to them. Boomalopes' death explosions caused significant damage.)
  • 07:29, 14 May 2020 Mayoculpa talk contribs uploaded File:Strategic zoning 2.jpg (Zoning a large number of colony animals close to the mechanoid ship awakened them. Colonists were able to fire from cover while the mechanoids attacked animals close to them. Boomalopes' death explosions caused significant damage.)
  • 07:27, 14 May 2020 Mayoculpa talk contribs created page File:Strategic zoning 1.jpg (Boomalopes and various expendable animals are zoned into a small area surrounding the mechanoid ship part.)
  • 07:27, 14 May 2020 Mayoculpa talk contribs uploaded File:Strategic zoning 1.jpg (Boomalopes and various expendable animals are zoned into a small area surrounding the mechanoid ship part.)
  • 22:42, 12 February 2020 Mayoculpa talk contribs created page File:Poison ship 2.jpg (Though some nearby plants were killed by the poison, once the ship is defeated new crops can be sown.)
  • 22:42, 12 February 2020 Mayoculpa talk contribs uploaded File:Poison ship 2.jpg (Though some nearby plants were killed by the poison, once the ship is defeated new crops can be sown.)
  • 22:40, 12 February 2020 Mayoculpa talk contribs created page File:Poison ship 1.jpg (Having pawns manually extinguish fires around a crashed ship part does not cause the mechanoids to emerge.)
  • 22:40, 12 February 2020 Mayoculpa talk contribs uploaded File:Poison ship 1.jpg (Having pawns manually extinguish fires around a crashed ship part does not cause the mechanoids to emerge.)
  • 15:44, 10 February 2020 Mayoculpa talk contribs created page File:Cooler break-in.jpg (Building a cooler in an exterior wall leaves a vulnerable spot which raiders will exploit.)
  • 15:44, 10 February 2020 Mayoculpa talk contribs uploaded File:Cooler break-in.jpg (Building a cooler in an exterior wall leaves a vulnerable spot which raiders will exploit.)
  • 17:58, 4 February 2020 Mayoculpa talk contribs created page File:Work bill simple meals.jpg (Rich explorer Lamb has very low cooking skill. If Lamb's skill increases or if she recruits another colonist with Cooking 6, the bill at the top ensures fine meals will be cooked first. The simple meal bill in the middle, as shown in its detail window, is set to only use perishable meat ingredients. If there is no meat available, the third bill will allow her to make simple meals from vegetables.)
  • 17:58, 4 February 2020 Mayoculpa talk contribs uploaded File:Work bill simple meals.jpg (Rich explorer Lamb has very low cooking skill. If Lamb's skill increases or if she recruits another colonist with Cooking 6, the bill at the top ensures fine meals will be cooked first. The simple meal bill in the middle, as shown in its detail window, is set to only use perishable meat ingredients. If there is no meat available, the third bill will allow her to make simple meals from vegetables.)
  • 18:20, 3 February 2020 Mayoculpa talk contribs created page File:Growing zone example.jpg (Selecting a growing zone lets you expand, shrink or delete it, select which crops to grow and allow or forbid sowing. Double-click an empty tile in an existing growing zone to highlight all growing zones in the visible portion of the map. This makes it possible to quickly forbid sowing in the fall, or allow it again when the growing season is about to start.)
  • 18:20, 3 February 2020 Mayoculpa talk contribs uploaded File:Growing zone example.jpg (Selecting a growing zone lets you expand, shrink or delete it, select which crops to grow and allow or forbid sowing. Double-click an empty tile in an existing growing zone to highlight all growing zones in the visible portion of the map. This makes it possible to quickly forbid sowing in the fall, or allow it again when the growing season is about to start.)
  • 18:05, 3 February 2020 Mayoculpa talk contribs created page File:Work priority example.jpg (Manual work priorities for a modestly sized colony. Squares outlined in red mean the colonist's skill is very low; they will work slowly, produce poor quality items or be unable to perform some tasks. Squares outlined in gold mean the colonist's skill is very high.)
  • 18:05, 3 February 2020 Mayoculpa talk contribs uploaded File:Work priority example.jpg (Manual work priorities for a modestly sized colony. Squares outlined in red mean the colonist's skill is very low; they will work slowly, produce poor quality items or be unable to perform some tasks. Squares outlined in gold mean the colonist's skill is very high.)
  • 17:46, 3 February 2020 Mayoculpa talk contribs created page File:Spike trap accidental step.jpg (Colonists and tamed animals have a small chance to accidentally trigger a spike trap when walking over it. Building doors that allow quick access can make this less likely.)
  • 17:46, 3 February 2020 Mayoculpa talk contribs uploaded File:Spike trap accidental step.jpg (Colonists and tamed animals have a small chance to accidentally trigger a spike trap when walking over it. Building doors that allow quick access can make this less likely.)
  • 06:44, 3 February 2020 Mayoculpa talk contribs created page File:Volcanic winter sunlamp.jpg (In an extreme desert, a backup sunlamp on an unroofed crop field may be an acceptable risk during volcanic winter. Not recommended for any biome that has regular rain or snow.)
  • 06:44, 3 February 2020 Mayoculpa talk contribs uploaded File:Volcanic winter sunlamp.jpg (In an extreme desert, a backup sunlamp on an unroofed crop field may be an acceptable risk during volcanic winter. Not recommended for any biome that has regular rain or snow.)
  • 20:30, 2 February 2020 Mayoculpa talk contribs created page File:Low priority stockpile.jpg (Low priority stockpiles handle overflow from other storage. For example, if your colony has had a big harvest, a low priority stockpile can let your haulers bring the food indoors so it won't deteriorate. When supplies are scarce, a low priority stockpile will empty out as colonists move items to where they are needed most.)
  • 20:30, 2 February 2020 Mayoculpa talk contribs uploaded File:Low priority stockpile.jpg (Low priority stockpiles handle overflow from other storage. For example, if your colony has had a big harvest, a low priority stockpile can let your haulers bring the food indoors so it won't deteriorate. When supplies are scarce, a low priority stockpile will empty out as colonists move items to where they are needed most.)
  • 20:28, 2 February 2020 Mayoculpa talk contribs created page File:Normal stockpile.jpg (Normal priority stockpiles provide general storage for items of a certain type. This might mean keeping food items in the fridge where they don't spoil, keeping trade goods within range of the orbital trade beacon, etc.)
  • 20:28, 2 February 2020 Mayoculpa talk contribs uploaded File:Normal stockpile.jpg (Normal priority stockpiles provide general storage for items of a certain type. This might mean keeping food items in the fridge where they don't spoil, keeping trade goods within range of the orbital trade beacon, etc.)
  • 20:25, 2 February 2020 Mayoculpa talk contribs created page File:Preferred stockpile.jpg (A Preferred stockpile is for items that are good to have in a certain place, which should be refilled before general storage. Haulers will still take items away from a Preferred stockpile if the higher priority stockpile zones run low.)
  • 20:25, 2 February 2020 Mayoculpa talk contribs uploaded File:Preferred stockpile.jpg (A Preferred stockpile is for items that are good to have in a certain place, which should be refilled before general storage. Haulers will still take items away from a Preferred stockpile if the higher priority stockpile zones run low.)
  • 20:22, 2 February 2020 Mayoculpa talk contribs created page File:Important stockpile.jpg (An Important priority stockpile is something that will be used a lot and need to be refilled often. This one-tile Important stockpile next to the stove provides the cook with meal ingredients.)
  • 20:22, 2 February 2020 Mayoculpa talk contribs uploaded File:Important stockpile.jpg (An Important priority stockpile is something that will be used a lot and need to be refilled often. This one-tile Important stockpile next to the stove provides the cook with meal ingredients.)
  • 20:19, 2 February 2020 Mayoculpa talk contribs created page File:Stockpile critical.jpg (A one-tile Critical priority stockpile is good for delivering emergency supplies. Once the emergency has passed, that stockpile can be deleted or set to a lower priority for later use.)
  • 20:19, 2 February 2020 Mayoculpa talk contribs uploaded File:Stockpile critical.jpg (A one-tile Critical priority stockpile is good for delivering emergency supplies. Once the emergency has passed, that stockpile can be deleted or set to a lower priority for later use.)
  • 18:21, 30 January 2020 Mayoculpa talk contribs created page File:Wall with trap line.jpg (A perimeter wall with spike traps. Doors allow safe colonist access for both battle and construction.)
  • 18:21, 30 January 2020 Mayoculpa talk contribs uploaded File:Wall with trap line.jpg (A perimeter wall with spike traps. Doors allow safe colonist access for both battle and construction.)
  • 17:21, 30 January 2020 Mayoculpa talk contribs created page File:Freezer example.jpg (A double-walled freezer. An airlock entrance helps retain temperature as pawns go in and out. The vent allows the cooler to be turned off during the winter. The cooler is close enough to the generator stack that no conduits are needed, which prevents Zzzt.)
  • 17:21, 30 January 2020 Mayoculpa talk contribs uploaded File:Freezer example.jpg (A double-walled freezer. An airlock entrance helps retain temperature as pawns go in and out. The vent allows the cooler to be turned off during the winter. The cooler is close enough to the generator stack that no conduits are needed, which prevents Zzzt.)
  • 23:15, 29 January 2020 Mayoculpa talk contribs created page File:Bait tables 2.jpg (Raiders will try to smash player-build structures left out in the open, such as wooden stools. This can be effective at luring them to step on traps or get into positions where defenders can easily fire on them. Or both!)
  • 23:15, 29 January 2020 Mayoculpa talk contribs uploaded File:Bait tables 2.jpg (Raiders will try to smash player-build structures left out in the open, such as wooden stools. This can be effective at luring them to step on traps or get into positions where defenders can easily fire on them. Or both!)
  • 22:31, 29 January 2020 Mayoculpa talk contribs created page File:Planned infestation.jpg (A "bait cave" mined out and prepared for an infestation. Stone walls and doors surround a small section of wooden walls, two incendiary IEDs and a stack of chemfuel accelerant. No insects survived.)
  • 22:31, 29 January 2020 Mayoculpa talk contribs uploaded File:Planned infestation.jpg (A "bait cave" mined out and prepared for an infestation. Stone walls and doors surround a small section of wooden walls, two incendiary IEDs and a stack of chemfuel accelerant. No insects survived.)
  • 16:05, 29 January 2020 Mayoculpa talk contribs created page File:Ice sheet steam geyser shelter.jpg (A basic shelter for day 1 of an Ice Sheet Naked Brutality run.)
  • 16:05, 29 January 2020 Mayoculpa talk contribs uploaded File:Ice sheet steam geyser shelter.jpg (A basic shelter for day 1 of an Ice Sheet Naked Brutality run.)
  • 16:50, 24 January 2020 Mayoculpa talk contribs created page File:Raid defense naked brutality.jpg (Shooting at a raider, then retreating so the enemy paths across a spike trap, is a reliable defense strategy for Naked Brutality starts.)
  • 16:50, 24 January 2020 Mayoculpa talk contribs uploaded File:Raid defense naked brutality.jpg (Shooting at a raider, then retreating so the enemy paths across a spike trap, is a reliable defense strategy for Naked Brutality starts.)
  • 16:38, 24 January 2020 Mayoculpa talk contribs created page File:Campfire work bills.jpg (An example of how work bills can be set for efficient meal production in an early Naked Brutality game.)
  • 16:38, 24 January 2020 Mayoculpa talk contribs uploaded File:Campfire work bills.jpg (An example of how work bills can be set for efficient meal production in an early Naked Brutality game.)
  • 17:16, 1 August 2019 Mayoculpa talk contribs created page File:Ship part safe build radius.jpg (14x9 tile rectangle, extra 1x6 rows along the top and bottom and 1x3 columns along the sides, centered on the ship. Building inside this radius will crack open the ship as if it had been fired upon.)
  • 17:16, 1 August 2019 Mayoculpa talk contribs uploaded File:Ship part safe build radius.jpg (14x9 tile rectangle, extra 1x6 rows along the top and bottom and 1x3 columns along the sides, centered on the ship. Building inside this radius will crack open the ship as if it had been fired upon.)
  • 21:50, 1 May 2019 Mayoculpa talk contribs uploaded File:Steam geyser heat.jpg (Walling a steam geyser for winter heat. In warm weather the roof is removed. When this screenshot was taken, the outdoor temperature was -34C and the central hallway was -21C.)
  • 14:32, 26 April 2019 Mayoculpa talk contribs uploaded File:Tribal poison ship.jpg (A quick-built ship part defense structure using sandbags and stored spike traps. Likely safe build radius marked with the plan tool (needs testing for diagonal distance). This plus existing base defenses enabled tribal characters with no armor and a fe...)
  • 19:36, 17 April 2019 Mayoculpa talk contribs uploaded File:Fight emu.jpg (12 melee skill pawn vs maddened emu.)
  • 15:12, 16 April 2019 Mayoculpa talk contribs uploaded File:Rimworld tribal start tech 1.jpg (Lost Tribes begin with these technologies researched. Costs for Industrial and later projects are increased.)
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