Difference between revisions of "Template:Daily Tip"
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| 3 = You can select previous/next [[colonist]] with the , and . keys. | | 3 = You can select previous/next [[colonist]] with the , and . keys. | ||
| 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions. | | 4 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions. | ||
− | | 5 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority. | + | | 5 = In the [[work]] tab's manual priorities mode, 1 is first priority, while 4 is last priority. |
| 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen. | | 6 = Each colonists' [[mood]] is displayed in the background of their icon in the colonist bar at the top of the screen. | ||
− | | 7 = Shift-clicking the name of a work type in the Work tab changes settings for all [[colonists]] at once. | + | | 7 = Shift-clicking the name of a work type in the [[Work]] tab changes settings for all [[colonists]] at once. |
− | | 8 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | + | | 8 = Right-clicking a number in the [[Work]] tab using manual priorities will reduce the priority instead of increasing it. |
| 9 = You can hold the alt key to show detailed information about a specific tile. | | 9 = You can hold the alt key to show detailed information about a specific tile. | ||
<!-- Combat --> | <!-- Combat --> | ||
| 10 = In a gunfight, always be behind [[cover]]! Right-click and drag to have your drafted fighters form a line. | | 10 = In a gunfight, always be behind [[cover]]! Right-click and drag to have your drafted fighters form a line. | ||
− | | 11 = Right-click and drag to have your | + | | 11 = Right-click and drag to have your [[draft]]ed fighters form a line. Bunched-up targets are easy to hit! |
− | | 12 = Smoke totally prevents [[turrets]] from detecting targets, but people can still shoot with reduced accuracy. | + | | 12 = [[Smoke]] totally prevents [[turrets]] from detecting targets, but people can still shoot with reduced accuracy. |
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
| 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged [[weapons]]. | | 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged [[weapons]]. | ||
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| 18 = If you need help in a fight, call your allies using the comms console. | | 18 = If you need help in a fight, call your allies using the comms console. | ||
| 19 = Maddened [[animals]] will attack any human, including your enemies. You can use this. | | 19 = Maddened [[animals]] will attack any human, including your enemies. You can use this. | ||
− | | 20 = [[EMP]] bursts will temporarily disable [[turrets]] and | + | | 20 = [[EMP]] bursts will temporarily disable [[turrets]] and [[shield]]s. |
| 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]]. | | 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]]. | ||
<!-- Hunting --> | <!-- Hunting --> | ||
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| 23 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting. | | 23 = [[Animals]] are more likely to attack when harmed from close range. Long-range, slow-firing [[weapons]] are safest for hunting. | ||
| 24 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | | 24 = Entire herds of [[animals]] may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
− | | 25 = If you hunt | + | | 25 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
| 26 = Carefully-slaughtered [[animals]] yield more meat and leather than those who were killed violently. | | 26 = Carefully-slaughtered [[animals]] yield more meat and leather than those who were killed violently. | ||
<!-- Caravans --> | <!-- Caravans --> | ||
− | | 27 = Place the caravan hitching spot where you want your | + | | 27 = Place the [[caravan hitching spot]] where you want your [[caravan]]s to form up. It's usually best to place it near your storage areas. |
− | | 28 = During encounters away from home, you can place a caravan hitching spot to keep your [[animals]] from wandering. | + | | 28 = During encounters away from home, you can place a [[caravan hitching spot]] to keep your [[animals]] from wandering. |
− | | 29 = | + | | 29 = [[Caravan]]s move faster if they include rideable [[animals]] like horses, donkeys and dromedaries. |
− | | 30 = Smaller | + | | 30 = Smaller [[caravan]]s get attacked less often because they're less visible. |
− | | 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan hitching spot. This will make packing much faster. | + | | 31 = Before forming a [[caravan]], collect the items you want to send in a stockpile near your [[caravan hitching spot]]. This will make packing much faster. |
− | | 32 = If you have untrained [[animals]] in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. | + | | 32 = If you have untrained [[animals]] in your [[caravan]], you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. |
− | | 33 = Don't forget to pack medicine on your caravans. | + | | 33 = Don't forget to pack medicine on your [[caravans]]. |
<!-- Game style --> | <!-- Game style --> | ||
| 34 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | | 34 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | ||
| 35 = Some [[colonists]] are worse than useless. Bad allies are part of the challenge. | | 35 = Some [[colonists]] are worse than useless. Bad allies are part of the challenge. | ||
− | | 36 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. | + | | 36 = If you can't defend against a threat, make a [[caravan]] and run. You may lose your home, but your story can continue. |
− | | 37 = When you have more wealth, more powerful enemies attack. If you want the challenge to scale with time instead, select 'Wealth-independent progress mode' in the [[storyteller]] settings. | + | | 37 = When you have more [[wealth]], more powerful enemies attack. If you want the challenge to scale with time instead, select '[[AI_Storytellers#Wealth-independent progress mode|Wealth-independent progress mode]]' in the [[storyteller]] settings. |
<!-- Building --> | <!-- Building --> | ||
− | | 38 = Avoid using stone for | + | | 38 = Avoid using [[stone]] for [[door]]s. They open very slowly, which wastes your colonists' time. |
| 39 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working. | | 39 = Put chairs in front of workbenches so workers can sit [[comfort]]ably while working. | ||
− | | 40 = Mechanical structures break down and require replacement [[component]]s. Don't build things you don't need. | + | | 40 = Mechanical structures [[breakdown|break down]] and require replacement [[component]]s. Don't build things you don't need. |
| 41 = Be careful what you construct on [[bridge]]s. Bridges collapse easily under explosions, and your buildings will go with them. | | 41 = Be careful what you construct on [[bridge]]s. Bridges collapse easily under explosions, and your buildings will go with them. | ||
| 42 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce food poisoning. [[Sterile tile]]s make rooms extra-clean. | | 42 = Clean rooms increase [[research]] speed, improve medical outcomes, and reduce food poisoning. [[Sterile tile]]s make rooms extra-clean. | ||
| 43 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | | 43 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
− | | 44 = [[Terrain]] affects movement speed. Build floors to help your colonists get around quicker. | + | | 44 = [[Terrain]] affects movement speed. Build [[floors]] to help your colonists get around quicker. |
− | | 45 = Different [[terrain]] has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | + | | 45 = Different [[terrain]] has different inherent [[cleanliness]] levels. Tiles are inherently clean; dirt is inherently dirty. |
− | | 46 = Some floor types are faster to clean than others. It takes much longer to clean carpet compared to metal tile. | + | | 46 = Some floor types are faster to clean than others. It takes much longer to clean [[carpet]] compared to metal tile. |
<!-- Diplomacy --> | <!-- Diplomacy --> | ||
− | | 47 = You can give prisoners as gifts. Giving a prisoner back to their own [[faction]] will be highly appreciated. | + | | 47 = You can give [[prisoners]] as gifts. Giving a prisoner back to their own [[faction]] will be highly appreciated. |
− | | 48 = You can request specific types of trade caravans using the comms console. | + | | 48 = You can request specific types of [[trade]] caravans using the [[comms console]]. |
| 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations. | | 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations. | ||
<!-- Misc --> | <!-- Misc --> | ||
| 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together. | | 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together. | ||
− | | 51 = Enemy [[faction]] | + | | 51 = Enemy [[faction base]]s are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. |
| 52 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]]. | | 52 = Cute tame [[animals]] will nuzzle your colonists, improving their [[mood]]. | ||
| 53 = Assign your [[herbivorous]] [[animals]] to areas with lots of [[grass]]. They'll eat the grass and spare you the need to feed them. | | 53 = Assign your [[herbivorous]] [[animals]] to areas with lots of [[grass]]. They'll eat the grass and spare you the need to feed them. | ||
| 54 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life. | | 54 = If someone has a serious [[infection]] in a limb, you can remove the limb to save their life. | ||
− | | 55 = Sloshing through water makes people unhappy. Build a [[bridge]] when you can. | + | | 55 = Sloshing through [[Terrain|water]] makes people unhappy. Build a [[bridge]] when you can. |
| 56 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | | 56 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | ||
− | | 57 = Work and movement speed are affected by [[light]]ing. Everything is slower in the dark. | + | | 57 = Work and [[movement speed]] are affected by [[light]]ing. Everything is slower in the dark. |
| 58 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | | 58 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
− | | 59 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[ | + | | 59 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insects]]. |
| 60 = [[Prisoners]] will join much quicker and attempt fewer breakouts when they're in a good [[mood]]. | | 60 = [[Prisoners]] will join much quicker and attempt fewer breakouts when they're in a good [[mood]]. | ||
| 61 = You can have multiple [[research]]ers working simultaneously at multiple [[research table]]s. | | 61 = You can have multiple [[research]]ers working simultaneously at multiple [[research table]]s. | ||
| 62 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful. | | 62 = [[Steam geyser|Geysers]] heat up rooms if enclosed. This can be dangerous, or useful. | ||
− | | 63 = Explosions extinguish | + | | 63 = Explosions extinguish [[fire]]s in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. |
| 64 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | | 64 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | ||
− | | 65 = Keep weapon stockpiles away from your prisons. Prison | + | | 65 = Keep [[weapon]] stockpiles away from your prisons. [[Prison break]]s are much more dangerous with guns and explosives. |
| 66 = When taming [[animals]], make sure you have enough food of the correct type to feed them. | | 66 = When taming [[animals]], make sure you have enough food of the correct type to feed them. | ||
− | | 67 = Dropping a stone or slag chunk in a | + | | 67 = Dropping a [[Stone chunk|stone]] or [[Steel slag chunk|slag chunk]] in a [[door]]way will force it open, leaving you vulnerable to hostile wildlife and [[raiders]]. |
<!-- Added misc --> | <!-- Added misc --> | ||
| 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses. | | 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses. | ||
| 69 = You can change [[storyteller]] and playstyle at any time through the options menu. | | 69 = You can change [[storyteller]] and playstyle at any time through the options menu. | ||
| 70 = The more [[faction]]s you are allied with, the more random traders and military aid you will receive. | | 70 = The more [[faction]]s you are allied with, the more random traders and military aid you will receive. | ||
− | | 71 = You can use drug policies to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle. | + | | 71 = You can use [[Drug policy|drug policies]] to have your fighters carry combat drugs like [[go-juice]]. A quick dose at the start of combat can win the battle. |
− | | 72 = Set | + | | 72 = Set [[schedule]]s with long stretches of one activity to minimize travel time. |
<!-- Animals and ranching --> | <!-- Animals and ranching --> | ||
− | | 73 = Straw matting ignores filth. Use it as the floor for your barn. | + | | 73 = [[Straw matting]] ignores [[filth]]. Use it as the floor for your barn. |
− | | 74 = Some [[animals]] produce a lot of filth. Keep your elephants and cattle outside. | + | | 74 = Some [[animals]] produce a lot of [[filth]]. Keep your elephants and cattle outside. |
− | | 75 = Predators won't hunt [[animals]] which are on the other side of | + | | 75 = Predators won't hunt [[animals]] which are on the other side of [[fence]]s or [[barricade]]s. |
<!-- ROYALTY --> | <!-- ROYALTY --> | ||
+ | <!-- Nobles --> | ||
| 76 = Some [[title]] [[Title#Permits|permits]] allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}} | | 76 = Some [[title]] [[Title#Permits|permits]] allow the holder to call for military aid. This can save you in a tough moment. {{RoyaltyIcon}} | ||
| 77 = [[title|Nobles]] from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are [[Trait|greedy or jealous]]. {{RoyaltyIcon}} | | 77 = [[title|Nobles]] from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are [[Trait|greedy or jealous]]. {{RoyaltyIcon}} | ||
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| 79 = If a [[title]] holder dies, their title goes to their chosen heir. {{RoyaltyIcon}} | | 79 = If a [[title]] holder dies, their title goes to their chosen heir. {{RoyaltyIcon}} | ||
| 80 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}} | | 80 = You can change the heir of a [[title]] holder through the comms console. However, this requires completing a ritual. {{RoyaltyIcon}} | ||
− | | 81 = The Empire bestows a free level of psylink upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}} | + | <!-- Implants --> |
− | | 82 = [[Psylink neuroformer]]s can be acquired through [[quests]]. {{RoyaltyIcon}} | + | | 81 = The [[Empire]] bestows a free level of [[psylink]] upon anyone who earns the [[title]] required to use it. {{RoyaltyIcon}} |
+ | | 82 = [[Psylink neuroformer]]s can be acquired through [[quests]]. These items can give a person psychic powers. {{RoyaltyIcon}} | ||
| 83 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}} | | 83 = Gaining a new level of psylink grants knowledge of one random psychic power. {{RoyaltyIcon}} | ||
+ | <!-- Psycasts --> | ||
| 84 = [[Psycast|Psychic powers]] can give you significant advantage in combat. {{RoyaltyIcon}} | | 84 = [[Psycast|Psychic powers]] can give you significant advantage in combat. {{RoyaltyIcon}} | ||
− | | 85 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. | + | | 85 = Using a [[Psycast|psychic power]] on an ally will harm [[faction]] relations - but only if it has negative effects. <abbr title="The definition of 'negative' is applied loosely. Some apparently neutral powers, like Skip, cause relation loss."><sup>[Note]</sup></abbr> {{RoyaltyIcon}} |
| 86 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}} | | 86 = [[Psycast|Psychic invisibility]] doesn't wear off when you attack. {{RoyaltyIcon}} | ||
− | | 87 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. {{RoyaltyIcon}} | + | | 87 = Going over your [[Neural heat|neural heat limit]] can save you in a desperate situation - but the [[psychic breakdown]] can last a while. {{RoyaltyIcon}} |
| 88 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}} | | 88 = Creatures with higher [[psychic sensitivity]] are affected more by [[Psycast|psychics]]. {{RoyaltyIcon}} | ||
| 89 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}} | | 89 = Dressing your [[psycast]]ers in [[eltex]] gear will increase their neural heat limit and dissipation rate. {{RoyaltyIcon}} | ||
+ | <!-- Mech clusters --> | ||
| 90 = When fighting a [[mech cluster]], try shooting their [[Unstable power cell|power cells]]. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}} | | 90 = When fighting a [[mech cluster]], try shooting their [[Unstable power cell|power cells]]. They explode, dealing heavy damage to surrounding creatures and structures. {{RoyaltyIcon}} | ||
| 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}} | | 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{RoyaltyIcon}} | ||
− | | 92 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}} | + | <!-- Misc --> |
+ | | 92 = The Imperial royal tribute collector arrives twice per year, and accepts [[prisoners]] and [[gold]] in exchange for [[Title|honor]]. {{RoyaltyIcon}} | ||
+ | <!-- Added misc --> | ||
| 93 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}} | | 93 = You can safely walk right past a dormant [[mech cluster]], as long as you don't attack it or trigger a [[proximity activator]]. {{RoyaltyIcon}} | ||
| 94 = The [[psycasts|psychic skip power]] works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}} | | 94 = The [[psycasts|psychic skip power]] works on self, allies, enemies, and even items. The tactical possibilities are endless. {{RoyaltyIcon}} | ||
+ | | 95 = You can carry a [[downed]] ally while using the [[jump pack]]. Aerial rescues save lives. {{RoyaltyIcon}} | ||
+ | <!-- IDEOLOGY --> | ||
+ | <!-- Slavery --> | ||
+ | | 96 = [[Slaves]] work slower than normal [[colonists]] due to lack of motivation. {{IdeologyIcon}} | ||
+ | | 97 = [[Terror]]-inducing [[buildings]] affect anyone within a 5-cell radius. {{IdeologyIcon}} | ||
+ | <!-- Buildings --> | ||
+ | | 98 = [[Sleep accelerator]]s increase [[colonists]]' [[sleep]] quality, but also increase [[hunger]] rate. Consider assigning them more frequent, short naps to prevent [[starvation]] during sleep. {{IdeologyIcon}} | ||
| #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]] | | #default = [[Template:Daily Tip|Template]] is broken! Please contact [[User:Harakoni]] | ||
}}</includeonly><noinclude>{{Documentation}}</noinclude> | }}</includeonly><noinclude>{{Documentation}}</noinclude> |
Latest revision as of 11:37, 26 April 2023
Uses a pseudorandom number generator to select and then displays a new tips from the loading screens.
Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
The above documentation is transcluded from Template:Daily Tip/doc. (edit | history) Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages. Please add categories to the /doc subpage. Subpages of this template. |