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PigeonGuru (talk | contribs) (Created page with "{{stub}} Since 1.1 the loading screen for Rimworld during save loading and world generation now includes loading screen tips.") |
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− | {{ | + | {{Rewrite|reason=Outdated. Also could be better interlinked}} |
+ | Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips. | ||
− | + | ==Tips== | |
+ | Below is the list of tips that appear in-game. | ||
+ | |||
+ | *You can dismiss letters by right-clicking on them. | ||
+ | *You can hold the shift key to queue orders on your colonists. | ||
+ | *You can right-click and drag to reorder colonists on the colonist bar. | ||
+ | *You can select previous/next colonist with the , and . keys. | ||
+ | *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. | ||
+ | *In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority. | ||
+ | *Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen. | ||
+ | *Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
+ | *Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
+ | *In a gunfight, always be behind cover! | ||
+ | *In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
+ | *Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
+ | *When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
+ | *Foggy or rainy weather reduces the accuracy of ranged weapons. | ||
+ | *You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
+ | *Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
+ | *Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it. | ||
+ | *If you need help in a fight, call your allies using the comms console. | ||
+ | *Maddened animals will attack any human, including your enemies. You can use this. | ||
+ | *EMP bursts will temporarily disable turrets and shields. | ||
+ | *EMP bursts instantly break personal shields. | ||
+ | *The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | ||
+ | *Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | ||
+ | *Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
+ | *If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. | ||
+ | *Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | ||
+ | *Place a caravan packing spot to designate where you want your caravans to form up. | ||
+ | *Single-person caravans can be very useful in certain situations. | ||
+ | *Faster animals make faster caravans. | ||
+ | *Smaller caravans will be attacked less often because they're less visible. | ||
+ | *Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. | ||
+ | *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. | ||
+ | *RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | ||
+ | *Some colonists are worse than useless. Bad allies are part of the challenge. | ||
+ | *If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. | ||
+ | *Avoid using stone for doors. They open very slowly, which wastes your colonists' time. | ||
+ | *Put chairs in front of workbenches so workers can sit comfortably while working. | ||
+ | *Mechanical structures break down and require replacement components. Don't build things you don't need. | ||
+ | *Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them. | ||
+ | *Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | ||
+ | *Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
+ | *Terrain affects movement speed. Build floors to help your colonists get around quicker. | ||
+ | *Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | ||
+ | *You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | ||
+ | *You can request specific types of trade caravans using the comms console. | ||
+ | *You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations. | ||
+ | *Keeping prisoners together saves space. However, prisoners kept together will try to break out together. | ||
+ | *Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. | ||
+ | *Cute tame animals will nuzzle your colonists, improving their mood. | ||
+ | *Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them. | ||
+ | *If someone has a serious infection in a limb, you can remove the limb to save their life. | ||
+ | *Sloshing through water makes people unhappy. Build a bridge when you can. | ||
+ | *Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | ||
+ | *Work and movement speed are affected by lighting. Everything is slower in the dark. | ||
+ | *Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
+ | *Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects. | ||
+ | *Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | ||
+ | *You can have multiple researchers working simultaneously at multiple research tables. | ||
+ | *Geysers heat up rooms if enclosed. This can be dangerous, or useful. | ||
+ | *Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. | ||
+ | *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. | ||
+ | *Clean labs with sterile tile give research speed bonuses. | ||
+ | *You can change storyteller and playstyle at any time through the options menu. | ||
+ | *The more factions you are allied with, the more random traders and military aid you will receive. | ||
+ | *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. | ||
+ | *Set schedules with long stretches of one activity to minimize travel time. | ||
+ | |||
+ | ==Royalty Tips== | ||
+ | These tips only appear if the [[Royalty (DLC)|Royalty DLC]] is installed. | ||
+ | |||
+ | *Some royal titles allow the holder to call for military aid. This can save you in a tough moment. | ||
+ | *Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne. | ||
+ | *Higher level royal colonists won't eat food that is below their expectations, unless they're starving. | ||
+ | *Power armor, cataphract armor and psyfocus apparel will satisfy the apparel requirements of royal titles. | ||
+ | *If a royal title holder dies, their title goes to their chosen heir. | ||
+ | *You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual. | ||
+ | *The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it. | ||
+ | *You can upgrade and downgrade an installed psychic amplifier through surgery. | ||
+ | *The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire. | ||
+ | *The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers. | ||
+ | *Installing a new level of psychic amplifier grants knowledge of one psycast. | ||
+ | *Psycasts can give you significant advantage in combat. | ||
+ | *Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects. | ||
+ | *The invisibility psycast's effect doesn't wear off when you attack. | ||
+ | *Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe. | ||
+ | *Creatures with higher psychic sensitivity are affected more by psycasts. | ||
+ | *Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate. | ||
+ | *When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. | ||
+ | *Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. | ||
+ | *The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor. | ||
+ | *You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. | ||
+ | |||
+ | |||
+ | [[Category:RimWorld game]] |
Latest revision as of 11:17, 11 June 2022
This article is suggested to be rewritten. Reason: Outdated. Also could be better interlinked. You can help the RimWorld Wiki by improving it. |
Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips.
Tips[edit]
Below is the list of tips that appear in-game.
- You can dismiss letters by right-clicking on them.
- You can hold the shift key to queue orders on your colonists.
- You can right-click and drag to reorder colonists on the colonist bar.
- You can select previous/next colonist with the , and . keys.
- 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.
- In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
- Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
- Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
- Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
- In a gunfight, always be behind cover!
- In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
- Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
- When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
- Foggy or rainy weather reduces the accuracy of ranged weapons.
- You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
- Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
- Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
- If you need help in a fight, call your allies using the comms console.
- Maddened animals will attack any human, including your enemies. You can use this.
- EMP bursts will temporarily disable turrets and shields.
- EMP bursts instantly break personal shields.
- The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
- Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
- Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
- If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
- Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
- Place a caravan packing spot to designate where you want your caravans to form up.
- Single-person caravans can be very useful in certain situations.
- Faster animals make faster caravans.
- Smaller caravans will be attacked less often because they're less visible.
- Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
- 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.
- RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
- Some colonists are worse than useless. Bad allies are part of the challenge.
- If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
- Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
- Put chairs in front of workbenches so workers can sit comfortably while working.
- Mechanical structures break down and require replacement components. Don't build things you don't need.
- Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
- Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
- Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
- Terrain affects movement speed. Build floors to help your colonists get around quicker.
- Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
- You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
- You can request specific types of trade caravans using the comms console.
- You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
- Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
- Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
- Cute tame animals will nuzzle your colonists, improving their mood.
- Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
- If someone has a serious infection in a limb, you can remove the limb to save their life.
- Sloshing through water makes people unhappy. Build a bridge when you can.
- Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
- Work and movement speed are affected by lighting. Everything is slower in the dark.
- Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
- Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
- Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
- You can have multiple researchers working simultaneously at multiple research tables.
- Geysers heat up rooms if enclosed. This can be dangerous, or useful.
- Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
- 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.
- Clean labs with sterile tile give research speed bonuses.
- You can change storyteller and playstyle at any time through the options menu.
- The more factions you are allied with, the more random traders and military aid you will receive.
- 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.
- Set schedules with long stretches of one activity to minimize travel time.
Royalty Tips[edit]
These tips only appear if the Royalty DLC is installed.
- Some royal titles allow the holder to call for military aid. This can save you in a tough moment.
- Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne.
- Higher level royal colonists won't eat food that is below their expectations, unless they're starving.
- Power armor, cataphract armor and psyfocus apparel will satisfy the apparel requirements of royal titles.
- If a royal title holder dies, their title goes to their chosen heir.
- You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual.
- The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it.
- You can upgrade and downgrade an installed psychic amplifier through surgery.
- The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire.
- The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers.
- Installing a new level of psychic amplifier grants knowledge of one psycast.
- Psycasts can give you significant advantage in combat.
- Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects.
- The invisibility psycast's effect doesn't wear off when you attack.
- Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe.
- Creatures with higher psychic sensitivity are affected more by psycasts.
- Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate.
- When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
- Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
- The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor.
- You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.