Difference between revisions of "Template:Daily Tip"
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− | {{#switch: {{{1|{{# | + | <includeonly>{{#vardefine: var1 |{{#expr:(({{#time:U}}+{{#time:z}})*(67)+({{NUMBEROFARTICLES:R}} mod (67)))}}}}{{#vardefine: numTips|95}}{{#switch: {{#ifexpr:(({{#var:var1}})/{{#var:numTips}})=(({{#var:var1}}/{{#var:numTips}}) round 0)|0|{{#ifexpr:({{#var:var1}}/{{#var:numTips}}) >0 and ({{#var:var1}}/{{#var:numTips}})<1|{{#expr:{{#var:var1}}}}|{{#expr:({{#var:var1}})-(((({{#var:var1}}/{{#var:numTips}})-0.5) round 0)*{{#var:numTips}})}}}}}} |
− | + | <!-- Interface --> | |
− | | | + | | 0 = You can dismiss letters by right-clicking on them. |
− | | | + | | 1 = You can hold the shift key to queue [[orders]] on your [[colonists]]. |
− | | | + | | 2 = You can right-click and drag to reorder [[colonists]] on the colonist bar. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | 10 = In a gunfight, always be behind [[cover]]! | + | | 9 = You can hold the alt key to show detailed information about a specific tile. |
− | | 11 = | + | <!-- Combat --> |
− | | 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | + | | 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 [[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. | ||
| 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]]. |
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
− | | 16 = 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. | + | | 16 = [[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. |
− | | 17 = Some animals explode upon death. You can use transport | + | | 17 = [[Boomrat|Some animals]] explode upon death. You can use [[transport pod]]s to drop [[animals]] on enemies. Think about it. |
| 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 personal shields. | + | | 21 = [[EMP]] bursts instantly break [[Shield belt|personal shields]]. |
− | | 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | + | <!-- Hunting --> |
− | | 23 = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | + | | 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's [[animals]] and shooting skills. |
− | | 24 = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | + | | 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. | ||
| 25 = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. | | 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. |
− | | 27 = Place | + | <!-- Caravans --> |
− | | 28 = | + | | 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. |
− | | 29 = | + | | 28 = During encounters away from home, you can place a [[caravan hitching spot]] to keep your [[animals]] from wandering. |
− | | 30 = Smaller | + | | 29 = [[Caravan]]s move faster if they include rideable [[animals]] like horses, donkeys and dromedaries. |
− | | 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan | + | | 30 = Smaller [[caravan]]s get attacked less often because they're less visible. |
− | | 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. | + | | 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. |
− | | 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | + | | 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]]. |
− | | | + | <!-- Game style --> |
− | | | + | | 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. |
− | | 38 = | + | | 36 = If you can't defend against a threat, make a [[caravan]] and run. You may lose your home, but your story can continue. |
− | | 39 = | + | | 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 --> |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 46 = Some floor types are faster to clean than others. It takes much longer to clean [[carpet]] compared to metal tile. |
− | | | + | <!-- Diplomacy --> |
− | | | + | | 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]]. |
− | | | + | | 49 = You can use [[transport pod]]s to send gifts directly to other [[factions]]' bases - even your enemies. This improves faction relations. |
− | | | + | <!-- Misc --> |
− | | | + | | 50 = Keeping [[prisoners]] together saves space. However, prisoners kept together will try to break out together. |
− | | | + | | 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]]. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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. | |
− | | | + | | 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]]. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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. |
− | | | + | | 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 --> | |
− | | | + | | 68 = Clean labs with [[sterile tile]] give [[research]] speed bonuses. |
− | | | + | | 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. |
− | | | + | | 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 [[schedule]]s with long stretches of one activity to minimize travel time. | |
− | | | + | <!-- Animals and ranching --> |
− | | | + | | 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. |
− | | | + | | 75 = Predators won't hunt [[animals]] which are on the other side of [[fence]]s or [[barricade]]s. |
− | + | <!-- 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}} |
− | + | | 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}} | |
− | | | + | | 78 = [[Eltex|Prestige armor and eltex apparel]] will also satisfy the apparel requirements of [[titles|royal titles]]. {{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}} |
− | + | <!-- Implants --> | |
− | | { | + | | 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}} | |
− | | | + | <!-- Psycasts --> |
− | + | | 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. <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}} | |
− | + | | 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}} | |
− | + | | 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}} |
− | + | | 91 = Some [[mech cluster]]s remain dormant until disturbed. Use that time to prepare your attack. {{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}} |
− | + | | 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]] | |
− | + | }}</includeonly><noinclude>{{Documentation}}</noinclude> | |
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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.
Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
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. |