Difference between revisions of "Events"

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{{for|a guide to survive events|Events Guide}}
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{{For|a guide to survive events|Events Guide}}
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'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].
  
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.
+
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.
  
Most events occur with an envelope icon that will appear down the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.
+
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.
  
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.
+
There's a special kind of events called [[Quests]] which work under different rules.
 
 
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.
 
  
 
{{TOCright}}
 
{{TOCright}}
 +
== Event List <span class="mw-EventList_toggle" style="font-size:small; display:inline-block; float:right;"> </span> ==
 +
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.
  
==Big Threats==
+
<div id="mw-EventList_collapsible" class="mw-collapsible">
{{for|strategies to defend against big threats|Defense tactics}}
 
{{for|defensive base constructions|Defense structures}}
 
  
=== Enemy Attack ===
+
=== Storyteller events ===
{{main|Raider}}
+
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.
  
These events can take place from Base Builder difficulty onwards.
+
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.
 +
<div class="mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">{{Center|Click Here to Open/Close Storyteller categories}}</div>
  
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.
+
{| class="wikitable sortable mw-collapsible"
 +
|+ <span valign="top" style="white-space:nowrap" width="100">Storyteller events list</span>
 +
|-
 +
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown<br/> (days) !! Mood <br/>Related !! Notes
 +
|-
 +
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called "raids".
 +
|-
 +
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event "Too Deep: Infestation" is unrelated.
 +
|-
 +
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.
 +
|-
 +
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria
 +
|-
 +
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat.
 +
|-
 +
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}<sup>1</sup> || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.
 +
|-
 +
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.
 +
|-
 +
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}<sup>1</sup> || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants
 +
|-
 +
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} ||
 +
|-
 +
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}<sup>2</sup> || [[Insectoids]]/[[Mechanoids]] are immune.
 +
|-
 +
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} ||
 +
|-
 +
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]
 +
|-
 +
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} ||
 +
|-
 +
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]
 +
|-
 +
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot
 +
|-
 +
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} ||
 +
|-
 +
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader
 +
|-
 +
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader
 +
|-
 +
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of "Transport pod crash" event
 +
|-
 +
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of "Transport pod crash" event
 +
|-
 +
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} ||
 +
|-
 +
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}
 +
|-
 +
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}
 +
|-
 +
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}
 +
|-
 +
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} ||
 +
|-
 +
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} ||
 +
|-
 +
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]
 +
|-
 +
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}
 +
|-
 +
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}
 +
|-
 +
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} ||
 +
|-
 +
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} ||
 +
|-
 +
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})
 +
|-
 +
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,
 +
|-
 +
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}
 +
|-
 +
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}
 +
|}
 +
1: Only one variant affects mood
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
2: Only while outside
File:Raid.png|'''Assault'''
 
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
 
</gallery>
 
  
Different types of raids include:
+
=== Incidental events ===
 +
:{{For|a detailled list of these events|Events/Incidental}}
 +
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.
  
==== Assaults ====
+
{| class="wikitable sortable mw-collapsible"
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.
+
|+ <span valign="top" style="white-space:nowrap" width="100">Incidental events list</span>
 +
|-
 +
! Event Name !! Type !! Location !! Notes
 +
|-
 +
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.
 +
|-
 +
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown
 +
|-
 +
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes "Faction Defeated" if that was the last outpost of said faction.
 +
|-
 +
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours
 +
|-
 +
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown
 +
|-
 +
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor
 +
|-
 +
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}
 +
|-
 +
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.
 +
|-
 +
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.
 +
|-
 +
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map
 +
|-
 +
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners
 +
|-
 +
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map ||
 +
|-
 +
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill
 +
|-
 +
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations <-75
 +
|-
 +
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations >75
 +
|-
 +
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.
 +
|-
 +
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.
 +
|-
 +
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere ||
 +
|-
 +
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere ||
 +
|-
 +
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires >40 goodwill with some faction
 +
|-
 +
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere ||
 +
|-
 +
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere ||
 +
|-
 +
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}
 +
|-
 +
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}
 +
|-
 +
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood
 +
|-
 +
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood
 +
|-
 +
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood
 +
|-
 +
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood
 +
|-
 +
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood
 +
|-
 +
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood
 +
|}
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
=== World events ===
File:Drop pods raid.png|'''Drop pod sappers'''
+
:{{For|a guide to survive these events|World Quests Guide}}
File:Sappers.png|'''Sappers'''
+
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.
</gallery>
 
  
==== Mid-Base Assaults ====
+
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.
+
<div class="mw-customtoggle-WorldEvents" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">Click Here to Open/Close World events</div>
  
==== Sieges ====
+
{| class="wikitable sortable mw-collapsible"
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.
+
|+ <span valign="top" style="white-space:nowrap" width="100">World events list</span>
 +
|-
 +
! Event Name !! Type !! Location !! Notes
 +
|-
 +
| [[#Attack_begun|Attack begun]] || Notification || Generated Map ||
 +
|-
 +
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere ||
 +
|-
 +
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active
 +
|-
 +
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map
 +
|-
 +
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere ||
 +
|-
 +
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere ||
 +
|-
 +
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World ||
 +
|-
 +
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere ||
 +
|-
 +
| [[#Demand|Demand]] || Hostile || World ||
 +
|-
 +
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days
 +
|-
 +
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere ||
 +
|-
 +
| [[#Ambush|Ambush]] || Sub-event || Generated Map ||
 +
|-
 +
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map ||
 +
|}
 +
</div>
 +
=== Anomaly events ===
 +
{{Anomaly}}
 +
:{{For|the complete list of events|Events/Anomaly}}
  
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties. Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.
+
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.
  
Since sieges must construct their emplacements and weapons from the materials they receive via drop-pod, it is possible to steal a light-weight critical material (ex. the [[components]]) and thus prevent them from completing construction of the mortars.  Unlike ammunition, sieges will not be resupplied with building materials should any go ''mysteriously missing''.  This strategy must be done early, immediately after the drop pods with construction materials land, else the components may be picked up and delivered before they can be stolen.  If properly executed, the siege will simply mill about their siege base indefinitely, unless attacked.  This not only removes the danger of the incoming mortar shots, but the "sieged" army can then act as a distraction/decoy in the event of a raid by a faction hostile to them (another faction, mechanoids, insects, etc).
+
== 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]].  
  
The optimal method for accomplishing this is a [[Psycasts#Psycasts|psycaster]] with Skip and Invisibility, and a sufficient amount of neural heat capacity (and psyfocus) to cast Skip several times, and Invisibility at least a 2-3 times ([[psychic sensitivity]] increasing equipment such as Eltex garments and an Eltex Staff or a [[Persona weapon#Persona traits|persona weapon]] with an appropriate trait are recommended to increase maximum neural heat), and ideally a [[jump pack]]. The psycaster should get somewhat close to the sieging enemy group without being noticed (slightly beyond maximum [[sniper rifle]] range is a good rule of thumb), then cast Invisibility on themself.  They should then use their Jump Pack (or Skip, if they lack one) to rapidly move closer to the sieging group, until they are within Skip range of the component pile.  At this point, they should skip the components to their feet, and then continue skipping them away (and following them with Jump Pack leaps, or self-cast skips), until far enough away that the pawn can be told to simply haul them back to base.  Ensure an eye is kept on the pawn's Invisibility timer, and it is recast as needed until back out of range.  Once the components are sufficiently far away, the sieging group will be effectively stuck and unable to complete their mortars.
+
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between "OnDays" and "OffDays", where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.
  
[[File:Siege.png|400px]]
+
<div class="mw-customtoggle-Majorthreats" style="display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">
 +
{{Center|Show/Hide Major Events}}</div>
  
=== Infestation ===
+
<div class="mw-collapsible" id="mw-customcollapsible-Majorthreats"><!-- mw-collapsed -->
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. 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.
 
  
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.
+
=== Major threats generation===
 +
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's "schedule" is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).
  
[[File:Infestation.png|400px]]
+
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.
  
==== Too deep: Infestation ====
+
{| class="wikitable"
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony. This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations. It seems to happen only at deep drills currently being used.
+
|+ Raid Weights
 +
|-
 +
! Raid type !! Vanilla !! DLC enabled
 +
|-
 +
| Raid || 7.40 || 7.40
 +
|-
 +
| DefoliatorShip || 2.00 || 0.40
 +
|-
 +
| DronerShip || 2.00 || 0.40
 +
|-
 +
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90
 +
|-
 +
| Manhunter || 2.00 || 2.00
 +
|-
 +
| MassInsanity || 1.30 || 1.30
 +
|-
 +
| Infest || 2.70 || 2.70
 +
|-
 +
| Wastepack Infest {{BiotechIcon}} || 0.00 || 0.024
 +
|-
 +
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95
 +
|}
  
=== Manhunter Pack ===
+
=== Raid Generation ===
This event can take place from Base Builder difficulty onwards.  Note that it will display "pack" even if only one animal arrives.
+
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.
  
A pack of man-hunting animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days.  
+
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.
  
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. All animals will have the health condition [[Scaria]], which makes them permanently manhunter. It can be cured with two medicine. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards, and dead animals can be hauled in for butchering, though there is a chance that the animal will rot on death (changeable in custom difficulties) , but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.
+
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the "all sniper" or "all melee attack".
  
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.
+
=== Enemy attack ===
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.
+
----
 +
{{Main|Raids}}
 +
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. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.
  
[[File:Manhunter pack.png|400px]]
+
===== Arrival methods =====
 +
Tribal-level factions can't use drop pods, so are limited to assaults.
  
=== Psychic Wave ===
+
* '''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.
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed. Psychically insane animals are not [[Scaria]] infected.
+
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 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 immediately attack via drop pod, which have gone "haywire" and will disperse throughout the map.
  
== Special ==
+
===== Types =====
Special events may have prerequisites or only occur during certain circumstances.
+
* '''Smart''': "Unusually clever" raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.
 +
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types.
 +
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.
 +
* '''Siege''': See below.
  
=== About: Launching the ship ===
+
<gallery widths="250px" heights="250px" class="left" mode="nolines">
This event appears upon completing the research project [[Research#Starflight basics|Starflight Basics]].
+
File:Raid.png|'''Assault'''
 
+
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''
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.
+
File:Drop pods raid.png|'''Drop pod sappers'''
 
+
File:Sappers.png|'''Sappers'''
=== Ancient Danger ===
 
{{main|Ancient shrine}}
 
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}
 
 
 
This event is related to map generation and may not appear on every map. It may occur more than once per map.
 
 
 
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. Opening or attacking any casket will cause all the others to open instantly. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.
 
 
 
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.
 
 
 
=== Friendlies ===
 
This event can only occur if you are allied with at least one other faction.
 
 
 
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.
 
 
 
They will follow the same attack pattern as any [[Raider]] would do when this event occurs, with a few exceptions: They don't sap or breach due to their intention of being here, but they can drop pod or set up a siege point upon arriving.
 
 
 
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.
 
 
 
<gallery widths="450px" heights="450px" class="center" mode="nolines">
 
File:Friendlies.png|'''Friendlies vs Pirates'''
 
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''
 
 
</gallery>
 
</gallery>
  
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.
+
==== 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 continuously 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.
  
=== Journey offer ===
+
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}
 
  
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.(Outdated Textures)]]
+
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.
  
This event can only happen once per playthrough. Due to the distance requirement and the location of your colony on the world map in regards to the portion of the globe generated, it may not have the opportunity to happen if your colony is near the center of a small map.
+
=== 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.
  
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.
+
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 ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet. If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.
+
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.
  
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.
+
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.
  
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials and the necessary research (ship cryptosleep caskets).
 
  
{{clear}}
+
=== Manhunter pack ===
 +
----
 +
{{For|the mental state that makes these animals hostile|Manhunter}}
 +
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".
  
=== Man in black ===
+
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.
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized.  
 
  
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)
+
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]
  
Prior to 1.1.2618 it is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.
+
=== Psychic wave ===
 
+
----
=== Outpost destroyed ===
+
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]]
 
 
 
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.
 
 
 
==== Faction defeated ====
 
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.
 
 
 
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.
 
 
 
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.
 
 
 
{{clear}}
 
 
 
=== Ransom (Time remaining) ===
 
This event can only occur if a colonist of yours was captured by another faction.
 
 
 
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price.  Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.
 
 
 
The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.
 
 
 
=== Reactor ready ===
 
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.
 
 
 
=== Refugee Chased at (Settlement) ===
 
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.
 
 
 
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.
 
 
 
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.
 
 
 
The refugee immediately becomes a new colonist. They are usually poorly armed and clothed.
 
 
 
=== Roof collapsed ===
 
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.
 
 
 
All roofs 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 can 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.
 
 
 
=== 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.
 
 
 
===Zzztt...===
 
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire.
 
 
 
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow. The explosions do [[Damage Types#Flame|Flame damage]].
 
 
 
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.
 
 
 
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.
 
 
 
==Small Threats==
 
===(Animal) Revenge===
 
 
 
An animal that was harmed will go mad and target whomever hurt it.  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 Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in "no immediate danger." However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.
 
 
 
===Mad (Animal)===
 
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they explode upon death and the latter can also reliably catch up to an unmodified human regardless of traits.
 
 
 
== Generally Bad ==
 
=== Animal disease (type) ===
 
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.
 
 
 
=== Bad will ===
 
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.
 
 
 
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]
 
 
 
=== Beavers! ===
 
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach (including any you're farming) until they consume them all, unless you eradicate them first.
 
 
 
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.
 
 
 
As of 1.0, the incident now only occurs in biomes with sparse plants, namely [[arid shrubland]] and [[tundra]].
 
 
 
=== Breakup ===
 
[[File:Breakup.png|300px|thumb|none|Breakup]]
 
A couple splits, complete with the Mood and Social penalties for both colonists.
 
 
 
=== Birthday ===
 
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or 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]].
 
[[File:Birthday.png|thumb|left|Birthday]]
 
{{clear}}
 
 
 
=== Blight ===
 
{{main|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 can spread the blight to other nearby plants while slowly dying.
 
 
 
To stop blight, the affected plants need to be manually selected for cutting or burned.
 
 
 
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.
 
  
[[Tree]]s, [[Wild Plants|wild]], and [[Decorative Plants|decorative]] plants are immune to blight, as well as [[domesticated plants]] with a 15-day or longer growing period (e.g. [[devilstrand mushroom]], [[cocoa tree]], etc.).
+
As manhunters, the selected animals 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. Unlike with scaria, the manhunter status will end when the animals need to sleep.
  
To mitigate the effects of blight, it is recommended to leave 3-square wide empty strips between crops.<br>
+
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.
It is also possible to create strips of plants not affected by blight.
 
{{clear}}
 
  
 
=== Crashed ship part ===
 
=== Crashed ship part ===
{{For|the help guide|Defense_structures#Crashed_ships}}
+
----
 +
{{For|the help guide|Defense structures#Crashed ships}}
 
{{For|information on the ship parts themselves|Crashed ship parts}}
 
{{For|information on the ship parts themselves|Crashed ship parts}}
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth. Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.
+
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.
 
 
Ship parts of either type will change the weather around them to snowfall, even in deserts in the summer.
 
  
 
==== Defoliator ship ====
 
==== Defoliator ship ====
[[File:Poison ship.png|thumb|300px|right|A crashed 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. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Defoliator Ships and Psychic Ships. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.
 
  
 
==== Psychic ship ====
 
==== Psychic ship ====
[[File:Psychic ship.png|thumb|300px|right|A crashed 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.
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.
 
  
===== Drone intensifies =====
+
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.
 
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>
  
=== Death: (Pawn) ===
+
=== Mech cluster ===
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.
+
----
 +
{{Royalty|Section=1}}
 +
{{main|Mech cluster}}
 +
Mech clusters are similar to crashed ship parts with a more complex 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 dynamos.
  
=== (Drug) addiction ===
+
=== Problem causer ===
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]].
+
----
 +
{{Royalty|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.
  
=== Cold snap ===
+
</div>
A cold snap makes the [[temperature]] of a colony drop for between 1.5 and 3.5 days. It only occurs when the map's summer temperature is greater than 0&nbsp;°C and less than 15&nbsp;°C. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.
 
  
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause Hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.
 
  
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.
+
== Extreme weather ==
 +
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.
 +
<div class="mw-customtoggle-XWeather" style="display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">{{Center|Show/Hide Extreme Weather Events}}</div>
  
=== Disease (Type) ===
+
<div id="mw-customcollapsible-XWeather" class="mw-collapsible"><!-- mw-collapsed -->
Several of your pawns will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller.
 
 
 
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.
 
 
 
Note that you will still get this notification even if [[penoxycyline]] blocked your colonists from catching a disease.
 
 
 
=== Eclipse ===
 
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.
 
 
 
It lasts between 0.75 and 1.25 days.
 
  
 
=== Flashstorm ===
 
=== Flashstorm ===
A localized, intense [[lightning]] storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be concentrated in. It also has the side effect of disabling rain.
+
----
 +
[[File:FlashstormScreenshot.png|300px|thumb|left]]
 +
"''A freak localized storm is blasting a small area with repeated lightning strikes.''"
  
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed. It lasts between 0.075 and 0.1 days.  
+
'''Flashstorm''' is 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.
+
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.
 
+
{{clear}}
[[File:FlashstormScreenshot.png|400px]]
 
 
 
=== Heat wave ===
 
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for between 1.5 and 3.5 days. It only occurs when the map's summer temperature is at least 20&nbsp;°C.
 
 
 
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.
 
 
 
Only the best summer clothing ([[cowboy hat]]s and [[duster]]s made of [[camelhide]] and [[panthera fur]]) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from "sleeping in the heat".
 
 
 
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.
 
 
 
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.
 
 
 
=== Hostile: (Faction) ===
 
Relations with a rough outlander union or a rough tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.
 
 
 
=== (Mental break type): (Colonist) ===
 
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.
 
 
 
Colonists or prisoners having a break may cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.
 
 
 
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.
 
* Wait out the situation - This takes a while for most minor breaks.
 
 
 
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods such as Pick Up and Haul allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that).
 
 
 
A crude but sometimes effective solution if you only have a small amount of the drug in question is to create a critical-priority stockpile on a far corner of the map, then have another colonist haul it there. The long walk to get to the stockpile will sometimes allow the mental break to end before the pawn has consumed any drugs.
 
 
 
After the break ends, the affected person will get a substantial mood ''buff'' of +40 ("Catharsis"["It feels good to unbottle my feelings"]) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryptosleep casket).
 
 
 
=== (Name): 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>
 
 
 
=== Overdose: (Colonist) ===
 
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.
 
 
 
=== (Pawn) hit trap ===
 
One of your dumb colonists or animals stepped on one of your traps and managed to set it off.
 
 
 
Pawns with the Nimble trait have a 10% of the normal chance of triggering a trap.
 
 
 
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.
 
 
 
=== (Predator) hunting (Pawn) ===
 
A wild predator has targeted one of your colonists or animals for killing and eating!  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 ===
 
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, numerous and healthy.  Prisoners who can't walk can't leave their beds to escape.
 
 
 
Since prisoners are technically part of the enemy faction, friendlies will engage them. This is helpful if you need to contain a larger break, though the use of weapons means they have a higher chance of outright killing the prisoner. Using bare fists or blunt weapons is advised when containing a prison break.  Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.
 
 
 
[[File:Prison break.png|300px|thumb|none|Prison break]]
 
 
 
=== 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 high (-30 mood).
 
 
 
Colonists have no choice but to endure it as the point of origin is off-map. [[Psychic sensitivity]] can be a big factor in the threat posed by this event - pawns with [[Traits#Psychic Sensitivity|traits]] that increase sensitivity should be paid special attention, and any equipment that enhances it should removed. Use of [[psychic foil helmet]]s, with priority given to more sensitive pawns, will help mitigate the damage.
 
 
 
There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].
 
 
 
Animals are not affected.
 
 
 
Lasts between 0.75 and 1.75 days.
 
 
 
=== Rejected proposal ===
 
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.
 
 
 
[[File:Rejected proposal.png|400px]]
 
 
 
=== Solar flare ===
 
Solar flares cause all electrical devices to stop working for the duration of the event.
 
 
 
* Colonies that rely on turrets for defense will become vulnerable to raids.
 
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove or campfire available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.
 
* Heaters and coolers will stop working.  If the outdoors temperature is currently outside those crops' survivable temperature, greenhouse crops will quickly die unless campfires or passive coolers are built immediately.
 
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and temperature control devices aren't built fast enough.
 
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.
 
* Occasionally trade ships may arrive during the event, and it is wise to check out the Comms Console or risk getting the "they left" notification while unaware of their presence.
 
 
 
Because the ''solar flare'' event is short, most of these adverse effects are limited and often manageable. It lasts from 0.15 to 0.5 days.
 
  
 
=== Toxic fallout ===
 
=== Toxic fallout ===
 +
----
 
"''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.''"
 
"''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 that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.
+
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a roof. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. 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.  
  
Toxic fallout causes [[toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]], carcinomae can be removed surgically.
+
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. 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 crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]]. Trees are affected, which can lead to a wood shortage.
+
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].
  
Both domesticated and wild animals are also affected by toxic buildup, and while their buildup severity increases at half the rate of humans, they will eventually die. This normally means that all wildlife on the map is wiped out during the event. The notable exception to this is [[insectoids]], which are outright immune to buildup. Animals killed with "moderate" or higher toxic buildup will only leave "rotten" bodies that are unsuitable for consumption. Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials. Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen.  
+
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.
  
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.
+
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
 
A notification will appear once the fallout has stopped. It lasts from between 2.5 and 10.5 days and will not occur before Day 60 of the colony.
 
 
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
 
File:Toxic fallout.png|'''Toxic fallout'''
 
File:Toxic fallout.png|'''Toxic fallout'''
 
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
 
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''
 
</gallery>
 
</gallery>
 
Once moved to a safe place, creatures will need up to 12.5 days to recover.
 
  
 
=== Volcanic winter ===
 
=== 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.''"
 
"''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.''"
  
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters 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 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.
  
When the event finishes the message "Most of the volcanic ash has settled." will be displayed. It lasts between 7.5 and 40 days.
+
To be specific, the temperature is reduced by {{Temperature|7}} and the light by 30% over the course of {{Ticks|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.
  
== Generally Good ==
+
</div>
=== AI Core Offer ===
 
  
A non-hostile faction will notify you that they know where an [[AI 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.
 
  
=== Allied: (Faction) ===
+
== Random Events ==
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.
+
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.
  
=== Ambrosia sprout ===
+
=== Quests ===
{{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]].}}
+
{{Main|Quests}}
 +
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.
  
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.
+
=== Good ===
 +
<div class="mw-customtoggle-RandomGood" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">Show Good Random Events</div>
 +
 
 +
<div  id="mw-customcollapsible-RandomGood" class="mw-collapsible"><!-- mw-collapsed -->
 +
 
 +
==== 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]]:
 
It can only happen in the following [[biomes]]:
 +
<div style="width:500px"><ul class="ul-column-width-150">
 
* [[Tropical rainforest]]
 
* [[Tropical rainforest]]
 
* [[Tropical swamp]]
 
* [[Tropical swamp]]
Line 439: Line 479:
 
* [[Boreal forest]]
 
* [[Boreal forest]]
 
* [[Arid shrubland]]
 
* [[Arid shrubland]]
 +
</ul></div>
  
[[File:Ambrosia sprout.png|400px]]
+
==== Animals join ====
 
+
Tamed dogs or [[farm animals]] from off-map join your colony.
=== Anima tree sprout ===
 
{{Royalty|None}}
 
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|None}}
 
{{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.
+
==== Animal self-tamed ====
 +
[[File:Thrumbo self-tamed.png|300px|right]]
 +
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.
  
=== (Animals) join ===
+
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the "Animals" tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.
Tamed dogs or farm animals join your colony.
 
[[File:Animals join.png|400px|thumb|none|Animals join]]
 
  
=== (Animal) self-tamed ===
+
==== Aurora ====
A random animal on the map becomes tame, and immediately joins the colony.
+
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.
  
You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.
+
Despite the event text stating that it will "make the night brighter", it does not actually affect the light level.
  
[[File:Thrumbo self-tamed.png|400px]]
+
==== Cargo pods ====
 +
[[File:Cargo pods.png|300px|right]]
 +
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}}
  
Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.
+
==== Herd migration: (Animal) ====
 +
[[File:Thrumbo herd migration.png|300px|right]]
  
=== Aurora ===
+
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day and otherwise lasts from 0.125 to 0.35 days.
 
  
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.
+
This event only occurs in the following biomes:
 
 
=== Cargo pods ===
 
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, 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.
 
 
 
[[File:Cargo pods.png|400px]]
 
 
 
=== 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.
 
 
 
=== Gift from (Faction) ===
 
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.
 
 
 
=== Herd migration: (Animal) ===
 
[[File:Thrumbo herd migration.png|400px]]
 
 
 
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:
+
<div style="column-count:3; width:350px;">
 
* [[Sea ice]]
 
* [[Sea ice]]
 
* [[Ice sheet]]
 
* [[Ice sheet]]
Line 493: Line 514:
 
* [[Extreme desert]]
 
* [[Extreme desert]]
  
=== Inspiration: (Type) ===
+
</div>
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.
 
 
 
Inspirations can only occur if the colonist is in a very good mood.
 
 
 
=== Legendary Work ===
 
One of your colonists has produced an object of legendary [[quality]].
 
  
=== Marriage is on! ===
+
==== Party ====
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot. 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.
+
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.
  
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.
+
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, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.
  
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" should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.
+
==== Psychic soothe ====
 +
[[File:Psychic soothe.png|300px|right]]
  
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are 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. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.
+
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]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.
 +
{{Clear}}
  
Married pawns will want to sleep in the same bed, like with lovers (mentioned later). They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
+
==== (Trader type) ====
[[File:Marriage is on.png|400px]]
+
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.
  
=== Masterwork ===
+
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.
One of your colonists has created an item of masterwork quality.
 
  
=== New lovers ===
+
==== (Trader type) from (Faction) ====
[[File:New lovers.png|250px|thumb|none|A character woos another into a romance and she agrees]]
+
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.
Two characters fall in love.  Build them a 2 pawn bed and assign it so they can sleep together.  This avoids a mood debuff for both colonists. They recieve mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.
 
  
=== New recruit ===
+
==== Transport pod crash ====
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.
+
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]
 +
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] 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.
 +
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}}
  
=== Party ===
+
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.
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges. They will usually have [[beer]]s and [[smokeleaf joint]]s if available.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them.
 
  
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.
+
===== Paralytic abasia =====
 +
{{Royalty|section=1}}
 +
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.
  
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].
+
===== Baby =====
 
+
{{Biotech|section=1}}
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.
+
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.
 
 
If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off."
 
 
 
=== Psychic soothe ===
 
When this event triggers it gives a positive mood modifier (+16 for normal colonists, more or less depending on the pawn's psychic attunity) to all colonists of a randomly chosen sex. The event lasts between 1.5 and 3.0 days. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].
 
 
 
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.
 
 
 
[[File:Psychic soothe.png|400px|left]]
 
 
{{clear}}
 
{{clear}}
  
=== Quest completed ===
+
==== Wanderer joins ====
You've done what was 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. The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.
+
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.
  
=== (Trader type) ===
+
With [[Ideology]]{{IdeologyIcon}}, 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.
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 spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.
 
 
 
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 ===
 
Rarely, a transport pod will crash land nearby with a downed occupant. Transport pods contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction they belong to. If the transport pod crash victim is an unaffiliated Spacer or a member of a friendly or neutral faction, you can rescue them if you have an available medical bed. If they are a member of a hostile faction, you will need an unoccupied prison bed. Once healed, non-hostile crash victims will either join your colony out of gratitude or walk away to return to their faction. Non-hostiles who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and leave the map.
 
 
 
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill.
 
 
 
For non-hostile faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.
 
 
 
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]
 
 
 
=== Wanderer joins ===
 
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">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
Line 572: Line 561:
 
</gallery>
 
</gallery>
  
=== Wild (wo)man wanders in ===
+
==== 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 animals skill of 10. 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 no longer allow you to recruit or enslave them like regular prisoners, they must be tamed or rescued.
+
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. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. 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.
 
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]].
+
These wild (wo)men may have random Ideoligion with [[Ideology]].
 +
 
 +
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
+
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 
File:Wild man wanders in.png|'''Wild man wanders in'''
 
File:Wild man wanders in.png|'''Wild man wanders in'''
 
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 
File:Wild man rescued instead.png|'''Wild man joins without "taming"'''
 
</gallery>
 
</gallery>
  
=== Royal Tribute Collector ===
+
==== Traveler Visit ====
{{Royalty|No category}}
+
{{:Traveler}}
 +
 
 +
==== Visitor(s) ====
 +
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.
 +
 
 +
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
 +
 
 +
==== Royal Tribute Collector ====
 +
{{Royalty|section=1}}
 
{{Main|Royal tribute collector}}
 
{{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]].
 
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]].
  
== Neutral ==
+
==== Gauranlen pod sprout ====
=== Affair ===
+
{{Ideology|section=1}}
Somebody who is already married starts an affair with a single person. It is possible for your colonists the cheat on their lovers who aren't members of your faction.
+
{{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.
  
[[File:Affair.png|400px]]
+
==== 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.
  
=== Area revealed  ===
+
</div>
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
File:Inward facing edges.png| '''Find inward facing edges,'''
 
File:Area revealed.png| '''...and open up an entire valley.'''
 
File:Inward facing rocks.png|'''more inward rocks'''
 
File:Area revealed red.png|'''this area contains a threat
 
</gallery>
 
  
=== (Leader) died: (Faction) ===
+
=== Bad ===
This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'.
+
<div class="mw-customtoggle-RandomBad" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">Show Bad Random Events</div>
 +
<div  id="mw-customcollapsible-RandomBad" class="mw-collapsible"><!-- mw-collapsed -->
  
Occasionally, the leader of another faction will die. The popup window will announce his or her successor.
+
==== Beavers! ====
 +
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.
  
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.
+
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.
  
<gallery widths="350px" heights="350px" class="center" mode="nolines">
+
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.
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): (Faction) ====
+
==== Birthday ====
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.
+
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.
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]
 
  
=== Meteorite ===
+
Due to age or a pre-existing health condition, they can also have a [[heart attack]].
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.
+
{{Clear}}
  
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).
+
==== Blight ====
 +
{{main|Blight}}
 +
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
+
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.
File:Meteorite.png|'''Landed meteorite'''
 
File:Meteorite before impact.png|'''Flying meteorite'''
 
</gallery>
 
  
=== Rare Thrumbos ===
+
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.
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. 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.
 
  
=== Ship chunks ===
+
It will not reoccur for 30 days.
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 [[component]]s and a small amount of [[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.
+
==== 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 at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].
  
=== Summer ===
+
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.
This event 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.
 
  
=== Traveler Visit ===
+
==== Eclipse ====
{{:Traveler}}
+
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.
  
=== Relationship ===
+
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]
 
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.
 
  
If the visitor instance itself was an event, it will add "(Relationship)" onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.
+
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.
  
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.
+
It will not reoccur for 15 days
  
=== Visitor(s) ===
+
==== Heat wave ====
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.
+
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}
 +
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17}} over 12000 game ticks (4.8 in-game hours). 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.
  
Visitors possess no higher purpose otherwise. Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.
+
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.
  
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.
+
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.
  
== World incidents ==
+
==== Cold snap ====
{{for|a guide to survive these events|World Quests Guide}}
+
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.
  
 +
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.
  
=== Attack begun ===
+
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.
 
  
=== Bandit camp opportunity ===
+
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.
{{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.  
+
==== Mad animal ====
 +
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the "nearest" colonist changes, the animal may change its focus to that target.
  
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.
+
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.
  
=== Caravan ambushed / (manhunters) ===
+
==== Psychic drone ====
While travelling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.
+
{{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.
  
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
+
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.
  
==== Caravan battle won ====
+
==== Solar flare ====
This event will tell you if your people won their fight.
+
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.
  
=== Caravan arrived at (Location) ===
+
* Colonies that rely on turrets for defense will become vulnerable to raids.
This is a simple notification that your caravan has arrived at their destination.
+
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke 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.
 +
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}
  
=== Caravan lost ===
+
Due to its length, most of the adverse effects are manageable.
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.
+
==== 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 not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.
  
[[File:Caravan destroyed.png|400px]]
+
The following buildings short circuit due to weather:
 +
<div style="column-count:3; width:700px;">
 +
* [[Sun lamp]]
 +
* [[Tube television]]
 +
* [[Flatscreen television]]
 +
* [[Megascreen television]]
 +
* [[Comms console]]
 +
* [[Multi-analyzer]]
 +
* [[Vitals monitor]]
 +
* [[Battery]]
 +
* [[Electric tailor bench]]
 +
* [[Electric smithy]]
 +
* [[Machining table]]
 +
* [[Electric stove]]
 +
* [[Electric smelter]]
 +
* [[Biofuel refinery]]
 +
* [[Fabrication bench]]
 +
* [[Hi-tech research bench]]
 +
* [[Electric crematorium]]
 +
* [[Heater]]
 +
* [[Lightball]]{{IdeologyIcon}}
 +
* [[Loudspeaker]]{{IdeologyIcon}}
 +
* [[Autobong]]{{IdeologyIcon}}
 +
</div>
  
=== Caravan meeting by (Caravan ID) ===
+
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery 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 greater 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.  
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 ===
+
The explosion radius is controlled by the following equation:
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.
 
  
=== Caravan request ===
+
{| class="wikitable"
Other friendly factions may make a special trade request of you. The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by. They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.
+
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)
 +
|}
  
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.
+
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. Bomb explosions can occur beyond once 4,900 Wd are stored.
  
=== Demand ===
+
{| class="wikitable"
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.
+
! Explosion radii per number of [[batteries]] filled
 +
|-
 +
| {{Graph:Chart
 +
| width  = 400
 +
| height = 150
 +
| type  = rect
 +
| legend = Legend
 +
| colors = gold, firebrick
 +
| yGrid  =
 +
| xGrid  =
 +
| xAxisTitle = Filled Batteries
 +
| xAxisMin  =
 +
| xAxisMax  =
 +
| yAxisMin  =  
 +
| yAxisMax  =  
 +
| yAxisTitle = Radius (Tiles)
 +
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
 +
| y1Title = Flame explosion
 +
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}
 +
| y2Title = Bomb explosion
 +
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}
 +
}}
 +
|}
 +
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.
  
You can see their number when they are demanding you hand over items.
+
==== Transport pod crash (Ghoul) ====
 +
{{Anomaly|section=1}}
 +
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.
  
=== Incapacitated refugee quest ===
+
==== Gray pall ====
[[File:Incapacitated refugee.png|400px]]
+
{{Anomaly|section=1}}
 +
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.
 +
</div>
  
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.
 
  
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.
+
== Incidental Events ==
 +
:{{For|a detailed list of these events|Events/Incidental}}
 +
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.
 +
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.
  
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.
+
== World incidents ==
 +
:{{For|a guide to survive these events|World Quests Guide}}
 +
These are events related to/only triggered on the overworld.
 +
<div class="mw-customtoggle-WorldEvents" style="background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">{{Center|Show/Hide World Events}}</div>
  
=== Item Stash Opportunity (Time Remaining) ===
+
<div id="mw-customcollapsible-WorldEvents" class="mw-collapsible"><!-- mw-collapsed -->
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.
 
  
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[neurotrainer mech serum]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver.  
+
==== Attack begun ====
 +
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.
  
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly.
+
==== Bandit camp opportunity ====
 +
{{See also|Offense tactics}}
  
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.
+
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.
  
=== Peace talks ===
+
The bandit camp will time out and are weaker than regular enemy bases.  
[[File:Peace talks.png|400px]]
 
  
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.
+
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.
  
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.
+
==== Caravan ambushed / (manhunters) ====
 +
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.
  
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.
+
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.
  
==== Peace talk triumph ====
+
===== Caravan battle won =====
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.
+
This event will tell you if your people won their fight, and can reform the caravan on the world map.
  
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.
+
==== Caravan arrived at (Location) ====
 +
This is a simple notification that your caravan has arrived at their destination.
  
This has a base weight of 0.1.
+
==== Caravan lost ====
 +
[[File:Caravan destroyed.png|thumb|right|400px]]
 +
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.
  
==== Peace talk success ====
+
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.
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.
+
{{Clear}}
  
This has a base weight of 0.55.
+
==== 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.
  
==== Peace talk flounder ====
+
==== Caravan ready ====
The talks were neither successful nor a failure, and relations remain unchanged.
+
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.
  
This has a base weight of 0.2.
+
==== Demand ====
 +
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.
  
==== Peace talk backfire ====
+
You can see their number when they are demanding you hand over items.
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 talks ====
 +
[[File:Peace talks.png|thumb|right|300px]]
  
==== Peace talk disaster ====
+
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.
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.
+
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.
  
This has a base weight of 0.05.
+
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain social skill.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Result !! Description !! Base Weight
 +
|-
 +
| '''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. <br/>Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile. || 0.1
 +
|-
 +
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75. || 0.55
 +
|-
 +
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2
 +
|-
 +
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations. || 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. || 0.05
 +
|}
  
==== Outcome chances ====
+
===== 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.
 
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 0% power, the bad outcome factor is 4.
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.
+
* 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.
+
* At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.
  
 
The new weight of each outcome is calculated afterwards.
 
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
 
  
 +
* 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.
 
The sum total of the new weights is then calculated.
  
 
Finally, the probability of each outcome is calculated:
 
Finally, the probability of each outcome is calculated:
  
{{math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}
+
{{Math|big=0|Probability of each outcome {{=}} New Weight &divide; Sum Total of Weights}}
  
===== Example =====
+
<div class="mw-customtoggle-PeaceTalkEx" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none">Example</div>
 +
 
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-PeaceTalkEx">
 +
<div class="mw-collapsible-content" style="background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px">
 
Take a level 15 Social negotiator as an 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 diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
#The new weight of each outcome, to 3 d.p.:
+
# The new weight of each outcome, to 3 d.p.:
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143
+
#* Triumph = 0.1 * ( 1 / 0.7) = 0.143
#*Success = 0.55 * ( 1 / 0.7) = 0.786
+
#* Success = 0.55 * ( 1 / 0.7) = 0.786
#*Flounder = 0.2
+
#* Flounder = 0.2
#*Backfire = 0.1 * 0.7 = 0.07
+
#* Backfire = 0.1 * 0.7 = 0.07
#*Disaster = 0.05 * 0.7 = 0.035
+
#* Disaster = 0.05 * 0.7 = 0.035
#The sum total of new weights is calculated:
+
# The sum total of new weights is calculated:
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
 
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
#Finally, the probability of each event, to 2 d.p.:
+
# Finally, the probability of each event, to 2 d.p.:
#*Triumph = 0.143 / 1.234 = 11.58%
+
#* Triumph = 0.143 / 1.234 = 11.58%
#*Success = 0.786 / 1.234 = 63.69%
+
#* Success = 0.786 / 1.234 = 63.69%
#*Flounder = 0.2 / 1.234 = 16.21%
+
#* Flounder = 0.2 / 1.234 = 16.21%
#*Backfire = 0.07 / 1.234 = 5.67%
+
#* Backfire = 0.07 / 1.234 = 5.67%
#*Disaster = 0.035 / 1.234 = 2.84%
+
#* Disaster = 0.035 / 1.234 = 2.84%
 
+
</div>
=== Prisoner rescue request ===
+
</div>
A prisoner locked up in a hostile faction steals a radio and calls your faction for help.
 
 
 
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.
 
 
 
The event will expire if ignored.
 
 
 
 
 
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 
File:PRO 0.png|'''World event letter'''
 
File:PRO 1.png|'''World map location'''
 
File:PRO 2.png|'''Event specific map'''
 
File:PRO 3.png|'''Event success notification'''
 
</gallery>
 
 
 
=== Precious minerals found ===
 
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]
 
  
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.
+
==== Rescuee joins ====
 
 
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually guarded either by pirates or a manhunter pack.
 
 
 
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).
 
 
 
=== Quest no longer available ===
 
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.
 
 
 
=== 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.
 
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.
  
Line 839: Line 883:
  
 
==== Ambush ====
 
==== Ambush ====
[[File:Incapacitated refugee Ambushed.png|400px]]
+
[[File:Incapacitated refugee Ambushed.png|thumb|right|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.
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.
+
{{Clear}}
  
 
==== Sleeping mechanoids ====
 
==== 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.
 
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.
 
+
</div>
{{clear}}
 
  
 
== Game endings ==
 
== Game endings ==
 
When these happen, they signify that your game has ended, one way or another.
 
When these happen, they signify that your game has ended, one way or another.
 +
<span class="mw-Gameend_toggle" style="font-size:small; display:inline-block; float:right;"> </span>
 +
<div  id="mw-Gameend_collapsible" class="mw-collapsible mw-collapsed" data-expandtext="Reveal" data-collapsetext="Hide">
  
=== Game over ===
+
==== 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.
+
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]
 +
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and 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.
+
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...]]
+
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' <small>(plural)</small> Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology.  
 +
{{Clear}}
  
{{clear}}
+
==== Planetkiller ====
 +
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]
 +
"''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''"
  
=== Planetkiller ===
 
 
This event can only happen by configuring the starting scenario.
 
This event can only happen by configuring the starting scenario.
  
Line 866: Line 914:
  
 
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
 
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.
 +
{{Clear}}
  
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]
+
==== Ending - The Archonexus Core ====
 +
For specifics, see [[Endings#The_Archonexus]].
  
{{clear}}
+
Once it happens, your colony is succesfully noticed by an archotech. What happens next is left to especulation.
 +
 
 +
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.
 +
</div>
  
{{TOCright}}
 
  
 
== Legacy events ==
 
== Legacy events ==
Events from previous version of RimWorld.
+
Events from previous versions of RimWorld, now removed.
 +
<span class="mw-Legacy_toggle" style="font-size:small; display:inline-block; float:right;"> </span>
 +
<div  id="mw-Legacy_collapsible" class="mw-collapsible mw-collapsed" data-expandtext="Reveal" data-collapsetext="Hide">
  
 
=== Bonded animal's death ===
 
=== Bonded animal's death ===
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
+
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]
 +
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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.  
+
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.  
 
+
{{Clear}}
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]
 
  
 
=== Bonded master's death ===
 
=== Bonded master's death ===
Both of these bonded death events were simplified into the [[Events#Death: (Pawn)]] event.
+
Both of these bonded death events were simplified into the [[Events/Incidental#Death|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.
 
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.
Line 891: Line 945:
  
 
This is one of the only situations where animals can have non-manhunter mental breaks.
 
This is one of the only situations where animals can have non-manhunter mental breaks.
 
  
 
=== Breakdown: (Machine) ===
 
=== Breakdown: (Machine) ===
In previous versions, this was its own event. Now it's just a notification.
+
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.
+
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.
 
This only applies to machines using electricity.
Line 906: Line 959:
  
 
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.
 
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.
 +
</div>
 +
 +
== Event data ==
 +
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.
 +
 +
<span class="mw-Eventdata_toggle" style="font-size:small; display:inline-block; float:right;"> </span>
 +
<div  id="mw-Eventdata_collapsible" class="mw-collapsible mw-collapsed" data-expandtext="Reveal" data-collapsetext="Hide">
  
=Event Data=
 
{|
 
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before<br>Repeat (days)
+
! 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 || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]
 
|-
 
|-
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
+
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]
 
|-
 
|-
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
+
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]
 
|-
 
|-
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]
+
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]
 
|-
 
|-
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0
+
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0
 
|-
 
|-
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1
+
| Big Threat || AnimalInsanity || [[#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 || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30
 
|-
 
|-
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15
+
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15
 
|-
 
|-
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20
+
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20
 
|-
 
|-
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0
+
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0
 
|-
 
|-
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3
+
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3
 
|-
 
|-
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30
+
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30
 
|-
 
|-
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30
+
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15
+
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15
 
|-
 
|-
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30
+
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30
 
|-
 
|-
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30
+
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30
 
|-
 
|-
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30
+
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30
 
|-
 
|-
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15
+
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15
 
|-
 
|-
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8
+
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8
 
|-
 
|-
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180
+
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180
 
|-
 
|-
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280
+
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280
 
|-
 
|-
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0
+
| General Good || TraderArrivalGeneral || [[#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 || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0
 
|-
 
|-
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0
+
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0
 
|-
 
|-
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0
+
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0
 
|-
 
|-
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0
+
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0
 
|-
 
|-
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0
+
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0
 
|-
 
|-
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0
+
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0
 
|-
 
|-
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30
+
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30
 
|-
 
|-
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15
+
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15
|}
 
|
 
 
|}
 
|}
  
 
+
<span id="DiseasesTable"></span>
<span id ="DiseasesTable"></span>
 
  
 
{| class=wikitable style="text-align: center;"
 
{| class=wikitable style="text-align: center;"
Line 984: Line 1,039:
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Malaria
! style="padding: 5px 1em;" | Sleeping<br>Sickness
+
! style="padding: 5px 1em;" | Sleeping<br/>Sickness
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
+
! style="padding: 5px 1em;" | Fibrous<br/>Mechanites
! style="padding: 5px 1em;" | Sensory<br>Mechanites
+
! style="padding: 5px 1em;" | Sensory<br/>Mechanites
! style="padding: 5px 1em;" | Gut<br>Worms
+
! style="padding: 5px 1em;" | Gut<br/>Worms
! style="padding: 5px 1em;" | Muscle<br>Parasites
+
! style="padding: 5px 1em;" | Muscle<br/>Parasites
 +
! style="padding: 5px 1em;" | Organ<br/>Decay
 
|-  
 
|-  
! Arid Shrubland
+
! Arid Shrubland{{#vardefine: as_mtb | 60}}
{{#vardefine: as_mtb | 60}}
 
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_flu | 100}}
 
| {{#vardefineecho: as_plague | 100}}
 
| {{#vardefineecho: as_plague | 100}}
Line 1,000: Line 1,055:
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_gut | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 
| {{#vardefineecho: as_muscle | 60}}
 +
| {{#vardefineecho: as_decay | 10}}
 
|-
 
|-
! Desert
+
! Desert{{#vardefine: d_mtb | 80}}
{{#vardefine: d_mtb | 80}}
 
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_flu | 100}}
 
| {{#vardefineecho: d_plague | 100}}
 
| {{#vardefineecho: d_plague | 100}}
Line 1,011: Line 1,066:
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_gut | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 
| {{#vardefineecho: d_muscle | 60}}
 +
| {{#vardefineecho: d_decay | 10}}
 
|-
 
|-
! Extreme Desert
+
! Extreme Desert{{#vardefine: ed_mtb | 90}}
{{#vardefine: ed_mtb | 90}}
 
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_flu | 100}}
 
| {{#vardefineecho: ed_plague | 80}}
 
| {{#vardefineecho: ed_plague | 80}}
Line 1,022: Line 1,077:
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_gut | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 
| {{#vardefineecho: ed_muscle | 40}}
 +
| {{#vardefineecho: ed_decay | 10}}
 
|-
 
|-
! Boreal Forest
+
! Boreal Forest{{#vardefine: bf_mtb | 50}}
{{#vardefine: bf_mtb | 50}}
 
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_flu | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
 
| {{#vardefineecho: bf_plague | 100}}
Line 1,033: Line 1,088:
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_gut | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 
| {{#vardefineecho: bf_muscle | 50}}
 +
| {{#vardefineecho: bf_decay | 10}}
 
|-
 
|-
! Tundra
+
! Tundra{{#vardefine: t_mtb | 80}}
{{#vardefine: t_mtb | 80}}
 
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_flu | 100}}
 
| {{#vardefineecho: t_plague | 80}}
 
| {{#vardefineecho: t_plague | 80}}
Line 1,044: Line 1,099:
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_gut | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 
| {{#vardefineecho: t_muscle | 30}}
 +
| {{#vardefineecho: t_decay | 10}}
 
|-
 
|-
! Ice Sheet
+
! Ice Sheet{{#vardefine: is_mtb | 90}}
{{#vardefine: is_mtb | 90}}
 
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,055: Line 1,110:
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 +
| {{#vardefineecho: is_decay | 10}}
 
|-
 
|-
! Sea Ice
+
! Sea Ice{{#vardefine: is_mtb | 80}}
{{#vardefine: is_mtb | 80}}
 
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_flu | 100}}
 
| {{#vardefineecho: is_plague | 80}}
 
| {{#vardefineecho: is_plague | 80}}
Line 1,066: Line 1,121:
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_gut | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 
| {{#vardefineecho: is_muscle | 0}}
 +
| {{#vardefineecho: is_decay | 10}}
 
|-
 
|-
! Temperate Forest
+
! Temperate Forest{{#vardefine: tr_mtb | 45}}
{{#vardefine: tr_mtb | 45}}
 
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,077: Line 1,132:
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_gut | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 
| {{#vardefineecho: tr_muscle | 50}}
 +
| {{#vardefineecho: tr_decay | 10}}
 
|-
 
|-
! Tropical Rainforest
+
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}
{{#vardefine: tr_mtb | 30}}
 
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_flu | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
 
| {{#vardefineecho: tr_plague | 100}}
Line 1,088: Line 1,143:
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_gut | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
 
| {{#vardefineecho: tr_muscle | 80}}
 +
| {{#vardefineecho: tr_decay | 10}}
 
|}
 
|}
  
Line 1,105: Line 1,161:
 
|+ Mean time per disease by biome (in days)
 
|+ Mean time per disease by biome (in days)
 
! style="padding: 5px 4em;" | Biome Name
 
! style="padding: 5px 4em;" | Biome Name
! style="padding: 5px 1em;" | Mean Time<br>Between Diseases
+
! style="padding: 5px 1em;" | Mean Time<br/>Between Diseases
 
! style="padding: 5px 1em;" | Flu  
 
! style="padding: 5px 1em;" | Flu  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Plague  
 
! style="padding: 5px 1em;" | Malaria
 
! style="padding: 5px 1em;" | Malaria
! style="padding: 5px 1em;" | Sleeping<br>Sickness
+
! style="padding: 5px 1em;" | Sleeping<br/>Sickness
! style="padding: 5px 1em;" | Fibrous<br>Mechanites
+
! style="padding: 5px 1em;" | Fibrous<br/>Mechanites
! style="padding: 5px 1em;" | Sensory<br>Mechanites
+
! style="padding: 5px 1em;" | Sensory<br/>Mechanites
! style="padding: 5px 1em;" | Gut<br>Worms
+
! style="padding: 5px 1em;" | Gut<br/>Worms
! style="padding: 5px 1em;" | Muscle<br>Parasites
+
! style="padding: 5px 1em;" | Muscle<br/>Parasites
 
|-  
 
|-  
 
| Arid Shrubland
 
| Arid Shrubland
 
| {{#var: as_mtb}}
 
| {{#var: as_mtb}}
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}
 
|-
 
|-
 
| Desert
 
| Desert
 
| {{#var: d_mtb}}
 
| {{#var: d_mtb}}
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}
 
|-
 
|-
 
| Extreme Desert
 
| Extreme Desert
 
| {{#var: ed_mtb}}
 
| {{#var: ed_mtb}}
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}
 
|-
 
|-
 
| Boreal Forest
 
| Boreal Forest
 
| {{#var: bf_mtb}}
 
| {{#var: bf_mtb}}
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}
 
|-
 
|-
 
| Tundra
 
| Tundra
 
| {{#var: t_mtb}}
 
| {{#var: t_mtb}}
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}
 
|-
 
|-
 
| Ice Sheet
 
| Ice Sheet
Line 1,183: Line 1,239:
 
| Tropical Rainforest
 
| Tropical Rainforest
 
| {{#var: tr_mtb}}
 
| {{#var: tr_mtb}}
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}
+
| {{#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_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_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_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_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_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_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}}}}
+
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}
 
|}
 
|}
 +
</div>
  
 
== Version history ==
 
== 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/0.0.245|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/0.8.657|0.8.657]] - [[#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/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#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/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#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/0.12.910|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/0.12.914|0.12.914]] - [[#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. Increase volcanic winter earliest day from 30 to 60.
 +
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.
 +
 
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 08:19, 6 October 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

Events are driven by the currently selected AI storyteller.

Most events that occur create a 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.

There's a special kind of events called Quests which work under different rules.

Event List [edit]

For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.

Storyteller events[edit]

These events are controlled by the selected storyteller. Major and Weather events require at least the Builder difficulty to be able to trigger.

Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.

Click Here to Open/Close Storyteller categories
Storyteller events list
Event Name Category Location Favorability Duration Cooldown
(days)
Mood
Related
Notes
Enemy attack Major Colony Map Ex.png Also called "raids".
Infestation Major Colony Map Until destruction Ex.png The event "Too Deep: Infestation" is unrelated.
Wastepack infestations Major Colony Map Until destruction Ex.png Requires Biotech Content added by the Biotech DLC. Can also be triggered by destroyed Toxic Wastepacks.
Manhunter pack Major Colony Map 24-54 hours, or until destruction Ex.png Animals are infected with scaria
Psychic wave Major Colony Map Until affected animals are incapacitated or die Ex.png There's a variant that affects a single animal, which is not considered a major threat.
Crashed ship part Major Colony Map Until destruction Check.png1 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.
Mech cluster Major Colony Map Until Destruction Ex.png Requires Royalty Content added by the Royalty DLC. Can also be generated by Quests.
Problem causer Major World Until Destruction Check.png1 Requires Royalty Content added by the Royalty DLC. 9 variants
Flashstorm Weather Colony Map 0.075 - 0.1 days
15
Ex.png
Toxic fallout Weather Colony Map 2.5 - 10.5 days
90
Check.png2 Insectoids/Mechanoids are immune.
Volcanic winter Weather Colony Map 7.5 - 40 days
140
Ex.png
Ambrosia sprout Random Colony Map Good Ex.png Limited to 6 biomes: Tropical rainforest/swamp, Temperate forest/swamp, Boreal forest, Arid shrubland
Animals join Random Colony Map Good Ex.png
Animal self-tamed Random Colony Map Good Ex.png
Aurora Random Colony Map Good 0.125 - 0.35 days Check.png
Cargo pods Random Colony Map Good Ex.png
Herd migration: (Animal) Random Colony Map Good Ex.png Only happens on 5 biomes: Sea ice, Ice sheet, Tundra, Desert, Extreme desert
Party Random Colony Map Good Check.png Requires a party spot or any gathering spot
Psychic soothe Random Colony Map Good
15
Check.png
(Trader type) Random Colony Map Good Ex.png Orbital Trader
(Trader type) from (Faction) Random Colony Map Good Ex.png Land Trader
Transport pod crash Random Colony Map Good Ex.png
Paralytic abasia Random Colony Map Good Ex.png Requires Royalty Content added by the Royalty DLC. Variant of "Transport pod crash" event
Baby Random Colony Map Good Ex.png Requires Biotech Content added by the Biotech DLC. Variant of "Transport pod crash" event
Wanderer joins Random Colony Map Good 24 hours Ex.png
Wild (wo)man wanders in Random Colony Map Good Ex.png
Traveler Visit Random Colony Map Good Ex.png
Visitor(s) Random Colony Map Good Ex.png
Royal Tribute Collector Random Colony Map Good Ex.png Requires Royalty Content added by the Royalty DLC
Gauranlen pod sprout Random Colony Map Good Ex.png Requires Ideology Content added by the Ideology DLC
Polux tree sprout Random Colony Map Good Ex.png Requires Biotech Content added by the Biotech DLC
Beavers! Random Colony Map Bad
30
Ex.png
Birthday Random Colony Map Bad Ex.png
Blight Random Colony Map Bad
30
Ex.png
Disease Random Colony Map Bad Ex.png
Eclipse Random Colony Map Bad 0.75 - 1.25 days
15
Check.png Only affects mood with the PreceptContent added by the Ideology DLC Eclipse
Heat wave Random Colony Map Bad 1.5 - 3.5 days
30
Ex.png It requires a summer temperature above 20 °C (68 °F)
Cold snap Random Colony Map Bad 1.5 - 3.5 days
30
Ex.png It requires a summer temperature between 0 °C – 15 °C (32 °F – 59 °F)
Mad animal Random Colony Map Bad Ex.png
Psychic drone Random Colony Map Bad 0.75 - 1.75 days
15
Check.png
Solar flare Random Colony Map Bad 0.15 - 0.5 days Ex.png Incompatible with Unnatural Darkness (Anomaly Content added by the Anomaly DLC)
Zzztt... Random Colony Map Bad
8
Ex.png Cooldown does not apply to Short-circuits caused by snow/rain,
Transport pod crash (Ghoul) Random Colony Map Bad Ex.png Requires Anomaly Content added by the Anomaly DLC
Gray pall Random Colony Map Bad Check.png Requires Anomaly Content added by the Anomaly DLC

1: Only one variant affects mood

2: Only while outside

Incidental events[edit]

Rather than being triggered by storytellers, these events come from various other mechanics.

Incidental events list
Event Name Type Location Notes
Friendlies Good Colony Map
Masterwork Good Colony Map
Legendary work Good Colony Map
Man in Black Good Colony Map Has a year (60 days) of cooldown.
New recruit Good Colony Map
Meteorite Good Colony Map About 1 year cooldown
Outpost destroyed Good World Becomes "Faction Defeated" if that was the last outpost of said faction.
Ransom (Time remaining) Good Colony Map Available for 24 hours
Rare thrumbos Good Colony Map 13 days of cooldown
Reactor ready Good Colony Map 15 days after warming up a ship reactor
Ship chunks Good Colony Map
Trauma savant Good Anywhere
Quest completed Good Anywhere
Anima tree sprout Good Colony Map Requires Royalty Content added by the Royalty DLC
Ancient danger Bad Colony Map Once per map.
Animal revenge Bad Colony Map
Death Bad Anywhere Slaughtering and Euthanizing a colonist does not trigger this.
Drug addiction Bad Anywhere
Heart attack Bad Anywhere
Mental Break Bad Anywhere
Overdose Bad Anywhere
Predator hunting Bad Colony Map Requires a predator on the map
Prison break Bad Colony Map Requires having prisoners
Roof collapsed Bad Colony Map
Too Deep: Infestation Bad Colony Map Triggered by deep drill
Allied: (Faction) Faction Anywhere Requires to improve relations <-75
Enemy now neutral: (Faction) Faction Anywhere
Hostile faction Faction Anywhere Requires to worsen relations >75
Leader died Faction Anywhere Triggers on another faction's leader death.
New Leader Faction Anywhere Trigger once recruiting another faction's leader.
About: Electricity Informational Anywhere
About: Getting advanced components Informational Anywhere
New About: Launching the ship Informational Anywhere
Persona Core Offer Informational Anywhere Requires >40 goodwill with some faction
Summer Informational Anywhere
Unwaveringly loyal Informational Anywhere
About: Anima tree linking Informational Anywhere Requires Royalty Content added by the Royalty DLC
Baby Prep Informational Anywhere Requires Biotech Content added by the Biotech DLC
New lovers Social Anywhere Affects mood
Breakup Social Anywhere Affects mood
Rejected proposal Social Anywhere Affects mood
Marriage is on! Social Anywhere Affects mood
Affair Social Anywhere Affects mood
Divorce Social Anywhere Affects mood

World events[edit]

This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.

Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.

Click Here to Open/Close World events
World events list
Event Name Type Location Notes
Attack begun Notification Generated Map
Bandit camp opportunity Quest Anywhere
Caravan ambushed / (manhunters) Battle Generated Map Prevents reforming caravan while active
Caravan battle won Notification Anywhere Allows reforming the caravan on the world map
Caravan arrived at (Location) Notification Anywhere
Caravan lost Notification Anywhere
Caravan meeting by (Caravan ID) Pop-up window World
Caravan ready Notification Anywhere
Demand Hostile World
Peace talks Quest World Expires on 15 days
Rescuee joins Notification Anywhere
Ambush Sub-event Generated Map
Sleeping mechanoids Sub-event Generated Map

Anomaly events[edit]

Events from the AnomalyContent added by the Anomaly DLC DLC work different from normal events and are intrinsically related to the Monolith structure. Due to this, all Anomaly events will be listed on its own page.

Major threats[edit]

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.

Cassandra Classic and Phoebe Chillax both treat major threats separately from other events; they cycle between "OnDays" and "OffDays", where a certain amount of major events will occur during each OnDay cycle. Randy Random simply treats a major threat as an event that's less likely to happen.

Show/Hide Major Events

Major threats generation[edit]

Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's "schedule" is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates (Biotech DLCContent added by the Biotech DLC).

For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.

Raid Weights
Raid type Vanilla DLC enabled
Raid 7.40 7.40
DefoliatorShip 2.00 0.40
DronerShip 2.00 0.40
MechCluster Content added by the Royalty DLC 0.00 1.90
Manhunter 2.00 2.00
MassInsanity 1.30 1.30
Infest 2.70 2.70
Wastepack Infest Content added by the Biotech DLC 0.00 0.024
Problem Causer Content added by the Royalty DLC 0.00 0.95

Raid Generation[edit]

After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.

After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.

Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the "all sniper" or "all melee attack".

Enemy attack[edit]


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. Raiders will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been downed or killed, or if enough damage to your colony has been done. Mechanoids will persist indefinitely.

Arrival methods[edit]

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 immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an unroofed orbital trade beacon if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.
  • Scatter drop: Raiders immediately attack via drop pod, which have gone "haywire" and will disperse throughout the map.
Types[edit]
  • Smart: "Unusually clever" raiders will seek to enter your base while avoiding traps and turrets.
  • Sappers: Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types.
  • Breachers: Appear with breach-type raiders, such as tribals with breach axes or termite mechanoids. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.
  • Siege: See below.

Siege[edit]

Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct sandbags and mortars, and will continuously 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 components) and prevent them from completing construction. This is largely possible with a psycasterContent added by the Royalty DLC 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 mortars.

Infestation[edit]


Infestations come with hives and insectoids. 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 -17 °C (1.4 °F). Light, and temperatures below -8 °C (17.6 °F) reduce the chance of infestations.

The Too Deep: Infestation is a separate event. Insects can still arrive, but this event has separate mechanics.

The Wastepack infestations is a separate event available if BiotechContent added by the Biotech DLC is active. The end effect is similar, but the mechanics are different.


Manhunter pack[edit]


A pack of scaria-infested animals have arrived, 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.

Manhunting wargs

Psychic wave[edit]


Appears as Mad Animals: (Animal name). Immediately drives local wildlife insane, becoming manhunter. As opposed to a manhunter pack, these animals do not have scaria, and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.

As manhunters, the selected animals 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. Unlike with scaria, the manhunter status will end when the animals need to sleep.

This event has a variation that only affects a single animal, which is not considered a major threat.

Crashed ship part[edit]


A large piece of an ancient ship crashes nearby, along with a pack of mechanoids. 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[edit]

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 basins. Crops will end up nearly impossible to grow. If the Biotech DLC is active, this ship part will also generate PollutionContent added by the Biotech DLC from its center at a rate of 6~7 tiles per day.

Psychic ship[edit]

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[edit]

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.

Mech cluster[edit]


Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like walls, turrets, and unstable power cells. 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 causers, such as sun blockers or EMP dynamos.

Problem causer[edit]


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[edit]

These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.

Show/Hide Extreme Weather Events

Flashstorm[edit]


FlashstormScreenshot.png

"A freak localized storm is blasting a small area with repeated lightning strikes."

Flashstorm is a localized, intense lightning storm within a radius between 45 and 60 tiles. Active lightning will strike between every 320 ticks (5.33 secs) to 800 ticks (13.33 secs). Once it finishes, no rain can fall until 30,000 ticks (8.33 mins) has passed. This can create big fires. 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 Flashstorm Psycast Content added by the Royalty DLC, but will not show up as a notification.

Toxic fallout[edit]


"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. The fallout also gives a −5 moodlet for colonists when outside. 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.

Toxic buildup from toxic fallout is proportional to both Toxic Resistance and the Toxic Environment Resistance of the pawn. 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.

By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either dementia or carcinoma. Death happens at 100% severity. In Biotech,Content added by the Biotech DLC both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the face mask, gas mask, detoxifier kidney, detoxifier lung and several genes.

Excluding some special cases (Anima treeContent added by the Royalty DLC, Anima grassContent added by the Royalty DLC, Gauranlen treeContent added by the Ideology DLC, Gauranlen podContent added by the Ideology DLC, Polux treeContent added by the Biotech DLC), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage [57.51667 base damage ±15%]. Crops can be protected under a roof, but without a sun lamp, they'll rot anyways. Insectoids and mechanoids are fully immune.

Volcanic winter[edit]


"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 generators 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.

To be specific, the temperature is reduced by 7 °C (44.6 °F) and the light by 30% over the course of 50,000 ticks (13.89 mins). The wildlife density is cut by half, and pawns can no longer enjoy their time outside.


Random Events[edit]

These are the 3rd set of events able to be triggered by the storyteller. Internally, Random Events are classified as either good, bad, or quest.

Quests[edit]

Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.

Good[edit]

Show Good Random Events

Ambrosia sprout[edit]

An ambrosia sprout among the trees
Ambrosia bush.png

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 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:

Animals join[edit]

Tamed dogs or farm animals from off-map join your colony.

Animal self-tamed[edit]

Thrumbo self-tamed.png

A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.

For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the "Animals" tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.

Aurora[edit]

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.

Despite the event text stating that it will "make the night brighter", it does not actually affect the light level.

Cargo pods[edit]

Cargo pods.png

From time to time, cargo pods will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become steel slag chunks, 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.

Herd migration: (Animal)[edit]

Thrumbo herd migration.png

A large herd of animals is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.

This event only occurs in the following biomes:

Party[edit]

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.[Detail] 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 beers and smokeleaf joints, if available, and eat meals 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, or the hosting pawn are drafted at once, or if a raid happens, then the party will be called off.

Psychic soothe[edit]

Psychic soothe.png

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, but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.

(Trader type)[edit]

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 beacons 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)[edit]

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[edit]

Since you rescued him/her. Character joined your group!

A downed and injured occupant falls from the sky, containing members of a faction 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. The pawn can also be a xenotypeContent added by the Biotech DLC that doesn't have any factions on the planet.[Detail needed]

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 capture a non-hostile person, but their faction (if not spacer) will turn hostile.

Paralytic abasia[edit]

A transport pod can crash with a person with paralytic abasia, a disease which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.

Baby[edit]

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.

Wanderer joins[edit]

A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.

With IdeologyContent added by the Ideology DLC, 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.

Wild (wo)man wanders in[edit]

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 Animals skill of 7. 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. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or enslaveContent added by the Ideology DLC 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)men may have random Ideoligion with Ideology.

Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.

Traveler Visit[edit]

Occasionally, one or more members of a friendly faction will arrive, just passing through. They'll enter at one edge of the map and proceed across the map. They'll exit the map upon reaching another edge.

A drafted colonist can be directed to capture (arrest) one of the travelers. However, once the arresting colonist reaches the target, that entire faction will immediately turn extremely hostile, dropping to -76 Goodwill. This shift includes any other members of the same Faction currently there.


Visitor(s)[edit]

Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.

Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.

Royal Tribute Collector[edit]

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 prisoners in exchange for Honor.

Gauranlen pod sprout[edit]

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 pod will appear somewhere with the current map. Harvesting it yield 1-2 Gauranlen seed. This event occurs roughly every 60 days in every biome except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for 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[edit]

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[edit]

Show Bad Random Events

Beavers![edit]

A group of ravenous tree-munching alphabeavers appears at the edge of the map. This only occurs in the arid shrubland and tundra, and only when the outdoor temperature is above the alphabeaver's minimum comfortable temperature of -40 °C (-40 °F). It will not reoccur for 30 days.

Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat trees and Saguaro cacti they can reach, including anima treesContent added by the Royalty DLC, gauranlen treesContent added by the Ideology DLC, polux treesContent added by the Biotech DLC and any trees you're farming. Alphabeavers will not and cannot eat the Wood wood item, wooden buildings, or any other item made out of wood.

The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.

Birthday[edit]

Character gains an age-related illness, such as bad back or cataracts. They may be cured by using the healer mech serum, luciferium, a biosculpter podContent added by the Ideology DLC, or the Scarless geneContent added by the Biotech DLC. 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 heart attack.

Blight[edit]

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. Trees, wild, decorative plants, and devilstrand mushrooms 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[edit]

Colonists (including prisoners and slavesContent added by the Ideology DLC) or animals will gain a random disease. Biome influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your storyteller.

Sickly pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.

Eclipse[edit]

A moon has moved in front of the sun, causing an eclipse. Without light, solar generators 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 batteries for times like these, or an eclipse raid can be extra threatening.

Pawns with the Eclipse: Beautiful preceptContent added by the Ideology DLC will receive a +5 moodlet for seeing an eclipse.

It will not reoccur for 15 days

Heat wave[edit]

A heat wave sweeps the colony, driving outdoor temperatures unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by 17 °C (62.6 °F) over 12000 game ticks (4.8 in-game hours). 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 20 °C (68 °F), and will not reoccur for 30 days.

The major risks are coolers failing to freeze food, and heat stroke to your colonists and animals. Summer clothing like cowboy hats and tribalwear can mitigate the heat, and passive coolers can help make indoor temperatures bearable.

Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.

Cold snap[edit]

A cold snap strikes the colony, driving outdoor temperature unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by 20 °C (68 °F) over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of 0 °C – 15 °C (32 °F – 59 °F), and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated.

While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.

Jackets, dusters, parkas and tuques provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.

Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.


Mad animal[edit]

A single random animal on the map turns manhunter, like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the "nearest" colonist changes, the animal may change its focus to that target.

Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive boomalope and boomrat, are bigger threats.

Psychic drone[edit]

'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 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 helmets, drugs, and other mood-enhancers can help deal with the effects. Animals are not affected.

Solar flare[edit]

Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. Wood-fired generators and chemfuel generators 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 heatstroke or hypothermia. Campfires and passive coolers 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 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.
  • The colony is immune to the effects of a solar flare while also undergoing unnatural darknessContent added by the Anomaly DLC

Due to its length, most of the adverse effects are manageable.

Zzztt[edit]

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 rain or snow. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect hidden conduits, meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.

The following buildings short circuit due to weather:

Short circuits will either result in a fire, or, if any batteries are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 Flame damage and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 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:

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. Bomb explosions can occur beyond once 4,900 Wd are stored.

Explosion radii per number of batteries filled

Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only 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.

Transport pod crash (Ghoul)[edit]

A transport pod may crash with a ghoul instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.

Gray pall[edit]

A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a −6 gray pall exposure moodlet, while colonists under a roof will have −3 gray pall. The pall is otherwise not dangerous and disappears after 1-2 days.


Incidental Events[edit]

These events aren't triggered by the storyteller. Instead, they come from various other game mechanics. For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.

World incidents[edit]

These are events related to/only triggered on the overworld.

Show/Hide World Events

Attack begun[edit]

This notification will appear when a caravan has arrived at a settlement chosen for attacking.

Bandit camp opportunity[edit]

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)[edit]

While traveling, one of your caravans 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[edit]

This event will tell you if your people won their fight, and can reform the caravan on the world map.

Caravan arrived at (Location)[edit]

This is a simple notification that your caravan has arrived at their destination.

Caravan lost[edit]

Caravan destroyed.png

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.

Caravan meeting by (Caravan ID)[edit]

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[edit]

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[edit]

A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.

You can see their number when they are demanding you hand over items.

Peace talks[edit]

Peace talks.png

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 sub-event of its own. No matter the outcome, your negotiator will always gain social skill.

Result Description Base Weight
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.
0.1
Peace talk success The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75. 0.55
Peace talk flounder The talks were neither successful nor a failure, and relations remain unchanged. 0.2
Peace talk backfire The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations. 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. 0.05
Outcome chances[edit]

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:

Probability of each outcome = New Weight ÷ Sum Total of Weights


Example

Take a level 15 Social negotiator as an example:

  1. The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.
  2. 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
  3. The sum total of new weights is calculated:
    • 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234
  4. 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[edit]

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[edit]

These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.

Ambush[edit]

Incapacitated refugee Ambushed.png

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[edit]

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.

Game endings[edit]

When these happen, they signify that your game has ended, one way or another.

Game over[edit]

Welp, time to start a new game I guess...

This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that everyone is gone or dead, and allows you to return to the main menu. You can continue playing, and 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.

Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the scenario editor as the Wanderers (plural) Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology.

Planetkiller[edit]

Ouch.

"An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life."

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.

Ending - The Archonexus Core[edit]

For specifics, see Endings#The_Archonexus.

Once it happens, your colony is succesfully noticed by an archotech. What happens next is left to especulation.

Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.


Legacy events[edit]

Events from previous versions of RimWorld, now removed.

Bonded animal's death[edit]

Bonded animal dies affecting the owner's mood.

Both of these bonded death events were simplified into the 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.

Bonded master's death[edit]

Both of these bonded death events were simplified into the 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)[edit]

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[edit]

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 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[edit]

Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the storyteller's population intent factor. They become more common if you have few colonists, and rare if you have many.

Category Name Common Name Chance Favorability Min Time Before
Repeat (days)
Disease Flu Flu varies by biome Bad varies by biome
Disease Plague Plague varies by biome Bad varies by biome
Disease Malaria Malaria varies by biome Bad varies by biome
Disease SleepingSickness Sleeping Sickness varies by biome Bad varies by biome
Big Threat RaidEnemy Raid 9.0 Bad 0
Big Threat AnimalInsanity Mad Animals!: (Animal name) 1.0 VeryBad 1
Big Threat ShipPartCrash Psychic ship 1.5 Bad 30
Big Threat ManhunterPack Manhunter pack 2.0 Bad 15
Big Threat Infestation Infestation 2.8 Bad 20
Special RaidFriendly Friendlies 3 Good 0
Small Threat AnimalInsanitySingle Mad animal 5 Bad 3
Small Threat ColdSnap Cold snap 3 Bad 30
Small Threat HeatWave Heat wave 3 Bad 30
General Bad Beavers Beavers! 1 Bad 15
General Bad Eclipse Eclipse 3 Bad 30
General Bad SolarFlare Solar flare 1.5 Bad 30
General Bad PsychicDrone Psychic drone 1 Bad 30
General Bad ShortCircuit Zzztt... 1.2 Bad 15
General Bad CropBlight Blight 2.5 Bad 8
General Bad ToxicFallout Toxic fallout 0.25 Bad 180
General Bad VolcanicWinter Volcanic winter 0.11 Bad 280
General Good TraderArrivalGeneral (Trader type) 13 Good 0
General Good TraderArrivalSlaver Slaver 4.5 Good 0
General Good TravelerGroup Travelers 8 Good 0
General Good VisitorGroup Visitor(s) 8 Good 0
General Good WandererJoin Wanderer Join 0.4 VeryGood 0
General Good ResourcePodCrash Cargo pods 6.0 Good 0
General Good RefugeePodCrash Transport pod crash 1.5 Good 0
General Good PsychicSoothe Psychic soothe 1.0 Good 30
Neutral RefugeeChased Refugee Chased 2.5 Neutral 15

Weight of each disease per biome
Biome Name Flu Plague Malaria Sleeping
Sickness
Fibrous
Mechanites
Sensory
Mechanites
Gut
Worms
Muscle
Parasites
Organ
Decay
Arid Shrubland 100 100 0 0 30 30 60 60 10
Desert 100 100 0 0 30 30 60 60 10
Extreme Desert 100 80 0 0 30 30 40 40 10
Boreal Forest 100 100 0 0 30 30 50 50 10
Tundra 100 80 0 0 40 40 30 30 10
Ice Sheet 100 80 0 0 30 30 0 0 10
Sea Ice 100 80 0 0 30 30 0 0 10
Temperate Forest 100 100 100 0 30 30 50 50 10
Tropical Rainforest 100 100 160 140 30 30 80 80 10


Mean time per disease by biome (in days)
Biome Name Mean Time
Between Diseases
Flu Plague Malaria Sleeping
Sickness
Fibrous
Mechanites
Sensory
Mechanites
Gut
Worms
Muscle
Parasites
Arid Shrubland 60 228 228 0 0 760 760 380 380
Desert 80 304 304 0 0 1013.33 1013.33 506.67 506.67
Extreme Desert 90 288 360 0 0 960 960 720 720
Boreal Forest 50 180 180 0 0 600 600 360 360
Tundra 80 256 320 0 0 640 640 853.33 853.33
Ice Sheet 80 33.33 26.67 0 0 10 10 0 0
Tropical Rainforest 30 216 216 135 154.29 720 720 270 270

Version history[edit]