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