Difference between revisions of "Template:Daily Tip"
Jump to navigation
Jump to search
(Quick and dirty but it works) |
|||
Line 1: | Line 1: | ||
− | {{#switch: {{#time:z}} | + | {{#switch: {{{1|{{#time:z}}}}} |
| 0 = Happy New Years Day from the Rimworld Wiki! | | 0 = Happy New Years Day from the Rimworld Wiki! | ||
| 1 = You can dismiss letters by right-clicking on them. | | 1 = You can dismiss letters by right-clicking on them. | ||
Line 10: | Line 10: | ||
| 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | | 8 = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
| 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | | 9 = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
− | | 10 = In a gunfight, always be behind cover! | + | | 10 = In a gunfight, always be behind [[cover]]! |
| 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | | 11 = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
| 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | | 12 = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
| 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | 13 = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
− | | 14 = Foggy or rainy weather reduces the accuracy of ranged weapons. | + | | 14 = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
| 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | 15 = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
| 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | | 16 = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
Line 25: | Line 25: | ||
| 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. | ||
| 27 = Place a caravan packing spot to designate where you want your caravans to form up. | | 27 = Place a caravan packing spot to designate where you want your caravans to form up. | ||
Line 42: | Line 42: | ||
| 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | | 40 = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | ||
| 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | | 41 = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
− | | 42 = Terrain affects movement speed. Build floors to help your colonists get around quicker. | + | | 42 = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker. |
| 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | | 43 = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | ||
| 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | | 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | ||
Line 53: | Line 53: | ||
| 51 = If someone has a serious infection in a limb, you can remove the limb to save their life. | | 51 = If someone has a serious infection in a limb, you can remove the limb to save their life. | ||
| 52 = Sloshing through water makes people unhappy. Build a bridge when you can. | | 52 = Sloshing through water makes people unhappy. Build a bridge when you can. | ||
− | | 53 = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | + | | 53 = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. |
| 54 = Work and movement speed are affected by lighting. Everything is slower in the dark. | | 54 = Work and movement speed are affected by lighting. Everything is slower in the dark. | ||
| 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | | 55 = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
− | | 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects. | + | | 56 = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]]. |
| 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | | 57 = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | ||
| 58 = You can have multiple researchers working simultaneously at multiple research tables. | | 58 = You can have multiple researchers working simultaneously at multiple research tables. | ||
Line 96: | Line 96: | ||
| {{#expr: 8 + 85}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | | {{#expr: 8 + 85}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
| {{#expr: 9 + 85}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | | {{#expr: 9 + 85}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
− | | {{#expr: 10 + 85}} = In a gunfight, always be behind cover! | + | | {{#expr: 10 + 85}} = In a gunfight, always be behind [[cover]]! |
| {{#expr: 11 + 85}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | | {{#expr: 11 + 85}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
| {{#expr: 12 + 85}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | | {{#expr: 12 + 85}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
| {{#expr: 13 + 85}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | {{#expr: 13 + 85}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
− | | {{#expr: 14 + 85}} = Foggy or rainy weather reduces the accuracy of ranged weapons. | + | | {{#expr: 14 + 85}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
| {{#expr: 15 + 85}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | {{#expr: 15 + 85}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
| {{#expr: 16 + 85}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | | {{#expr: 16 + 85}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
Line 111: | Line 111: | ||
| {{#expr: 23 + 85}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | | {{#expr: 23 + 85}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | ||
| {{#expr: 24 + 85}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | | {{#expr: 24 + 85}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
− | | {{#expr: 25 + 85}} = If you hunt | + | | {{#expr: 25 + 85}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
| {{#expr: 26 + 85}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | | {{#expr: 26 + 85}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | ||
| {{#expr: 27 + 85}} = Place a caravan packing spot to designate where you want your caravans to form up. | | {{#expr: 27 + 85}} = Place a caravan packing spot to designate where you want your caravans to form up. | ||
Line 128: | Line 128: | ||
| {{#expr: 40 + 85}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | | {{#expr: 40 + 85}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | ||
| {{#expr: 41 + 85}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | | {{#expr: 41 + 85}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
− | | {{#expr: 42 + 85}} = Terrain affects movement speed. Build floors to help your colonists get around quicker. | + | | {{#expr: 42 + 85}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker. |
| {{#expr: 43 + 85}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | | {{#expr: 43 + 85}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | ||
| {{#expr: 44 + 85}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | | {{#expr: 44 + 85}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | ||
Line 139: | Line 139: | ||
| {{#expr: 51 + 85}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | | {{#expr: 51 + 85}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | ||
| {{#expr: 52 + 85}} = Sloshing through water makes people unhappy. Build a bridge when you can. | | {{#expr: 52 + 85}} = Sloshing through water makes people unhappy. Build a bridge when you can. | ||
− | | {{#expr: 53 + 85}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | + | | {{#expr: 53 + 85}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. |
| {{#expr: 54 + 85}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | | {{#expr: 54 + 85}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | ||
| {{#expr: 55 + 85}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | | {{#expr: 55 + 85}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
− | | {{#expr: 56 + 85}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects. | + | | {{#expr: 56 + 85}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]]. |
| {{#expr: 57 + 85}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | | {{#expr: 57 + 85}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | ||
| {{#expr: 58 + 85}} = You can have multiple researchers working simultaneously at multiple research tables. | | {{#expr: 58 + 85}} = You can have multiple researchers working simultaneously at multiple research tables. | ||
Line 182: | Line 182: | ||
| {{#expr: 8 + 170}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | | {{#expr: 8 + 170}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
| {{#expr: 9 + 170}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | | {{#expr: 9 + 170}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
− | | {{#expr: 10 + 170}} = In a gunfight, always be behind cover! | + | | {{#expr: 10 + 170}} = In a gunfight, always be behind [[cover]]! |
| {{#expr: 11 + 170}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | | {{#expr: 11 + 170}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
| {{#expr: 12 + 170}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | | {{#expr: 12 + 170}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
| {{#expr: 13 + 170}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | {{#expr: 13 + 170}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
− | | {{#expr: 14 + 170}} = Foggy or rainy weather reduces the accuracy of ranged weapons. | + | | {{#expr: 14 + 170}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
| {{#expr: 15 + 170}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | {{#expr: 15 + 170}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
| {{#expr: 16 + 170}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | | {{#expr: 16 + 170}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
Line 197: | Line 197: | ||
| {{#expr: 23 + 170}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | | {{#expr: 23 + 170}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | ||
| {{#expr: 24 + 170}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | | {{#expr: 24 + 170}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
− | | {{#expr: 25 + 170}} = If you hunt | + | | {{#expr: 25 + 170}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
| {{#expr: 26 + 170}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | | {{#expr: 26 + 170}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | ||
| {{#expr: 27 + 170}} = Place a caravan packing spot to designate where you want your caravans to form up. | | {{#expr: 27 + 170}} = Place a caravan packing spot to designate where you want your caravans to form up. | ||
Line 214: | Line 214: | ||
| {{#expr: 40 + 170}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | | {{#expr: 40 + 170}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | ||
| {{#expr: 41 + 170}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | | {{#expr: 41 + 170}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
− | | {{#expr: 42 + 170}} = Terrain affects movement speed. Build floors to help your colonists get around quicker. | + | | {{#expr: 42 + 170}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker. |
| {{#expr: 43 + 170}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | | {{#expr: 43 + 170}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | ||
| {{#expr: 44 + 170}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | | {{#expr: 44 + 170}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | ||
Line 225: | Line 225: | ||
| {{#expr: 51 + 170}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | | {{#expr: 51 + 170}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | ||
| {{#expr: 52 + 170}} = Sloshing through water makes people unhappy. Build a bridge when you can. | | {{#expr: 52 + 170}} = Sloshing through water makes people unhappy. Build a bridge when you can. | ||
− | | {{#expr: 53 + 170}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | + | | {{#expr: 53 + 170}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. |
| {{#expr: 54 + 170}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | | {{#expr: 54 + 170}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | ||
| {{#expr: 55 + 170}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | | {{#expr: 55 + 170}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
− | | {{#expr: 56 + 170}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects. | + | | {{#expr: 56 + 170}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]]. |
| {{#expr: 57 + 170}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | | {{#expr: 57 + 170}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | ||
| {{#expr: 58 + 170}} = You can have multiple researchers working simultaneously at multiple research tables. | | {{#expr: 58 + 170}} = You can have multiple researchers working simultaneously at multiple research tables. | ||
Line 268: | Line 268: | ||
| {{#expr: 8 + 255}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | | {{#expr: 8 + 255}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
| {{#expr: 9 + 255}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | | {{#expr: 9 + 255}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
− | | {{#expr: 10 + 255}} = In a gunfight, always be behind cover! | + | | {{#expr: 10 + 255}} = In a gunfight, always be behind [[cover]]! |
| {{#expr: 11 + 255}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | | {{#expr: 11 + 255}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
| {{#expr: 12 + 255}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | | {{#expr: 12 + 255}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
| {{#expr: 13 + 255}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | {{#expr: 13 + 255}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
− | | {{#expr: 14 + 255}} = Foggy or rainy weather reduces the accuracy of ranged weapons. | + | | {{#expr: 14 + 255}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
| {{#expr: 15 + 255}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | {{#expr: 15 + 255}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
| {{#expr: 16 + 255}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | | {{#expr: 16 + 255}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
Line 283: | Line 283: | ||
| {{#expr: 23 + 255}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | | {{#expr: 23 + 255}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | ||
| {{#expr: 24 + 255}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | | {{#expr: 24 + 255}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
− | | {{#expr: 25 + 255}} = If you hunt | + | | {{#expr: 25 + 255}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
| {{#expr: 26 + 255}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | | {{#expr: 26 + 255}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | ||
| {{#expr: 27 + 255}} = Place a caravan packing spot to designate where you want your caravans to form up. | | {{#expr: 27 + 255}} = Place a caravan packing spot to designate where you want your caravans to form up. | ||
Line 300: | Line 300: | ||
| {{#expr: 40 + 255}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | | {{#expr: 40 + 255}} = Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean. | ||
| {{#expr: 41 + 255}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | | {{#expr: 41 + 255}} = Building your whole colony in one structure saves resources, but also makes it difficult to contain fires. | ||
− | | {{#expr: 42 + 255}} = Terrain affects movement speed. Build floors to help your colonists get around quicker. | + | | {{#expr: 42 + 255}} = Terrain affects movement speed. Build [[floors]] to help your colonists get around quicker. |
| {{#expr: 43 + 255}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | | {{#expr: 43 + 255}} = Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty. | ||
| {{#expr: 44 + 255}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | | {{#expr: 44 + 255}} = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | ||
Line 311: | Line 311: | ||
| {{#expr: 51 + 255}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | | {{#expr: 51 + 255}} = If someone has a serious infection in a limb, you can remove the limb to save their life. | ||
| {{#expr: 52 + 255}} = Sloshing through water makes people unhappy. Build a bridge when you can. | | {{#expr: 52 + 255}} = Sloshing through water makes people unhappy. Build a bridge when you can. | ||
− | | {{#expr: 53 + 255}} = Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment. | + | | {{#expr: 53 + 255}} = [[Luciferium]] can heal scars - even those on the eye or brain. It is, however, a permanent commitment. |
| {{#expr: 54 + 255}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | | {{#expr: 54 + 255}} = Work and movement speed are affected by lighting. Everything is slower in the dark. | ||
| {{#expr: 55 + 255}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | | {{#expr: 55 + 255}} = Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside. | ||
− | | {{#expr: 56 + 255}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects. | + | | {{#expr: 56 + 255}} = Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant [[insectoids|insects]]. |
| {{#expr: 57 + 255}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | | {{#expr: 57 + 255}} = Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood. | ||
| {{#expr: 58 + 255}} = You can have multiple researchers working simultaneously at multiple research tables. | | {{#expr: 58 + 255}} = You can have multiple researchers working simultaneously at multiple research tables. | ||
Line 354: | Line 354: | ||
| {{#expr: 8 + 340}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | | {{#expr: 8 + 340}} = Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once. | ||
| {{#expr: 9 + 340}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | | {{#expr: 9 + 340}} = Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it. | ||
− | | {{#expr: 10 + 340}} = In a gunfight, always be behind cover! | + | | {{#expr: 10 + 340}} = In a gunfight, always be behind [[cover]]! |
| {{#expr: 11 + 340}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | | {{#expr: 11 + 340}} = In a gunfight, spread your colonists out! Bunched-up targets are easy to hit. | ||
| {{#expr: 12 + 340}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | | {{#expr: 12 + 340}} = Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy. | ||
| {{#expr: 13 + 340}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | | {{#expr: 13 + 340}} = When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions. | ||
− | | {{#expr: 14 + 340}} = Foggy or rainy weather reduces the accuracy of ranged weapons. | + | | {{#expr: 14 + 340}} = Foggy or rainy [[weather]] reduces the accuracy of ranged weapons. |
| {{#expr: 15 + 340}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | | {{#expr: 15 + 340}} = You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target. | ||
| {{#expr: 16 + 340}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | | {{#expr: 16 + 340}} = Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them. | ||
Line 369: | Line 369: | ||
| {{#expr: 23 + 340}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | | {{#expr: 23 + 340}} = Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting. | ||
| {{#expr: 24 + 340}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | | {{#expr: 24 + 340}} = Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey. | ||
− | | {{#expr: 25 + 340}} = If you hunt | + | | {{#expr: 25 + 340}} = If you hunt [[boomrat]]s and [[boomalope]]s when it's raining, their deaths won't cause forest fires. |
| {{#expr: 26 + 340}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | | {{#expr: 26 + 340}} = Carefully-slaughtered animals yield more meat and leather than those who were killed violently. | ||
}} | }} |