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save file
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°C
old d.tactics is @ ~140,000 views
image cropping flavor text
- oof ow my borders
- did you know that cropping images appropriately reduces size and user annoyance by more than 50%?
- image- cropped (some random player)
- pills that makes you stare at cropped images
- wildfire burnt off part of the image
- Orders
- Deconstruct • Mine • Haul things • Cut plants • Harvest • Chop Wood • Hunt • Slaughter • Tame • Uninstall • Claim • Strip • Rearm Trap • Open • Plan (Remove Plans)
- Zone/Area
- Stockpile zone • Dumping stockpile zone • Growing zone • Allowed area • Home area • Build roof area • Remove roof area • Snow clear area
- Structure
- Animal flap • Autodoor • Bridge • Column • Door • Fence • Fence gate • Ornate door • Wall • Security door
- Related
- Roof
- Production | Neolithic
- Art bench • Brewery • Butcher spot • Butcher table • Campfire • Crafting spot • Fueled stove • Fermenting barrel • Simple research bench
- Medieval
- Fueled smithy • Hand tailor bench • Stonecutter's table
- Industrial
- Biofuel refinery • Deep drill • Drug lab • Electric crematorium • Electric smelter • Electric smithy • Electric stove • Electric tailor bench • Fabrication bench • Hi-tech research bench • Hydroponics basin • Machining table • Nutrient paste dispenser (Hopper)
- Related
- Bioferrite shaper • Serum lab
- Furniture
- Animal bed • Animal sleeping box • Animal sleeping spot • Bedroll (Double) • Plant pot • Sculptures (Small, Large, Grand, Terror ) • Sleeping spot (Double, Baby ) • Stool • Table (1x2, 2x2, 2x4, 3x3) • Torch lamp • Wall torch lamp • Wall lamp • Animus stone • Darktorch • Fungus darktorch • Crib
- Complex Furniture
- Armchair • Bed (Double) • Bookcase (Small) • Couch • Dining chair • Dresser • End table • Royal bed • Shelf (Small) • Brazier (Darklight ) • Drape • Grand meditation throne • Meditation throne • Slab bed (Double) • Baby decoration • Blackboard • School desk • Toy box
- (research)
- Flood light • Hospital bed • Standing lamp • Sun lamp • Bonsai pot
- (uncraftable)
- Urn • Blood torch
- Power
- Power conduit (Hidden, Waterproof) • Power switch • Wood-fired generator • Chemfuel powered generator • Wind turbine
- (research)
- Battery • Geothermal generator • Solar generator • Watermill generator • Toxifier generator • Bioferrite generator
- (uncraftable)
- Vanometric power cell • Unstable power cell
- Related
- Ship reactor • Electroharvester
- Security
- Barricade • Sandbags • Spike trap
- (research)
- Autocannon turret • Foam turret • Mini-turret • Rocketswarm launcher • Uranium slug turret • Mortar
- IEDs
- IED trap • IED incendiary trap • IED EMP trap • IED firefoam trap • IED smoke trap • IED antigrain warhead trap • IED tox trap • IED deadlife trap
- Related
- Antigrain warhead • EMP shell • Firefoam shell • High-explosive shell • Incendiary shell • Smoke shell • Tox shell • Deadlife shell
- Misc
- Caravan hitching spot • Egg box • Grave • Marriage spot • Party spot • Pen marker • Sarcophagus • Tool cabinet • Meditation spot • Nature shrine (Large, Small)
- (research)
- Comms console • Cryptosleep casket • Firefoam popper • Ground-penetrating scanner • Long-range mineral scanner • Moisture pump • Multi-analyzer • Orbital trade beacon • Pod launcher • Stele (Large, Grand) • Transport pod • Vitals monitor • Ship landing beacon
- Floors
- Burned floors (Carpet, Straw matting, Wood floor, Bioferrite plate) • Concrete • Flagstones (Sandstone, Granite, Limestone, Slate, Marble) • Gold tile • Paved tile • Silver tile • Steel tile • Sterile tile • Straw matting • Wood floor • Fungal gravel • Hex tile • Spikecore plates • Totemic boards
- (research)
- Carpet • Stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Fine carpets • Fine stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Hex carpet • Mindbend carpet • Morbid carpet • Morbid stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Spikecore stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Totemic stone tiles (Sandstone, Granite, Limestone, Slate, Marble) • Bioferrite plate
- Floor coverings
- Animalist slab (Medium, Broad) • Morbid slab (Medium, Broad) • Rustic rug (Medium, Broad) • Spikecore floor-star (Medium, Broad) • Totemic slab (Medium, Broad)
- Related
- Bridge • Smooth stone • Void metal
- Recreation
- Horseshoes pin (Colony) • Hoopstone ring (Tribal) • Game-of-Ur board (Tribal)
- Complex Furniture
- Billiards table • Chess table (Colony) • Poker table
- (research)
- Tube television • Flatscreen television • Harp • Harpsichord • Piano
- (trade)
- Megascreen television • Telescope
- Related
- Books (Novel • Schematic • Textbook • Tome) • Snowman
- Ship
- Ship structural beam • Ship cryptosleep casket • Ship computer core • Ship reactor • Ship engine • Sensor cluster
- Temperature
- Campfire • Heater • Cooler • Passive cooler • Vent
Distraction structures
Once you have lots of bulk materials, but don't have enough industry to build proper defenses, you can build an distractions to temporarily delay raids.
Doing this can delay raids in early-mid game if you have the effort and materials, but as you enter mid-late game it's better that you replace the suppressor with something else, such as a killbox, which can actually bring the hurt.
Attention suppressor
A full-size attention suppressor with a 1-wide path, built out of granite.
Start like you're making a 29-wide room, but instead of doors, just leave one-tile openings at opposite ends. That way it doesn't get a roof. If needed, use a no roof area. Down the middle of the attention suppressor leave an open path, which will actually be traveled by your colonists. Pack the sides with alternating walls, leaving numerous blind alleys branching off the open path. The attention suppressor should look like two giant combs facing each other across the path.
A raider entering through an attention suppressor is presented with numerous blind alleys, each one of which could hold something important (in their perspective). Raiders will typically only resist the lure of a dozen or so blind alleys, before turning off into one to look for something to attack. In many cases they'll attack the walls, but the general effect is that a raiding force will spend a long time milling around in the attention suppressor, deeply distracted, and slowly trickle out of it toward your base alone, or (for a large raid) in twos and threes. This slow trickle of raiders is easily handled by a few colonists with basic weapons, or later a few turrets and a repairman.
Colonists and visitors with specific business on one side or the other of the attention suppressor will go quickly down the middle without being distracted. However, colonists pursuing joy activities like going for a walk will usually be diverted to do so in the blind alleys of the attention suppressor. As a result, it's not safe to fill with deathtraps.
Pros
- Effectively distracts and delays raiders
Cons
- Does not deal damage
- Takes up large amounts of space
- Expensive and time-consuming to build a lot of walls
- Makes it harder to eliminate all raiders at once
Dummy power grid
Place many wires randomly around the area. This causes enemies to stop and ignite or fight the wires, delaying them.
Note that they will charge immediately upon seeing colonists so this is a measure to buy time at best.
datamined
namespace RimWorld.Planet
{
public static class CaravanTicksPerMoveUtility
{
private const int DownedPawnMoveTicks = 450;
public const float CellToTilesConversionRatio = 190f;
public const int DefaultTicksPerMove = 2500;
public static int GetTicksPerMove(Caravan caravan)
{
if (caravan == null)
{
return 2500;
}
return CaravanTicksPerMoveUtility.GetTicksPerMove(caravan.PawnsListForReading);
}
public static int GetTicksPerMove(List<Pawn> pawns)
{
if (pawns.Any<Pawn>())
{
float num = 0f;
for (int i = 0; i < pawns.Count; i++)
{
int num2 = (!pawns[i].Downed) ? pawns[i].TicksPerMoveCardinal : 450;
num += (float)num2 / (float)pawns.Count;
}
num *= 190f;
return Mathf.Max(Mathf.RoundToInt(num), 1);
}
return 2500;
}
}
}