Events

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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

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

Storyteller events

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

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

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

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

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

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

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


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

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
  • 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

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


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


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


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


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

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

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

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


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


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

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


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


"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


"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

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

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

Show Good Random Events

Ambrosia sprout

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

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

Animal self-tamed

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

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

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)

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

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

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)

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)

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

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

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

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

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

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

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)

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

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

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

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

Show Bad Random Events

Beavers!

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

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

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

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

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

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

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

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

'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

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

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)

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

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

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

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

Show/Hide World Events

Attack begun

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

Bandit camp opportunity

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)

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

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

Caravan arrived at (Location)

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

Caravan lost

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)

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

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

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

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

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

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

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

Ambush

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

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

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

Game over

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

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

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

Events from previous versions of RimWorld, now removed.

Bonded animal's death

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

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)

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

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

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