Template:Daily Tip

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{{#switch: 324 | 0 = Happy New Years Day from the Rimworld Wiki! | 1 = You can dismiss letters by right-clicking on them. | 2 = You can hold the shift key to queue orders on your colonists. | 3 = You can right-click and drag to reorder colonists on the colonist bar. | 4 = You can select previous/next colonist with the , and . keys. | 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions. | 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority. | 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen. | 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. | 10 = In a gunfight, always be behind cover! | 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. | 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. | 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. | 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it. | 18 = If you need help in a fight, call your allies using the comms console. | 19 = Maddened animals will attack any human, including your enemies. You can use this. | 20 = EMP bursts will temporarily disable turrets and shields. | 21 = EMP bursts instantly break personal shields. | 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | 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. | 25 = If you hunt boomrats and boomalopes 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. | 27 = Place a caravan packing spot to designate where you want your caravans to form up. | 28 = Single-person caravans can be very useful in certain situations. | 29 = Faster animals make faster caravans. | 30 = Smaller caravans will be attacked less often because they're less visible. | 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. | 32 = If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. | 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | 34 = Some colonists are worse than useless. Bad allies are part of the challenge. | 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. | 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time. | 37 = Put chairs in front of workbenches so workers can sit comfortably while working. | 38 = Mechanical structures break down and require replacement components. Don't build things you don't need. | 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them. | 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. | 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. | 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | 45 = You can request specific types of trade caravans using the comms console. | 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations. | 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together. | 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. | 49 = Cute tame animals will nuzzle your colonists, improving their mood. | 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them. | 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. | 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. | 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. | 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. | 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful. | 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. | 61 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | 62 = Clean labs with sterile tile give research speed bonuses. | 63 = You can change storyteller and playstyle at any time through the options menu. | 64 = The more factions you are allied with, the more random traders and military aid you will receive. | 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle. | 66 = Set schedules with long stretches of one activity to minimize travel time. | 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment. Content added by the Royalty DLC | 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. Content added by the Royalty DLC | 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. Content added by the Royalty DLC | 70 = If a title holder dies, their title goes to their chosen heir. Content added by the Royalty DLC | 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. Content added by the Royalty DLC | 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. Content added by the Royalty DLC | 73 = Psylink neuroformers can be acquired through quests. Content added by the Royalty DLC | 74 = Gaining a new level of psylink grants knowledge of one random psychic power. Content added by the Royalty DLC | 75 = Psychic powers can give you significant advantage in combat. Content added by the Royalty DLC | 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. Content added by the Royalty DLC | 77 = Psychic invisibility doesn't wear off when you attack. Content added by the Royalty DLC | 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. Content added by the Royalty DLC | 79 = Creatures with higher psychic sensitivity are affected more by psychics. Content added by the Royalty DLC | 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. Content added by the Royalty DLC | 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. Content added by the Royalty DLC | 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. Content added by the Royalty DLC | 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. Content added by the Royalty DLC | 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. Content added by the Royalty DLC | 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. Content added by the Royalty DLC | #default = {{#switch: 409 | 0 = Happy New Years Day from the Rimworld Wiki! | 1 = You can dismiss letters by right-clicking on them. | 2 = You can hold the shift key to queue orders on your colonists. | 3 = You can right-click and drag to reorder colonists on the colonist bar. | 4 = You can select previous/next colonist with the , and . keys. | 5 = Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions. | 6 = In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority. | 7 = Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen. | 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. | 10 = In a gunfight, always be behind cover! | 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. | 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. | 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. | 17 = Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it. | 18 = If you need help in a fight, call your allies using the comms console. | 19 = Maddened animals will attack any human, including your enemies. You can use this. | 20 = EMP bursts will temporarily disable turrets and shields. | 21 = EMP bursts instantly break personal shields. | 22 = The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills. | 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. | 25 = If you hunt boomrats and boomalopes 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. | 27 = Place a caravan packing spot to designate where you want your caravans to form up. | 28 = Single-person caravans can be very useful in certain situations. | 29 = Faster animals make faster caravans. | 30 = Smaller caravans will be attacked less often because they're less visible. | 31 = Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster. | 32 = If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. | 33 = RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. | 34 = Some colonists are worse than useless. Bad allies are part of the challenge. | 35 = If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. | 36 = Avoid using stone for doors. They open very slowly, which wastes your colonists' time. | 37 = Put chairs in front of workbenches so workers can sit comfortably while working. | 38 = Mechanical structures break down and require replacement components. Don't build things you don't need. | 39 = Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them. | 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. | 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. | 44 = You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated. | 45 = You can request specific types of trade caravans using the comms console. | 46 = You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations. | 47 = Keeping prisoners together saves space. However, prisoners kept together will try to break out together. | 48 = Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try. | 49 = Cute tame animals will nuzzle your colonists, improving their mood. | 50 = Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them. | 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. | 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. | 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. | 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. | 59 = Geysers heat up rooms if enclosed. This can be dangerous, or useful. | 60 = Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice. | 61 = Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. | 62 = Clean labs with sterile tile give research speed bonuses. | 63 = You can change storyteller and playstyle at any time through the options menu. | 64 = The more factions you are allied with, the more random traders and military aid you will receive. | 65 = You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle. | 66 = Set schedules with long stretches of one activity to minimize travel time. | 67 = Some title permits allow the holder to call for military aid. This can save you in a tough moment. Content added by the Royalty DLC | 68 = Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. Content added by the Royalty DLC | 69 = Prestige armor and eltex apparel will also satisfy the apparel requirements of royal titles. Content added by the Royalty DLC | 70 = If a title holder dies, their title goes to their chosen heir. Content added by the Royalty DLC | 71 = You can change the heir of a title holder through the comms console. However, this requires completing a ritual. Content added by the Royalty DLC | 72 = The Empire bestows a free level of psylink upon anyone who earns the title required to use it. Content added by the Royalty DLC | 73 = Psylink neuroformers can be acquired through quests. Content added by the Royalty DLC | 74 = Gaining a new level of psylink grants knowledge of one random psychic power. Content added by the Royalty DLC | 75 = Psychic powers can give you significant advantage in combat. Content added by the Royalty DLC | 76 = Using a psychic power on an ally will harm faction relations - but only if it has negative effects. Content added by the Royalty DLC | 77 = Psychic invisibility doesn't wear off when you attack. Content added by the Royalty DLC | 78 = Going over your neural heat limit can save you in a desperate situation - but the psychic breakdown can last a while. Content added by the Royalty DLC | 79 = Creatures with higher psychic sensitivity are affected more by psychics. Content added by the Royalty DLC | 80 = Dressing your psycasters in eltex gear will increase their neural heat limit and dissipation rate. Content added by the Royalty DLC | 81 = When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. Content added by the Royalty DLC | 82 = Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. Content added by the Royalty DLC | 83 = The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for honor. Content added by the Royalty DLC | 84 = You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. Content added by the Royalty DLC | 85 = The psychic skip power works on self, allies, enemies, and even items. The tactical possibilities are endless. Content added by the Royalty DLC | #default = Template is broken! Please contact User:Harakoni