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.
Event Name | Category | Location | Favorability | Duration | Cooldown (days) | Mood Related |
Notes |
---|---|---|---|---|---|---|---|
Enemy attack | Major | Colony Map | ![]() |
Also called "raids". | |||
Infestation | Major | Colony Map | Until destruction | ![]() |
The event "Too Deep: Infestation" is unrelated. | ||
Wastepack infestations | Major | Colony Map | Until destruction | ![]() |
Requires Biotech ![]() | ||
Manhunter pack | Major | Colony Map | 24-54 hours, or until destruction | ![]() |
Animals are infected with scaria | ||
Psychic wave | Major | Colony Map | Until affected animals are incapacitated or die | ![]() |
There's a variant that affects a single animal, which is not considered a major threat. | ||
Crashed ship part | Major | Colony Map | Until destruction | ![]() |
2 variants: Defoliator ship and Psychic ship. Only the latter affects mood. | ||
Mech cluster | Major | Colony Map | Until Destruction | ![]() |
Requires Royalty ![]() | ||
Problem causer | Major | World | Until Destruction | ![]() |
Requires Royalty ![]() | ||
Flashstorm | Weather | Colony Map | 0.075 - 0.1 days | 15 | ![]() |
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Toxic fallout | Weather | Colony Map | 2.5 - 10.5 days | 90 | ![]() |
Insectoids/Mechanoids are inmune. | |
Volcanic winter | Weather | Colony Map | 7.5 - 40 days | 140 | ![]() |
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Ambrosia sprout | Random | Colony Map | Good | ![]() |
Limited to 6 biomes: Tropical rainforest/swamp, Temperate forest/swamp, Boreal forest, Arid shrubland | ||
Animals join | Random | Colony Map | Good | ![]() |
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Animal self-tamed | Random | Colony Map | Good | ![]() |
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Aurora | Random | Colony Map | Good | 0.125-0.35 days | ![]() |
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Cargo pods | Random | Colony Map | Good | ![]() |
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Herd migration: (Animal) | Random | Colony Map | Good | ![]() |
Only happens on 5 biomes: Sea ice, Ice sheet, Tundra, Desert, Extreme desert | ||
Party | Random | Colony Map | Good | ![]() |
Requires a party spot or any gathering spot | ||
Psychic soothe | Random | Colony Map | Good | 15 | ![]() |
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(Trader type) | Random | Colony Map | Good | ![]() |
Orbital Trader | ||
(Trader type) from (Faction) | Random | Colony Map | Good | ![]() |
Land Trader | ||
Transport pod crash | Random | Colony Map | Good | ![]() |
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Paralytic abasia | Random | Colony Map | Good | ![]() |
Requires Royalty ![]() | ||
Baby | Random | Colony Map | Good | ![]() |
Requires Biotech ![]() | ||
Wanderer joins | Random | Colony Map | Good | 24 hours | ![]() |
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Wild (wo)man wanders in | Random | Colony Map | Good | ![]() |
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Traveler Visit | Random | Colony Map | Good | ![]() |
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Visitor(s) | Random | Colony Map | Good | ![]() |
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Royal Tribute Collector | Random | Colony Map | Good | ![]() |
Requires Royalty ![]() | ||
Gauranlen pod sprout | Random | Colony Map | Good | ![]() |
Requires Ideology ![]() | ||
Polux tree sprout | Random | Colony Map | Good | ![]() |
Requires Biotech ![]() | ||
Beavers! | Random | Colony Map | Bad | 30 | ![]() |
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Birthday | Random | Colony Map | Bad | ![]() |
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Blight | Random | Colony Map | Bad | 30 | ![]() |
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Disease | Random | Colony Map | Bad | ![]() |
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Eclipse | Random | Colony Map | Bad | 0.75 - 1.25 days | ![]() |
Only affects mood with the Precept![]() | |
Heat wave | Random | Colony Map | Bad | 1.5 - 3.5 days | 30 | ![]() |
It requires a summer temperature above 20 °C (68 °F) |
Cold snap | Random | Colony Map | Bad | 1.5 - 3.5 days | 30 | ![]() |
It requires a summer temperature between 0 °C – 15 °C (32 °F – 59 °F) |
Mad animal | Random | Colony Map | Bad | ![]() |
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Psychic drone | Random | Colony Map | Bad | 0.75 - 1.75 days | 15 | ![]() |
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Solar flare | Random | Colony Map | Bad | 0.15 - 0.5 days | ![]() |
Incompatible with Unnatural Darkness (Anomaly ![]() | |
Zzztt... | Random | Colony Map | Bad | 8 | ![]() |
Cooldown does not apply to Short-circuits caused by snow/rain, | |
Transport pod crash (Ghoul) | Random | Colony Map | Bad | ![]() |
Requires Anomaly ![]() | ||
Gray pall | Random | Colony Map | Bad | ![]() |
Requires Anomaly ![]() |
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.
Event Name | Type | Location | Notes |
---|---|---|---|
Friendlies | Good | Colony Map | |
Masterwork | Good | Colony Map | |
Legendary work | Good | Colony Map | |
Man in Black | Good | Colony Map | Only happens once |
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 ![]() |
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 ![]() |
Baby Prep | Informational | Anywhere | Requires Biotech ![]() |
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.
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 |
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.
Extreme weather
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.
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
Bad
Incidental Events
These events aren't triggered by the storyteller. Instead, they come from various other game mechanics.
Good
Bad
Faction
These events are related with changes with other factions, either relations or leadership.
Informational Events
These events serve purely to give information about the game, and have no physical gameplay implications.
Social
These events cover relationships changes between 2 pawns. Currently, all events relate to marital status.
World incidents
These are events related to/only triggered on the overworld.
Game endings
When these happen, they signify that your game has ended, one way or another.
Legacy events
Events from previous versions of RimWorld, now removed.
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.
Version history
- 0.0.245 - Electrical devices now short-circuit and cause fires if left out in the rain while running.
- 0.8.657 - Beavers! event added
- 0.11.877 - Toxic fallout, Volcanic winter, Chased refugee, Psychic sooth, Manhunter pack events added. Manhunter pack is exclusively made up of wargs.
- 0.12.906 - Manhunter packs can use animals besides wargs. Farm Animals Wander In, Self Tame, Poison ship and Flashtorm events added. Animals join is exclusive to farm animals at this point.
- 0.12.910 - Poison ship now only drops one ship part instead of 2-3.
- 0.12.914 - Flashtorm are much less intense
- 0.14.1236 - Fixed many events never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.
- 0.14.1241 - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play difficulty. Toxic fallout and volcanic winter are now rarer.
- 1.1.0 - Pawns now sometimes take the family name of their partner upon marriage
- 1.1.2654 - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.
- 1.3.3066 - Fix: The Alphabeaver event will still happen even if the outdoor temperature is below their minimum comfortable temperature.
- 1.4.3523 - Fix: Stranger in black can have 0 shooting skill.