Events

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Revision as of 04:58, 15 June 2024 by Arcangelus (talk | contribs) (Changed style of collapsing due to an oversight: the menu does not work on collapsed sections. Added toggle for mass-revealing relevant sections. I considered making each event collapsible instead, but that seems a lot of work for little benefit.)
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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.

Collapse

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 adress that, this toggle will open all relevant sections.

Click Here to Open/Close Storyteller categories


Storyteller events list Collapse
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 inmune.
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 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. Due to wiki limitations, it isn't possible to link directly to a collapsed section. To adress that, this toggle will open all relevant sections.

Click Here to Open/Close Incidental events categories
Incidental events list Collapse
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 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 adress that, this toggle will open all relevant sections.

Click Here to Open/Close World events
World events list Collapse
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.

Show Major Events


Extreme weather

These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.

Show Extreme Weather Events


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

Bad

Show Bad Random Events


Incidental Events

These events aren't triggered by the storyteller. Instead, they come from various other game mechanics.

Good

Show Good Incidental Events

Bad

Show Bad Incidental Events

Faction


These events are related with changes with other factions, either relations or leadership.

Show Faction Events


Informational Events


These events serve purely to give information about the game, and have no physical gameplay implications.

Show Informational Events


Social

These events cover relationships changes between 2 pawns. Currently, all events relate to marital status.

Show Social Events


World incidents

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

Show World Events

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.

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