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- 07:48, 14 May 2020 diff hist +117 Defense tactics →Strategic zoning
- 07:37, 14 May 2020 diff hist +249 Defense tactics →Strategic zoning: added images to illustrate aggressive zoning
- 07:29, 14 May 2020 diff hist +244 N File:Strategic zoning 2.jpg Zoning a large number of colony animals close to the mechanoid ship awakened them. Colonists were able to fire from cover while the mechanoids attacked animals close to them. Boomalopes' death explosions caused significant damage.
- 07:27, 14 May 2020 diff hist +120 N File:Strategic zoning 1.jpg Boomalopes and various expendable animals are zoned into a small area surrounding the mechanoid ship part.
- 22:49, 12 February 2020 diff hist +294 Crashed ship parts
- 22:42, 12 February 2020 diff hist +115 N File:Poison ship 2.jpg Though some nearby plants were killed by the poison, once the ship is defeated new crops can be sown.
- 22:40, 12 February 2020 diff hist +120 N File:Poison ship 1.jpg Having pawns manually extinguish fires around a crashed ship part does not cause the mechanoids to emerge.
- 15:50, 10 February 2020 diff hist +109 Colony Building Guide →Freezer
- 15:44, 10 February 2020 diff hist +104 N File:Cooler break-in.jpg Building a cooler in an exterior wall leaves a vulnerable spot which raiders will exploit.
- 16:29, 7 February 2020 diff hist +77 Raw fungus added description in the box so it can be pulled into tables on other pages
- 16:22, 7 February 2020 diff hist -1 Menus →Assigning work
- 15:42, 7 February 2020 (diff | hist) . . +293 . . N Extra info on Talk:Bed (Hide)
- 20:43, 5 February 2020 diff hist +453 Animals →Health
- 20:38, 5 February 2020 diff hist +65 Animals →Body heat
- 20:37, 5 February 2020 diff hist +674 Animals →Predation
- 20:31, 5 February 2020 diff hist +142 Animals →Aggression
- 12:31, 5 February 2020 diff hist +57 Dumping stockpile zone →Warg bait
- 12:20, 5 February 2020 diff hist -28 RimWorld Wiki:To-do →General To-do List
- 12:19, 5 February 2020 diff hist +265 RimWorld Wiki:To-do added new article suggestion to the to-do list
- 12:13, 5 February 2020 diff hist +350 Events Guide →Psychic foil helmets
- 12:10, 5 February 2020 diff hist +360 Events Guide →Freezers
- 06:28, 5 February 2020 diff hist +159 Hydroponics basin
- 21:35, 4 February 2020 diff hist +4 m Hydroponics basin →Version history
- 20:46, 4 February 2020 diff hist +11 Hydroponics basin →Outdoors
- 20:39, 4 February 2020 diff hist -117 Hydroponics basin Undo revision 67580 by Mayoculpa (talk) testing is needed Tag: Undo
- 20:16, 4 February 2020 diff hist +117 Hydroponics basin →Outdoors
- 19:47, 4 February 2020 diff hist +81 Hydroponics basin →Sun lamp arrangement
- 19:45, 4 February 2020 diff hist +122 Hydroponics basin →Outdoors
- 19:42, 4 February 2020 diff hist 0 m Sun lamp →Greenhouses
- 18:12, 4 February 2020 diff hist +277 Bill →Details
- 18:09, 4 February 2020 diff hist +436 Bill →Bill management
- 17:58, 4 February 2020 diff hist +415 N File:Work bill simple meals.jpg Rich explorer Lamb has very low cooking skill. If Lamb's skill increases or if she recruits another colonist with Cooking 6, the bill at the top ensures fine meals will be cooked first. The simple meal bill in the middle, as shown in its detail window, is set to only use perishable meat ingredients. If there is no meat available, the third bill will allow her to make simple meals from vegetables.
- 17:30, 4 February 2020 diff hist +129 Sun lamp →Short circuits
- 17:27, 4 February 2020 diff hist +922 Sun lamp →Greenhouses
- 16:21, 4 February 2020 diff hist +597 Sun lamp →Greenhouses
- 21:03, 3 February 2020 diff hist +180 Research →Research Projects
- 21:00, 3 February 2020 diff hist +9 Watermill generator
- 20:58, 3 February 2020 diff hist +68 Power →Power generators
- 18:34, 3 February 2020 diff hist +35 Growing zone
- 18:31, 3 February 2020 diff hist +932 Growing zone
- 18:20, 3 February 2020 diff hist +376 N File:Growing zone example.jpg Selecting a growing zone lets you expand, shrink or delete it, select which crops to grow and allow or forbid sowing. Double-click an empty tile in an existing growing zone to highlight all growing zones in the visible portion of the map. This makes it possible to quickly forbid sowing in the fall, or allow it again when the growing season is about to start.
- 18:07, 3 February 2020 diff hist +154 Intermediate Midgame Guide →Colonist management
- 18:05, 3 February 2020 diff hist +279 N File:Work priority example.jpg Manual work priorities for a modestly sized colony. Squares outlined in red mean the colonist's skill is very low; they will work slowly, produce poor quality items or be unable to perform some tasks. Squares outlined in gold mean the colonist's skill is very high.
- 17:49, 3 February 2020 diff hist +60 Spike trap
- 17:46, 3 February 2020 diff hist +187 N File:Spike trap accidental step.jpg Colonists and tamed animals have a small chance to accidentally trigger a spike trap when walking over it. Building doors that allow quick access can make this less likely.
- 17:26, 3 February 2020 diff hist +103 Geothermal generator
- 17:20, 3 February 2020 diff hist +522 Colony Building Guide →Power network
- 16:39, 3 February 2020 diff hist +58 Biomes →Extreme desert
- 16:38, 3 February 2020 diff hist +52 Biomes →Tundra
- 16:33, 3 February 2020 diff hist +117 Plants →Lifespan