Search/Recent Changes
DBTropes
...it's like TV Tropes, but LINKED DATA!

RimWorld (Video Game)

 RimWorld (Video Game)
type
TVTItem
 RimWorld (Video Game)
label
RimWorld (Video Game)
 RimWorld (Video Game)
page
Rimworld
 RimWorld (Video Game)
comment
RimWorld is a colony-building simulator developed by Ludeon Studios, inspired by games like Dwarf Fortress and Prison Architect, and science fiction settings like Dune and Firefly. The game officially left Early Access and entered full release in October 17, 2018.About three and a half thousand years in the future, humanity has spread itself across the galaxy, colonizing thousands of worlds and developing new technologies. One obstacle has proven to be insurmountable—the lightspeed barrier. Thus, each colonized planet has largely been left to its own devices; worlds develop at their own pace with limited contact between them. While small interstellar empires may occasionally form in highly-dense stellar regions such as star clusters or nearer to the core, many of the isolated colonies bomb themselves back into the Stone Age, resulting in a wide technological gap. Some ascended to become super-advanced "transcendent worlds" that appear utterly alien, while others regressed to a pre-industrial state.Your vessel was in orbit around one of these undeveloped planets before crashing in an unspecified accident. As none of you were enterprising colonists, your group is woefully unprepared for this primitive and potentially hostile world. Luckily, your Escape Pods are well-stocked with basic tools, weapons, and supplies, giving means to provide for yourselves. Rescue is unlikely, as it'll probably be years before anyone even knows you're gone, but perhaps you can find some way to get yourself back home—provided you survive, of course. There are also options to play as the tribal descendants of a Lost Colony who had survived from an attack from reactivated but malfunctioning robots, or a Bold Explorer who is on an adventure on a remote planet in search of fortune and glory. Or, you can make your own backstory.The game's unique spin on the genre comes in the form of an "AI Storyteller" in addition to a standard set of difficulty levels, which allows the player to determine what sort of experience they want from their game: whether it be the more traditional progression of increasingly difficult challenges; a relaxed setting for base-building without the constant worry of having to defend against attackers; or a totally unpredictable sequence of events dictated by the whim of random chance.An expansion, Royalty, was released on February 24, 2020. The expansion includes a new faction, the Shattered Empire, seeking to settle on the planet and gather allies, in addition to earnable royal titles, a quest system, and psychic powers.A second expansion, Ideology, was released on July 20, 2021. It revolves around the introduction of intricate belief systems for individual colonists and your colony as a whole, as well as every other faction on the planet, giving additional depth to the game's storytelling. Additional features include unique leadership roles for your pawns, a slavery system, a third method to win the game, and dryads, a special creature type that spawns from a mystical tree and can be bred and trained for a variety of tasks.A third expansion, Biotech, was announced on October 5, 2022, and released on October 21, 2022. Its major features cover children and reproduction, new types of mechanoids and ways to control and even construct them, environmental pollution as a consequence of colony industrialization, and gene modding. Patch 1.4, a base game update that was released alongside it, introduced more customization options, new turrets, a more involved corpse rot mechanic, and more variety in the types of prisoners and the colony's interactions with them.A fourth expansion, Anomaly, was announced on March 13, 2024, and released on April 11, 2024. Its major features centre around the player's colony coming into conflict with an Archotech that has gone mad, introducing new horror monsters and weapons to counteract them. Patch 1.5, which was also released alongside the new DLC, brought with it new features including books such as novels or schematics, wall lights, crawling pawns, and a new option following a Game Over to get a second chance with your base by creating new "wanderer" pawns to inhabit it.
 RimWorld (Video Game)
fetched
2024-04-16T12:45:54Z
 RimWorld (Video Game)
parsed
2024-04-16T12:45:54Z
 RimWorld (Video Game)
processingComment
Dropped link to BattleTech: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to DeusExHumanRevolution: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to DwarfFortress: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to EnergyWeapons: Not a Feature - UNKNOWN
 RimWorld (Video Game)
processingComment
Dropped link to FriendlyFire: Not a Feature - UNKNOWN
 RimWorld (Video Game)
processingComment
Dropped link to PoweredArmour: Not a Feature - UNKNOWN
 RimWorld (Video Game)
processingComment
Dropped link to Scarface1983: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to Stellaris: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to TheSilenceOfTheLambs: Not a Feature - ITEM
 RimWorld (Video Game)
processingComment
Dropped link to UniversalCurrency: Not a Feature - UNKNOWN
 RimWorld (Video Game)
processingComment
Dropped link to Warhammer40000: Not a Feature - ITEM
 RimWorld (Video Game)
processingUnknown
EnergyWeapons
 RimWorld (Video Game)
processingUnknown
FriendlyFire
 RimWorld (Video Game)
processingUnknown
PoweredArmour
 RimWorld (Video Game)
processingUnknown
UniversalCurrency
 RimWorld (Video Game)
isPartOf
DBTropes
 RimWorld (Video Game) / int_11ad560b
type
Control Freak
 RimWorld (Video Game) / int_11ad560b
comment
Control Freak: Neurotic and Very Neurotic characters obsess over everything being just right. In game terms, this means they do their jobs faster than other characters at the same skill level, but they're also more likely to break when things aren't going their way.
 RimWorld (Video Game) / int_11ad560b
featureApplicability
1.0
 RimWorld (Video Game) / int_11ad560b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_11ad560b
 RimWorld (Video Game) / int_121476bd
type
The Millstone
 RimWorld (Video Game) / int_121476bd
comment
The Millstone: If you're really unlucky, you can end up with a colonist whose combination of traits renders them practically worthless and even detrimental to your colony. For example, it's completely possible to get one who is incapable of both dumb labor and skilled labor, and is also a Pyromaniac and Abrasive, meaning you get a pawn incapable of doing almost anything and has a high chance of randomly setting fires, starting fights with the other colonists, and will repeatedly cause mood debuffs by insulting everyone.
 RimWorld (Video Game) / int_121476bd
featureApplicability
1.0
 RimWorld (Video Game) / int_121476bd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_121476bd
 RimWorld (Video Game) / int_121865ac
type
Noble Savage
 RimWorld (Video Game) / int_121865ac
comment
Noble Savage: The Gentle Tribe faction are a peaceful and friendly Neolithic civilization, whom the player can readily and easily make friends with and frequently trade with.
 RimWorld (Video Game) / int_121865ac
featureApplicability
1.0
 RimWorld (Video Game) / int_121865ac
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_121865ac
 RimWorld (Video Game) / int_1235f055
type
Dirty Coward
 RimWorld (Video Game) / int_1235f055
comment
Dirty Coward: Your first quest with Royalty installed will almost always be to "rescue" a noble who is being menaced by a terrible threat. Said terrible threat is a single small, nonthreatening animal. The quest name will lampshade this with a derogatory term for the hapless noble you are rescuing from a furious rabbit or squirrel, such as "The Wimpy Duke."
 RimWorld (Video Game) / int_1235f055
featureApplicability
1.0
 RimWorld (Video Game) / int_1235f055
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1235f055
 RimWorld (Video Game) / int_125c43a0
type
Supernatural Elite
 RimWorld (Video Game) / int_125c43a0
comment
Supernatural Elite: The Empire's nobles and Church are trained and empowered psychics and one of the easiest ways to develop psychic powers is to join the Imperial nobility.
 RimWorld (Video Game) / int_125c43a0
featureApplicability
1.0
 RimWorld (Video Game) / int_125c43a0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_125c43a0
 RimWorld (Video Game) / int_127fc252
type
Creator Cameo
 RimWorld (Video Game) / int_127fc252
comment
Creator Cameo: Tynan Sylvester (A lead developer of the game) may appear in the game if you were really lucky. However, his stats are very low, and he always has the "Slothful" trait. This makes him a very useless character.
 RimWorld (Video Game) / int_127fc252
featureApplicability
1.0
 RimWorld (Video Game) / int_127fc252
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_127fc252
 RimWorld (Video Game) / int_128e4ba8
type
Gatling Good
 RimWorld (Video Game) / int_128e4ba8
comment
Gatling Good: Miniguns. High rate of fire, good stopping power, horrendous accuracy at anything other than point-blank range. They're the perfect tool for breaking up waves of tribal raiders or packs of man-eating animals.
 RimWorld (Video Game) / int_128e4ba8
featureApplicability
1.0
 RimWorld (Video Game) / int_128e4ba8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_128e4ba8
 RimWorld (Video Game) / int_13f7da6
type
Instant Expert
 RimWorld (Video Game) / int_13f7da6
comment
Instant Expert: The combat stats for shooting and melee don't care about the actual type of weapon the pawn uses. In Real Life there's a massive difference between, for instance, shooting a bow or shooting an assault rifle, but Rimworld pawns can handle any weapon the moment they pick it up, even if you give a converted neolithic archer an ultratech Energy Weapon and send them to the frontlines. Amputees who get a prosthetic limb fitted normally need a good while to grow accustomed to it. However, give a legless pawn some bionic replacements and watch them sprint laps around the colony the moment they jump out of bed. Once the anesthetic wears off, anyway.
 RimWorld (Video Game) / int_13f7da6
featureApplicability
1.0
 RimWorld (Video Game) / int_13f7da6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_13f7da6
 RimWorld (Video Game) / int_141a6acb
type
Madness Mantra
 RimWorld (Video Game) / int_141a6acb
comment
Madness Mantra: If you let a Psychic Ship increase in power for too long, this thought appears:
 RimWorld (Video Game) / int_141a6acb
featureApplicability
1.0
 RimWorld (Video Game) / int_141a6acb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_141a6acb
 RimWorld (Video Game) / int_1439161f
type
Heroic BSoD
 RimWorld (Video Game) / int_1439161f
comment
Heroic BSoD: A character whose morale drops low enough may break down and begin wandering aimlessly in a daze.
 RimWorld (Video Game) / int_1439161f
featureApplicability
1.0
 RimWorld (Video Game) / int_1439161f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1439161f
 RimWorld (Video Game) / int_14ed6ab7
type
Does This Remind You of Anything?
 RimWorld (Video Game) / int_14ed6ab7
comment
Does This Remind You of Anything?: Psychoid-derived drugs and smokeleaf are meant to be Fantastic Drugs, but in practice they're basically cocaine and marijuana but in space. It's more blatant with psychoids, as two of the drugs colonists can synthesize are quite literally called "flake" and "yayo", often-used nicknames for cocaine.
 RimWorld (Video Game) / int_14ed6ab7
featureApplicability
1.0
 RimWorld (Video Game) / int_14ed6ab7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_14ed6ab7
 RimWorld (Video Game) / int_15264ac9
type
Unexpectedly Realistic Gameplay
 RimWorld (Video Game) / int_15264ac9
comment
Unexpectedly Realistic Gameplay: Leaning into the more brutal side of things, Rimworld is not shy on mechanics that would normally be non-existent in other sims: Let someone prepare food who has a low Cooking skill, neglect to clean your kitchen before you cook, or make the noob mistake of putting the butcher's table right next to the cooking stove? Watch your colonists get food poisoning and stagger around vomiting for a day or two. Surviving the immediate effect of an injury is only the start of a colonist's ordeal. Unless you actually get someone to treat that scratch or grazing bullet wound, your colonist may still pass out or even die from blood loss. If an amateur medic tends to a wound, the unlucky victim may be left with a scar or other lingering injury that causes pain and reduces the colonist's efficiency. If you try to treat an injury outside a sterile hospital room, it may become infected, and if you lack the quality medicine to help a stricken colonist build up an immunity to it, the only way to save their life may be to lop off the infected limb. And even if you help a colonist survive something like a shattered spine or serious head injury, they may be left immobilized or brain-dead (unless you give them some Luciferum, which can heal those injuries, but comes with its own costs). Recreational drugs like alcohol or smokeleaf can help unhappy colonists get through the day, but regular use can lead to conditions like asthma or lung cancer, or cirrhosis of the liver. Worse, a colonist may get addicted to the drug and require regular doses of it, or suffer prolonged, crippling withdrawal symptoms until their body adapts to life without it. Things generate heat, which needs places to go to dissipate. Animals' body heat can warm a barn, which can be dangerous in hot environments but a godsend in winter. Geothermal generators, if enclosed and roofed, can be used to heat surrounding rooms, but will start fires if too much heat builds up in too small a space. One popular way to deal with insectoid infestations is to place some flammable items near the hive, toss in some explosives to start a fire, and then wall off the area until the bugs have been incapacitated or killed by the heat, but once you reopen the area you better have a way to vent all that hot air. Most colonists will take a morale penalty from seeing human corpses in the open, killing prisoners, butchering humans, cannibalism, or wearing human leather. Some traits (and some beliefs in Ideology) negate these morale penalties, but come with their own problems: Psychopaths are fine with death, but gain no mood boost from socialization, while keeping all the penalties from random insults from other colonists, meaning they'll eventually become an enemy with everyone around them, resulting in brawls and injuries. Those with the Bloodlust trait have no problem wearing the clothes of dead people, and get a mood boost from wearing clothes made from people, but are much more likely to start social fights. And Cannibals of course will be happy to eat human flesh, but that trait is taking up a slot that could go to something less situational. In short, the types of people who aren't bothered by morbid scenery or activities aren't mentally stable and are probably more trouble than they're worth. Colonists who experience too much stress and pressure will stop working and go through a huge mental breakdown. As in real life, blasts from explosions knock flames off their fuel source, extinguishing fires. High-explosive mortars and grenades can thus be used to fight forest fires. A lot of things are technically edible, but many pawns will get mood debuffs from eating them, and that doesn't include traits or ideoligion-related diet preferences. Non-cannibals dislike eating human flesh or drinking hemogen packs (i.e. bloodbags), some specific cannibal-related precepts can dislike non-human flesh meals, non-ascetic pawns dislike raw vegetables or raw meat, vegetarian or meat-only diets exist as ideoligion precepts, non-undergrounders dislike mushrooms, non-transhumanists dislike nutrient paste, everyone but babies dislike baby food, and nobody like kibble. Since the 1.4 patch, corpses emit "rot stink" gas during their putrefaction phase. Not only smelling it causes debuff, but breathing rot stink for long enough is a health hazard. Colonists who survive an attack can still die from either blood loss or an infection if their wounds don't receive medical treatment. In addition, it's possible for their specific body parts to be destroyed, including their spine, resulting in them becoming crippled. The mortar's barrel wears down after each shot and needs to be completely replaced every twenty shots.
 RimWorld (Video Game) / int_15264ac9
featureApplicability
1.0
 RimWorld (Video Game) / int_15264ac9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_15264ac9
 RimWorld (Video Game) / int_1527d90d
type
Early Game Hell
 RimWorld (Video Game) / int_1527d90d
comment
While extreme biomes such as ice sheets and extreme deserts are difficult to survive in at first, after you're properly settled, their innate hostility becomes an extra protection for your colony.
 RimWorld (Video Game) / int_1527d90d
featureApplicability
1.0
 RimWorld (Video Game) / int_1527d90d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1527d90d
 RimWorld (Video Game) / int_1645005b
type
Evil Versus Evil
 RimWorld (Video Game) / int_1645005b
comment
It's entirely possible to be raided by two or more mutually hostile factions simultaneously. If they spawn in at the same edge of the map, it'll result in either this trope or a massive Evil Versus Evil brawl, depending on whether or not the raiding parties catch sight of each other before they reach your base. Playing under Randy's supervision makes situations like these more likely due to his lack of restrictions on concurrent raids.
 RimWorld (Video Game) / int_1645005b
featureApplicability
1.0
 RimWorld (Video Game) / int_1645005b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1645005b
 RimWorld (Video Game) / int_16a21271
type
Walking Wasteland
 RimWorld (Video Game) / int_16a21271
comment
Walking Wasteland: A random event that can happen is that a mechanoid defoliator will crash land near your colony, killing all plant life in an ever-expanding circle (its maximum spread radius varies from 50-100 tiles); the Flavor Text states it was intended to destroy the arable land of enemy nations. The defoliator itself does not move, but it is always guarded by a small army of hostile mechanoids which will defend it from anyone that gets too close.
 RimWorld (Video Game) / int_16a21271
featureApplicability
1.0
 RimWorld (Video Game) / int_16a21271
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_16a21271
 RimWorld (Video Game) / int_16ddefda
type
Alcohol-Induced Idiocy
 RimWorld (Video Game) / int_16ddefda
comment
Alcohol-Induced Idiocy: Characters who have gone on a drinking binge will ignore all other responsibilities they have, ignore your attempts to forbid them from drinking more beer, and vomit in inconvenient places (which ruins the room's attractiveness until it's cleaned up).
 RimWorld (Video Game) / int_16ddefda
featureApplicability
1.0
 RimWorld (Video Game) / int_16ddefda
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_16ddefda
 RimWorld (Video Game) / int_16fbce44
type
Liquid Assets
 RimWorld (Video Game) / int_16fbce44
comment
Liquid Assets: The Anomaly DLC includes a number of arcane enchantments which allow a caster to steal some immaterial aspect of their target and transfer it to the caster. "Chronophagy" steals the lifespan of the target, "Philophagy" steals the target's knowledge, giving the caster their best skill, and "Psychophagy" steals the target's psych sensitivity. All of these spells will cause brain damage to the target.
 RimWorld (Video Game) / int_16fbce44
featureApplicability
1.0
 RimWorld (Video Game) / int_16fbce44
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_16fbce44
 RimWorld (Video Game) / int_1748bdb4
type
TokenNonHuman
 RimWorld (Video Game) / int_1748bdb4
comment
Token Non-Human: All of the xenotype races are genetically modified varieties of humans, except for the Pigskins which are actually genetically modified pigs which have been altered which human DNA to be more human-like (the Flavor Text states it was originally so they could be used as organ farms for xenotransplantation with less chance of rejection).
 RimWorld (Video Game) / int_1748bdb4
featureApplicability
1.0
 RimWorld (Video Game) / int_1748bdb4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1748bdb4
 RimWorld (Video Game) / int_177a6464
type
Genre Shift
 RimWorld (Video Game) / int_177a6464
comment
Genre Shift: The game started as a Low Fantasy Space Western where most available weapons, armour and technology were at or below modern-day levels in Real Life, aliens were not a factor, any unusual phenomena has an explicitly scientific explanation and the closest things to gods are just giant machine intelligences, with explicitly sci-fi elements like giant space bugs, hordes of hostile robots, hypersleep caskets and Space Marine-type weapons and Powered Armor existed mainly to provide a Hand Wave for dissonance between biological and chronological age in-universe, or a variety of challenges beyond merely hostile humans or animals. As the DLC expansions roll on, the game has gradually adopted elements from more fantastical sci-fi works. Royalty introduced a highly advanced feudalistic interstellar empire with old-fashioned clothes, tech-enhanced melee weapons and sanctioned psi powers, similar to those seen in Dune and Warhammer 40,000, while also granting buffs to the Mechanoids and giving them an increased prominence in the story, as well as an Avatar-esque World Tree that grants psi powers to the natives. Ideology added an ending path that allows the player to directly interact with the Archotechs that previously only existed as background elements to explain away hyper-advanced technologies as well as the Gauranlen trees and their symbiotic Dryad servants. Biotech knuckled down even further by introducing not only Human Subspecies as a compromise with true aliens, but a science-based form of vampires. Anomaly is a full-on shift into horror game territory, covering such subgenres as Body Horror, Surreal Horror and Cosmic Horror.
 RimWorld (Video Game) / int_177a6464
featureApplicability
1.0
 RimWorld (Video Game) / int_177a6464
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_177a6464
 RimWorld (Video Game) / int_17ce80aa
type
All There in the Manual
 RimWorld (Video Game) / int_17ce80aa
comment
All There in the Manual: The game has a fiction primer (a Google Doc accessible from the game's main menu) that has further detail about the setting regarding what types of planets there are and what kinds of technology exist from planet to planet.
 RimWorld (Video Game) / int_17ce80aa
featureApplicability
1.0
 RimWorld (Video Game) / int_17ce80aa
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_17ce80aa
 RimWorld (Video Game) / int_181dfab8
type
Anti-Armor
 RimWorld (Video Game) / int_181dfab8
comment
Anti-Armor: Uranium slug turret. It has very high armour penetration and causes a lot of damage, so is very good for killing mechanoids and pirates with powered armour. The infantry armaments category has the endgame Charge weapons, ultratech Energy Weapons that can make a mockery of all but the heaviest armor suits. Unlike the uranium slug turret, enemies use them too, so watch yourself.
 RimWorld (Video Game) / int_181dfab8
featureApplicability
1.0
 RimWorld (Video Game) / int_181dfab8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_181dfab8
 RimWorld (Video Game) / int_18aff462
type
Artistic License – Biology
 RimWorld (Video Game) / int_18aff462
comment
Artistic License – Biology: Rats are depicted as dumb animals that can't be trained to do anything. In reality, rats are smart enough that they have been used to detect mines and lay internet cables. However, since the most basic skill an animal can be trained in Rimworld is guarding, having a rapidly-breeding army of guard rats would end most fights rather quickly.
 RimWorld (Video Game) / int_18aff462
featureApplicability
1.0
 RimWorld (Video Game) / int_18aff462
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_18aff462
 RimWorld (Video Game) / int_19211122
type
Feel No Pain
 RimWorld (Video Game) / int_19211122
comment
Feel No Pain: The Painstopper implant causes a pawn to cease to feel any pain. This makes them much more dangerous in combat, as while they are still as fragile as before, they can't be slowed or stopped by simple physical shock, only critical damage will impede them. As well, and lingering pain from old injuries will be removed. However, pawns with the Masochist trait who receive this will find that they can no longer derive joy from their pain either. Inverted with colonists with the "Wimp" trait. Their pain sensitivity is so high, so they can become incapacitated from the slightest pain.
 RimWorld (Video Game) / int_19211122
featureApplicability
1.0
 RimWorld (Video Game) / int_19211122
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_19211122
 RimWorld (Video Game) / int_19769f50
type
Defeat Means Friendship
 RimWorld (Video Game) / int_19769f50
comment
Savage tribe, and Pirate band cannot be appeased or negotiated with at all. Members of those factions can be individually voided by incapacitating and recruiting them on your behalf, but the faction as a whole will never be friendly to you.
 RimWorld (Video Game) / int_19769f50
featureApplicability
1.0
 RimWorld (Video Game) / int_19769f50
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_19769f50
 RimWorld (Video Game) / int_19a781f
type
Relationship Values
 RimWorld (Video Game) / int_19a781f
comment
Relationship Values: Starting in Alpha 13, characters (both in your colony and in other factions) have individual values with each other on a scale, which can be looked at on the Social Screen. These can start out positive or negative depending on their relationships (lovers, exes, parent-child, etc.) and go up and down as characters interact during the course of the game.
 RimWorld (Video Game) / int_19a781f
featureApplicability
1.0
 RimWorld (Video Game) / int_19a781f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_19a781f
 RimWorld (Video Game) / int_1a417805
type
Three-Quarters View
 RimWorld (Video Game) / int_1a417805
comment
Three-Quarters View: For the local map where the main gameplay (player colony, caravan encounters etc.) takes place; the world map uses Top-Down View.
 RimWorld (Video Game) / int_1a417805
featureApplicability
1.0
 RimWorld (Video Game) / int_1a417805
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1a417805
 RimWorld (Video Game) / int_1a5bba2b
type
Artistic License – Geology
 RimWorld (Video Game) / int_1a5bba2b
comment
Artistic License – Geology: Steel and Compacted Machinery can be mined from mountains. In these instances, the fiction primer indicates that these are the remnants of an ancient human civilization that was wiped out in a past disaster. Meteorites are a common event in-game and can be made out of any of the game's normal resources such as steel, plasteel, or gold, as well as some stranger ones such as sandstone and limestone, which are sedimentary rocks and have no (natural) business being in orbit.
 RimWorld (Video Game) / int_1a5bba2b
featureApplicability
1.0
 RimWorld (Video Game) / int_1a5bba2b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1a5bba2b
 RimWorld (Video Game) / int_1aa08f77
type
Multiple Endings
 RimWorld (Video Game) / int_1aa08f77
comment
Multiple Endings: There are numerous possible ways for your story to end, with DLCs subsequently adding even more possible endings. The Ship to the Stars ending. You successfully acquire or construct and launch a cryptosleep generation ship containing your colonists, launching towards an uncertain future. Launching your ship takes fifteen days, and during this time, you will be continuously attacked by human and mechanoid raids attempting to destroy the ship; if they succeed, there is no game over as long as some colonists are still alive, you'll just have to start over. This is the standard "good" ending. You'll be allowed to continue monitoring your colony afterwards, and can even restart it if you're lucky enough to encounter a wanderer or refugee quest by chance. The 1.5 update also gives you the option to start over with a new batch of colonists in the same save file if you so choose. The Colony End ending, where All your colonists die. This is the standard "bad" ending. Similar to the above, it is still possible to continue the game from this point if you are lucky enough to encounter a new wanderer or get a refugee quest by random chance, or choosing to continue with a new batch of colonists. The Planetkiller ending. This scenario has to be configured in the startup menu and is another "bad" ending. The story becomes a Timed Mission as an Earth-Shattering Kaboom is poised on the not-so distant horizon; if you fail to get off the planet within the time limit, the screen will fade to white as the narration tells you a near light-speed projectile strikes, instantly obliterating all life and reducing the world to a molten hellscape. Unlike the other above endings, it is not possible to continue after this ending, other than retrying from an earlier save point. The Royal Ascension ending. This scenario is only available from the Royalty DLC. You ally with The Empire, eventually hosting the High Stellarch and his entourage for twelve days. Similar to the Ship to the Stars ending, you will be continuously attacked by a large number of raiders during this period. If he is pleased by his stay, your colonists will be allowed to leave the planet on the Imperial shuttle and be granted the rank of nobility. The narration says your colonists can now enjoy a life of ultratech luxuries, jockey for political power in the Imperial court, or acquire a ship to return to their home worlds from there. The Archonexus ending. This scenario is only available from the Ideology DLC. This ending is generally considered the most time-consuming to obtain, as it requires you gain and spend considerable wealth repeatedly, and setting up at least three consecutive colonies from near-scratch before it can be activated. Find and research the various archotech structures scattered around the planet, and then uncover the location of the archonexus core. Upon activation, the screen fades to white as the narration states how the "machine god" has noticed you, "transcending" your colonists. What this means is left ambiguous, with the narration suggesting anything from annihilation to an ascension to a higher plane of reality. Similar to the Planetkiller ending, it is not possible to continue from this ending, other than restarting from an earlier save point.
 RimWorld (Video Game) / int_1aa08f77
featureApplicability
1.0
 RimWorld (Video Game) / int_1aa08f77
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1aa08f77
 RimWorld (Video Game) / int_1ba09c9d
type
Human Resources
 RimWorld (Video Game) / int_1ba09c9d
comment
Human Resources: If you can handle the mood damage, or if your ideoligion allows for it, humans can be recycled to produce all sorts of neat things. Meat is the obvious one, but human-skin leather is also a high-value product. You can also brain-scan people for mechanoid subcores, or extract genepacks from xenohumans. The most valuable product of all is Organ Theft, so long as you're working on a live human. And finally, live humans are also a legitimate trade good. Alternately, if your ideoligion doesn't allow any of this, feeding corpses to your animals will cut down on feed costs.
 RimWorld (Video Game) / int_1ba09c9d
featureApplicability
1.0
 RimWorld (Video Game) / int_1ba09c9d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1ba09c9d
 RimWorld (Video Game) / int_1c0d4155
type
Necessary Drawback
 RimWorld (Video Game) / int_1c0d4155
comment
The Biotech expansion allows the player to apply this school of thought with their colonists. The new technologies introduced allow you to extract or genes and traits from pawns or purchase them from traders to build your colonists and/or slaves into a more desirable state. The Necessary Drawback to balance this process is gene complexity, meaning that a custom Xenotype with too many positive traits will suffer a greatly increased hunger rate and burn through food supplies quickly, thus you need to balance beneficial genes with disadvantageous ones. In each case, you can choose to grant innate skill boosts or deficiencies, genetic predispositions towards happiness or misery, enhance or deform hands to make fine motor functions easier or harder, impose weakness or resistance to addiction (if not outright dependency) to assorted drugs, improve or hamper experience gained with skills and a whole host of other possible game-changing alterations.
 RimWorld (Video Game) / int_1c0d4155
featureApplicability
1.0
 RimWorld (Video Game) / int_1c0d4155
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1c0d4155
 RimWorld (Video Game) / int_1c398324
type
Death from Above
 RimWorld (Video Game) / int_1c398324
comment
Death from Above: Mechanoids and (rarely) pirate raids can arrive via drop-pods and will often smash through your ceiling, or at the very least circumvent your carefully placed defenses by arriving in the middle of your garden. The Empire is also quite fond of doing this due to their high tech level. All factions including the player can make use of mortars to rain devastation on the enemy from across the map.
 RimWorld (Video Game) / int_1c398324
featureApplicability
1.0
 RimWorld (Video Game) / int_1c398324
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1c398324
 RimWorld (Video Game) / int_1c4adce1
type
The Siege
 RimWorld (Video Game) / int_1c4adce1
comment
The Siege: One type of attack events on your colony consists of a band of raiders besieging your base with a bunch of mortars instead of just assaulting you directly. Depending on the map layout and your pawns' equipment, getting rid of them before they start shelling your base into oblivion can be anything but trivial. Unsurprisingly, having a battery of mortars of your own makes sieges a whole lot less threatening. Building your base inside a mountain is another good defense against mortar bombardment (has its own downsides, though), and you can return the favor by bringing mortars along for attacking the raiders' faction bases. Bonus points if those mortars are the same ones they attacked you with, captured by you after the siege was broken.
 RimWorld (Video Game) / int_1c4adce1
featureApplicability
1.0
 RimWorld (Video Game) / int_1c4adce1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1c4adce1
 RimWorld (Video Game) / int_1cc9f5e5
type
Playing with Fire
 RimWorld (Video Game) / int_1cc9f5e5
comment
Playing with Fire: Impids, one of the xenotypes introduced in Biotech, can spew fire at their enemies, and also have heat resistance.
 RimWorld (Video Game) / int_1cc9f5e5
featureApplicability
1.0
 RimWorld (Video Game) / int_1cc9f5e5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1cc9f5e5
 RimWorld (Video Game) / int_1dab5333
type
Total Eclipse of the Plot
 RimWorld (Video Game) / int_1dab5333
comment
Total Eclipse of the Plot: Eclipses are one of the random events that can afflict your colony, stopping solar panels from working and crops from growing. Unlike Earth's eclipses, which are very uncommon in the same locations and only last a few minutes, these occur semi-frequently and can last over a day. The narration justifies the commonness of the eclipses by stating that the planet has multiple moons, but then that raises the question of all the planet's moons being large/close enough to blot out the sun completely (Earth having such a large moon is unusual in our solar system).
 RimWorld (Video Game) / int_1dab5333
featureApplicability
1.0
 RimWorld (Video Game) / int_1dab5333
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1dab5333
 RimWorld (Video Game) / int_1df37537
type
Mutual Kill
 RimWorld (Video Game) / int_1df37537
comment
Mutual Kill: Very common among wild animals. They have no way to patch up bleeding, so if they manage to kill an opponent but suffer too many wounds in the process, the blood loss will eventually kill them. It's not uncommon to see a predator lying dead next to their half-eaten prey.
 RimWorld (Video Game) / int_1df37537
featureApplicability
1.0
 RimWorld (Video Game) / int_1df37537
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1df37537
 RimWorld (Video Game) / int_1e1aa82a
type
Diabolus ex Machina
 RimWorld (Video Game) / int_1e1aa82a
comment
Diabolus ex Machina: A lot of the game can be summed up as "everything was going fine in my colony until the AI storyteller hurled some random horrible catastrophe my way". If you choose Randy Random as the AI storyteller, it's possible such catastrophes happen several times in rapid succession.
 RimWorld (Video Game) / int_1e1aa82a
featureApplicability
1.0
 RimWorld (Video Game) / int_1e1aa82a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1e1aa82a
 RimWorld (Video Game) / int_1e8f4221
type
Fingore
 RimWorld (Video Game) / int_1e8f4221
comment
Fingore: Individual fingers and toes can be damaged or lost by injuries, though it's usually less of an inconvenience than losing a full limb.
 RimWorld (Video Game) / int_1e8f4221
featureApplicability
1.0
 RimWorld (Video Game) / int_1e8f4221
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1e8f4221
 RimWorld (Video Game) / int_1ebbdddb
type
Power at a Price
 RimWorld (Video Game) / int_1ebbdddb
comment
Surviving the immediate effect of an injury is only the start of a colonist's ordeal. Unless you actually get someone to treat that scratch or grazing bullet wound, your colonist may still pass out or even die from blood loss. If an amateur medic tends to a wound, the unlucky victim may be left with a scar or other lingering injury that causes pain and reduces the colonist's efficiency. If you try to treat an injury outside a sterile hospital room, it may become infected, and if you lack the quality medicine to help a stricken colonist build up an immunity to it, the only way to save their life may be to lop off the infected limb. And even if you help a colonist survive something like a shattered spine or serious head injury, they may be left immobilized or brain-dead (unless you give them some Luciferum, which can heal those injuries, but comes with its own costs).
 RimWorld (Video Game) / int_1ebbdddb
featureApplicability
1.0
 RimWorld (Video Game) / int_1ebbdddb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1ebbdddb
 RimWorld (Video Game) / int_1edfa2c7
type
Royals Who Actually Do Something
 RimWorld (Video Game) / int_1edfa2c7
comment
Royals Who Actually Do Something: With the Royalty DLC installed, only a specific subset of pawnsnote those with traits like Greedy, Jealous and Abrasive will turn into stereotypical freeloading nobles that spend their days slacking off and being obnoxious. The majority continues to fulfill all their usual tasks without complaint, and the vast array of psychic abilities at their disposal makes them invaluable assets in peace and war alike.
 RimWorld (Video Game) / int_1edfa2c7
featureApplicability
1.0
 RimWorld (Video Game) / int_1edfa2c7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1edfa2c7
 RimWorld (Video Game) / int_1ef7232d
type
Wild Child
 RimWorld (Video Game) / int_1ef7232d
comment
Wild Child: Sometimes, a wild man (or woman) appears in your colony. They act like animals, but colonists with animal skills can recruit them by taming. They are usually partially or fully naked.
 RimWorld (Video Game) / int_1ef7232d
featureApplicability
1.0
 RimWorld (Video Game) / int_1ef7232d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1ef7232d
 RimWorld (Video Game) / int_1f137e42
type
Artificial Limbs
 RimWorld (Video Game) / int_1f137e42
comment
Artificial Limbs: Available to replace lost (or simply "inferior") limbs. Options range from simple peg legs to full-on cybernetic prostheses with enhanced functionality.
 RimWorld (Video Game) / int_1f137e42
featureApplicability
1.0
 RimWorld (Video Game) / int_1f137e42
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1f137e42
 RimWorld (Video Game) / int_1f518822
type
Androcles' Lion
 RimWorld (Video Game) / int_1f518822
comment
The same can be done with rampaging animals - beat them down, patch them up afterwards, and chances are good you'll have some new tamed animals for your colony.
 RimWorld (Video Game) / int_1f518822
featureApplicability
1.0
 RimWorld (Video Game) / int_1f518822
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1f518822
 RimWorld (Video Game) / int_1fc8335e
type
Deal with the Devil
 RimWorld (Video Game) / int_1fc8335e
comment
Deal with the Devil: Not literally, but invoked by name with Luciferium. It's actually a nanite pill that provides significant health benefits (including the ability to repair brain damage, regenerate lost limbs, and reverse the effects of aging), but at the cost of giving the patient and incurable addiction with potentially lethal withdrawal symptoms... and you can't make any yourself, so you're limited to whatever stockpiles you can scavenge.
 RimWorld (Video Game) / int_1fc8335e
featureApplicability
1.0
 RimWorld (Video Game) / int_1fc8335e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_1fc8335e
 RimWorld (Video Game) / int_203c21d0
type
PowerArmour
 RimWorld (Video Game) / int_203c21d0
comment
Averted: A Pawn with either the Psychically Sensitive or Psychically Hypersensitive traits, which provide +40% and +80% Psychic Sensitivity respectively, might not need Eltex gear to be an effective Psycaster, and there are no penalties for wearing normal armour. To top this off there is a special version of all the endgame Power Armour that increases a pawn's Psychic Sensitivity without sacrificing any protection (though not as much of a boost as Eltex gear gives).
 RimWorld (Video Game) / int_203c21d0
featureApplicability
-1.0
 RimWorld (Video Game) / int_203c21d0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_203c21d0
 RimWorld (Video Game) / int_20e20e99
type
Not the Intended Use
 RimWorld (Video Game) / int_20e20e99
comment
Not the Intended Use: There's a brain implant called Mindscrew that inflicts constant, considerable pain on the wearer. It's meant for punishing criminals on core worlds, but since rimworld colonies generally don't have justice systems more sophisticated than "death penalty for anything", they find it very useful for keeping masochists happy at all times. Drop pods are meant solely for transporting items over vast distance. However, many players use them as storage boxes instead because they can pack a lot of items into a single tile. Similarly, drop pods can be packed with explosives and boomalopes to become improvised bombs. When launched at the enemy, the boomalopes will be shot to death upon landing, causing them to explode and setting off the explosives in the process. This is extremely devastating because, unlike mortars, drop pods always reach their intended target, no matter what. When combined with antigrain warheads, the player can completely bypass the one balancing factor that these warheads have, which is their inaccuracy when fired from mortars.
 RimWorld (Video Game) / int_20e20e99
featureApplicability
1.0
 RimWorld (Video Game) / int_20e20e99
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_20e20e99
 RimWorld (Video Game) / int_21af4dc3
type
Heroic Dog
 RimWorld (Video Game) / int_21af4dc3
comment
Heroic Dog: Trained dogs will defend the handler they're assigned to, and with some more specialized training can also rescue downed allies.
 RimWorld (Video Game) / int_21af4dc3
featureApplicability
1.0
 RimWorld (Video Game) / int_21af4dc3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_21af4dc3
 RimWorld (Video Game) / int_21bf4878
type
Decapitation Presentation
 RimWorld (Video Game) / int_21bf4878
comment
Decapitation Presentation: Ideology adds the option to extract skulls from corpses in order to create skullspikes. Whether your colonists like this depends on their ideologion.
 RimWorld (Video Game) / int_21bf4878
featureApplicability
1.0
 RimWorld (Video Game) / int_21bf4878
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_21bf4878
 RimWorld (Video Game) / int_21e3e4d6
type
Panacea
 RimWorld (Video Game) / int_21e3e4d6
comment
The Healer Mech Serum can heal any health condition besides drug tolerance. While insanely powerful, it's also only available from certain quests. While it can regrow lost body parts, many parts can be replaced with bionics that are better than regular limbs/organs in every way. There is also the possibility of organ donations. Scars, while uncureable otherwise, are also generally too minor of an inconvenience to use the serum on. The serum is only debatably worth using for permanent brain injuries, which can make a colonist useless, and to cure dementia and Alzheimer's, although that won't stop the colonist from developing the conditions again.
 RimWorld (Video Game) / int_21e3e4d6
featureApplicability
1.0
 RimWorld (Video Game) / int_21e3e4d6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_21e3e4d6
 RimWorld (Video Game) / int_22071825
type
I'm a Humanitarian
 RimWorld (Video Game) / int_22071825
comment
I'm a Humanitarian: Some characters may have the "Cannibal" trait, meaning they're not bothered at all by eating human flesh — they'll just wish they also had some fava beans and a nice Chianti. On Tundra, Ice Sheet and especially Sea Ice biomes, cannibalism of incoming raiders (or visitors) may become a requirement to simply survive. Cannibal is one of the high-impact memes in Ideology, with a severity adjustable from "human flesh is just meat like any other" to "hates eating anything that doesn't contain human flesh and goes ballistic if they can't get any". Ideologies without the Cannibal meme can also be tweaked to decide whereas eating human flesh is tolerated, disapproved, or abhorred.
 RimWorld (Video Game) / int_22071825
featureApplicability
1.0
 RimWorld (Video Game) / int_22071825
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_22071825
 RimWorld (Video Game) / int_222dc873
type
Black Comedy
 RimWorld (Video Game) / int_222dc873
comment
Black Comedy: Unsurprising, considering the game's inspiration, but there's a ton of hilarity to be had from the absurdly awful things that tend to happen to colonists, animals, and invaders.
 RimWorld (Video Game) / int_222dc873
featureApplicability
1.0
 RimWorld (Video Game) / int_222dc873
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_222dc873
 RimWorld (Video Game) / int_2259967
type
Paint the Town Red
 RimWorld (Video Game) / int_2259967
comment
Paint the Town Red: Late-game raids have a large number of attackers, and killing all of them will paint the ground red. This is not very good, because things like pools of blood or corpses decrease the beauty rating and give bad feelings to colonists.
 RimWorld (Video Game) / int_2259967
featureApplicability
1.0
 RimWorld (Video Game) / int_2259967
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2259967
 RimWorld (Video Game) / int_23cb7c45
type
So Long, and Thanks for All the Gear
 RimWorld (Video Game) / int_23cb7c45
comment
So Long, and Thanks for All the Gear: Several quests involve hosting colonists from other factions, either as guests or prisoners. They usually only come with basic gear, so you may want to give them better items to improve their mood or so they don't die. However, as soon as the quest is over you lose any control over them, and they will happily take whatever you gave them. Later updates averted this by making it impossible to change the equipment of visiting pawns.
 RimWorld (Video Game) / int_23cb7c45
featureApplicability
-1.0
 RimWorld (Video Game) / int_23cb7c45
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_23cb7c45
 RimWorld (Video Game) / int_23ff95fb
type
Brutal Honesty
 RimWorld (Video Game) / int_23ff95fb
comment
Brutal Honesty: Characters with the Abrasive trait speak their mind and don't care what others think. Other characters get a mood penalty from socializing with them.
 RimWorld (Video Game) / int_23ff95fb
featureApplicability
1.0
 RimWorld (Video Game) / int_23ff95fb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_23ff95fb
 RimWorld (Video Game) / int_263bb4ec
type
Wave-Motion Gun
 RimWorld (Video Game) / int_263bb4ec
comment
Wave-Motion Gun: One of the special weapons you can get from quests is the Orbital Power Beam Targeter. It is capable of hacking an old power satellite so that, instead of firing into a collection dish as it should, it is fired at your enemies. The result is a massive beam striking the ground, incinerating everything in a wide radius.
 RimWorld (Video Game) / int_263bb4ec
featureApplicability
1.0
 RimWorld (Video Game) / int_263bb4ec
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_263bb4ec
 RimWorld (Video Game) / int_26ad2fa8
type
Fictional Geneva Conventions
 RimWorld (Video Game) / int_26ad2fa8
comment
Fictional Geneva Conventions: There's no such thing on the Rim, and the sheer number of horrible things you can do to your enemies is a big part of the game's memetic, affectionate reputation as a war crime simulator. If the GC says you're not allowed to do something, chances are you can do it here, have probably done so already out of sheer necessity, and will do it again without serious repercussions. However, as of Ideology, your faction's ideoligion may mean your pawns will revolt against such crimes... or demand they be performed regularly as a demonstration of supremacy.
 RimWorld (Video Game) / int_26ad2fa8
featureApplicability
1.0
 RimWorld (Video Game) / int_26ad2fa8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_26ad2fa8
 RimWorld (Video Game) / int_26e5c183
type
Polluted Wasteland
 RimWorld (Video Game) / int_26e5c183
comment
Polluted Wasteland: Either naturally spawned by the world generator or by dumping too many toxic waste bags on a map tile, areas can become completely polluted, rendering the soil infertile, the air susceptible to toxic smog, and causing toxic buildup in your colonists, which is eventually fatal. Giant insects are also attracted to pollution (because toxic waste is produced by mechanoids, which they were created to fight against), making encounters with their hives more common in polluted areas.
 RimWorld (Video Game) / int_26e5c183
featureApplicability
1.0
 RimWorld (Video Game) / int_26e5c183
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_26e5c183
 RimWorld (Video Game) / int_26f41623
type
Kill Sat
 RimWorld (Video Game) / int_26f41623
comment
Kill Sat: The planet that your colonists are on has several abandoned satellite arrays which can serve this function though only one of the three current types is purpose built for it. Your colonists can activate one of them with one-use targeter items, hacked not to require security credentials from someone who's been dead for centuries. They can be orbital weapons which drop tons of bombs, solar collection satellites which shoot a massive beam of intense heat to the target, or weather manipulation satellites which create tornadoes.
 RimWorld (Video Game) / int_26f41623
featureApplicability
1.0
 RimWorld (Video Game) / int_26f41623
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_26f41623
 RimWorld (Video Game) / int_278a8f2b
type
ChildSoldier
 RimWorld (Video Game) / int_278a8f2b
comment
Child Soldier: Prior to the release of Biotech there was nothing stopping you from sending 15-year-oldsnote the youngest possible age without mods into combat. With the expansion installed, nothing's stopping you from deploying 3-year olds to the frontlines. They're predictably crap at fighting, but it's possible, though bear in mind that not even the most depraved raiders will stoop that low. As far as fluff is concerned, there are also a few childhood backstories that have your colonists be former child soldiers.
 RimWorld (Video Game) / int_278a8f2b
featureApplicability
1.0
 RimWorld (Video Game) / int_278a8f2b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_278a8f2b
 RimWorld (Video Game) / int_27a40541
type
Furry Confusion
 RimWorld (Video Game) / int_27a40541
comment
Furry Confusion: Canonically, the Pigskins are actually pigs which have been uplifted by LEGO Genetics with human DNA. The gameplay mechanics treat them as humans however, so they have no problem farming pigs, eating pork, or wearing clothing made of pigskin.
 RimWorld (Video Game) / int_27a40541
featureApplicability
1.0
 RimWorld (Video Game) / int_27a40541
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_27a40541
 RimWorld (Video Game) / int_2804d516
type
Master of None
 RimWorld (Video Game) / int_2804d516
comment
For animals, dromedaries do almost everything. They provide some milk (but not much), they're pack animals, and they're riding animals (but not as good as horses), as well as providing meat if needed; the only thing they don't do is wool. The downside of this is that dromedaries don't do anything particularly well.
 RimWorld (Video Game) / int_2804d516
featureApplicability
1.0
 RimWorld (Video Game) / int_2804d516
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2804d516
 RimWorld (Video Game) / int_2882c8c1
type
Career-Ending Injury
 RimWorld (Video Game) / int_2882c8c1
comment
Career-Ending Injury: A pawn getting a non-fatal headshot or an injured spine will usually spell the end of their time as a useful member of the colony, the former from brain damage and the latter from being immobilized; both are impossible to heal unless you have Luciferium or the extremely rare Healer mech serum or a replacement spine.
 RimWorld (Video Game) / int_2882c8c1
featureApplicability
1.0
 RimWorld (Video Game) / int_2882c8c1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2882c8c1
 RimWorld (Video Game) / int_2902d216
type
Refining Resources
 RimWorld (Video Game) / int_2902d216
comment
Refining Resources: Characters harvest basic raw materials such as crops, wood, stone, and metal ore, which are used as construction materials or as ingredients to craft other goods.
 RimWorld (Video Game) / int_2902d216
featureApplicability
1.0
 RimWorld (Video Game) / int_2902d216
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2902d216
 RimWorld (Video Game) / int_292d4681
type
Electric Instant Gratification
 RimWorld (Video Game) / int_292d4681
comment
Electric Instant Gratification: Joywire in a nutshell. When it's irreversibly installed, the pawn receives a mood buff large enough to offset all but the most horrific trauma entirely, but also a consciousness debuff that makes them much slower and less useful in general. Lore states that joywires are illegal on most worlds and have destroyed entire civilizations.
 RimWorld (Video Game) / int_292d4681
featureApplicability
1.0
 RimWorld (Video Game) / int_292d4681
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_292d4681
 RimWorld (Video Game) / int_2b98ddb5
type
Liquid Courage
 RimWorld (Video Game) / int_2b98ddb5
comment
Liquid Courage: Beer, introduced with Alpha 9, is a downplayed example. A character who consumes a bottle gets a minor, temporary morale boost. Combined with mechanics that allow you to tell a character to use a specific consumable immediately, you can use this to bolster a character's morale immediately before drafting them for a fight.
 RimWorld (Video Game) / int_2b98ddb5
featureApplicability
1.0
 RimWorld (Video Game) / int_2b98ddb5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2b98ddb5
 RimWorld (Video Game) / int_2bdae2ae
type
Awesome, but Impractical
 RimWorld (Video Game) / int_2bdae2ae
comment
Awesome, but Impractical: Lavish meals, at least in the early to mid-game. They cost twice as much in ingredients as fine meals, while offering only a tiny benefit in nutrition. Their main benefit is the massive mood boost they offer (+12 versus the +5 from fine meals) which can be very useful to keep colonists content or to help convert prisoners. They are also the only meal that nobles will eat in the Royalty expansion. Taming and breeding thrumbos would allow you to generate practically infinite wealth over time by selling them to traders or butchering them for their horns. However, due to the low taming chance without an Inspiration*A Skill 20 Animals pawn has a 1% chance to tame it and a 1.8% chance of having it go manhunter if they fail, the difficulty in keeping them tame, the huge food requirements, and the incredibly slow reproduction cycle of thrumbos*One year of gestation and four more years to reach maturity, there are much better ways to get money. There's also the fact a lot of traders won't buy them, and those that do often don't carry enough silver to afford to pay the full price. Mortars can be launched at any enemies on the same map without endangering your colonists. However, they are fairly inaccurate, are one of the only weapons that need individually crafted ammunition, and require having their barrels replaced every 20 shots. The barrels can not be crafted unless you change the storyteller difficulty settings, so your colony will normally never be self-sufficient while relying on mortars. Finally, targets will attack the colony once they've been hit once or twice, so you will face them head-on eventually. Their best use is to take out large structures that pose an immediate threat, such as weather controllers and mech assemblers. Marine armour is the toughest base game protection your pawns can get, but it takes a hefty amount of expensive ingredients (4 advanced components, 20 plasteel, and 20 uranium), takes over fifteen minutes of work just to craft one, and slows movement by 0.4 cells per seconds. It protects slightly better than the flak vest, but the flak vest is much cheaper (1 component, 30 cloth, and 60 steel), takes only about 150 seconds to make one, and reduces move speed by only 0.12 cells per second; its only major downside is that, as a vest, it does not protect the limbs, but this weakness can be alleviated by having the pawn wear a duster made of a protective textile, such as hyperweave or devilstrand, underneath. Joywire, when installed in a colonist, provides a massive permanent +30 mood buff, but it has a hefty -20% consciousness debuff, which drastically slows everything they do, including working, fighting, walking, hauling, and cleaning, and makes them more vulnerable to death from serious injury (injuries that would've lowered them to 20% consciousness are now fatal). It also cannot be removed once installed, so it's generally a really bad idea to give it to a colonist given how many easier ways there are to raise their mood.
 RimWorld (Video Game) / int_2bdae2ae
featureApplicability
1.0
 RimWorld (Video Game) / int_2bdae2ae
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2bdae2ae
 RimWorld (Video Game) / int_2c8a5305
type
Visible Odor
 RimWorld (Video Game) / int_2c8a5305
comment
Visible Odor: Rotting food and corpses will have a brownish haze over them to denote this status. This is more than just a simple visualization; if your colonists breath in this rot stink they will get a mood debuff and breathing it in too frequently can lead to the "lung rot" disease, which is fatal without treatment.
 RimWorld (Video Game) / int_2c8a5305
featureApplicability
1.0
 RimWorld (Video Game) / int_2c8a5305
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2c8a5305
 RimWorld (Video Game) / int_2cb9b1a9
type
Cool, but Inefficient
 RimWorld (Video Game) / int_2cb9b1a9
comment
Cool, but Inefficient: In the early builds of the game, Packaged Survival Meals and pemmican were virtually identical in terms of weight, nutrition, mood impact, and shelf lifenote Packaged Survival Meals kept forever in storage while pemmican did not, but the latter's shelf life was so long that the average player would likely never notice the difference so gameplay-wise they were about the same. However, Packaged Survival Meals required a lot more research and ingredients than pemmican, giving little incentive to bother with them. That changed after the game was released. Packaged Survival Meals are no longer as ingredient-intensive, requiring only 20% more nutrition while providing the benefit of efficient storage (items stack up to 75 units per storage space, and a single meal has more nutritional value than one small piece of pemmican) and less required work to make one unit (easier to mass-produce). This, along with a slight advantage in weight, makes them more worthwhile to produce for industrial colonies. Biotech introduces multiple ways to raise children. It's a great system from a roleplaying perspective, but as a source of new colonists it's highly inefficient no matter how you approach it. Long story short: you either raise a capable colonist over the course of several years, grow a largely inept colonist in a vat in a shorter timespan, or hit a middle ground that combines the worst aspects of both of the former. Either way, most of your colony's influx of actual working pawns will continue to come from recruiting captured raiders, as it has been from the game's very beginning. This can be averted if you employ gene editing: A xenotype with a Great skill gene will be effective in that area right out of the vat, which can be especially useful for clone troopers. Also from Biotech: mechanoids. Their main drawback is their ceaseless production of toxic waste you'll have a hard time dealing with properly until the late game, and it can really mess up your game if you don't. They also have ridiculously long recharge times (two full days on average), making them prone to being out of commission when you need them most. Further drawbacks include: All but the most basic combat mechanoids require a massive investment in resources, time, and voluntarily drawing boss-level enemies to your base in order to upgrade your mechanitor technology. What you get is a wide range of mechanoids that die far too quickly for their costs, while underperforming in combat compared to even moderately skilled pawns. The Centurion can be useful thanks to its strong shield bubble, but it's slow as molasses and can only protect a small area around it, forcing you to bunch up your fighters, which is never a good idea. Worker mechanoids, while freely accessible due to being tier 1 only, have a native -50% work speed penalty, making them about as capable as a skill level 3 pawn despite being rated level 10. Fieldhands and constructors in particular take forever to complete even the simplest tasks. The only saving grace here is the ease with which you can just spam out more of them. Fortunately, lifters and cleaners don't suffer as much from this disadvantage, making them very useful to keep your logistics running and your base clean. Impids have the ability to spew fire from their mouth as a flamethrower-like attack. However its range and duration is very short, making it hazardous to use against most enemies, it's not particularly strong, and it has a cooldown period of several days after a single use; it is completely outclassed by most hand-held firearms any of your colonists can wield (the Molotov cocktail does functionally the same thing, but can be used infinitely).
 RimWorld (Video Game) / int_2cb9b1a9
featureApplicability
-1.0
 RimWorld (Video Game) / int_2cb9b1a9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2cb9b1a9
 RimWorld (Video Game) / int_2cd22076
type
Fantastic Drug
 RimWorld (Video Game) / int_2cd22076
comment
Fantastic Drug: Smokeleaf is a combination of marijuana and tobacco. It can be rolled into joints then smoked, making people happy, hungry and slow. Plus it's green. It also has the side effects of causing asthma or lung cancer if not managed responsibly. Psychite is the coca plant stand-in. Eating it raw or drinking psychite will give you a soft energy boost and good humor with little addiction potential. When refined and purified, it becomes a snortable powder called "yayo" - as they called cocaine in Scarface1983 - with the same effects of extreme energy and happiness as well as pain suppression. Its ghetto sibling is "flake"; like crack, it provides the same high, but much shorter, with nastier side effects, and is smoked in a pipe. Wake-Up, a highly addictive stimulant that greatly increases move speed and removes the need to rest, is the Rimworld version of meth.
 RimWorld (Video Game) / int_2cd22076
featureApplicability
1.0
 RimWorld (Video Game) / int_2cd22076
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2cd22076
 RimWorld (Video Game) / int_2cf5eb14
type
Endless Winter
 RimWorld (Video Game) / int_2cf5eb14
comment
Endless Winter: One possible random event is a massive eruption that triggers a volcanic winter, which can last for years.
 RimWorld (Video Game) / int_2cf5eb14
featureApplicability
1.0
 RimWorld (Video Game) / int_2cf5eb14
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2cf5eb14
 RimWorld (Video Game) / int_2d4fa515
type
Ax-Crazy
 RimWorld (Video Game) / int_2d4fa515
comment
Ax-Crazy: Unhappy characters may go on a rampage, assault their fellow survivors, smash things and cause other mayhem.
 RimWorld (Video Game) / int_2d4fa515
featureApplicability
1.0
 RimWorld (Video Game) / int_2d4fa515
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2d4fa515
 RimWorld (Video Game) / int_2ddddebf
type
Hostile Weather
 RimWorld (Video Game) / int_2ddddebf
comment
Hostile Weather: Comes in both natural and artificial flavors. Heat Waves can strike during summer, making your colonists much more likely to succumb to heat exhaustion. The inverse, Cold Snaps, happen frequently during winter with an equivalent risk of hypothermia. Lightning strikes during thunderstorms will periodically set bits of the map on fire; if it's a dry thunderstorm, the fire will often have a chance to grow quite large; flashstorms don't last as long but can be very damaging directly if it happens to spawn near your base or colonists. Certain events and quests may result in someone targeting your colony with a distant Weather-Control Machine, usually with bad results like three weeks of constant toxic rain, or a month of heavy snowfall at the onset of the harvest season. One of the worst events that can hit your base is the "volcanic winter" random event, which shrouds the land in darkness and cold for up to a full year, making agriculture impossible, greatly reducing the effectiveness of solar power, and thinning the wildlife for the duration of the event.
 RimWorld (Video Game) / int_2ddddebf
featureApplicability
1.0
 RimWorld (Video Game) / int_2ddddebf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2ddddebf
 RimWorld (Video Game) / int_2e9105e4
type
Power-Strain Blackout
 RimWorld (Video Game) / int_2e9105e4
comment
Power-Strain Blackout: Using psychic powers causes a buildup of "neural heat" in the caster; too much and they're increasingly likely to pass out from the strain. The only way to avoid this is to let it dissipate, either naturally (the rate of which can be boosted by various bits of equipment, with the potential for casters to be a Squishy Wizard with Eltex Robes & Staves, or a Magic Knight thanks to Prestige Power Armour) or by shunting some of it into a willing ally (who will immediately pass out).
 RimWorld (Video Game) / int_2e9105e4
featureApplicability
1.0
 RimWorld (Video Game) / int_2e9105e4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2e9105e4
 RimWorld (Video Game) / int_2e96aee
type
Seadog Peg Leg
 RimWorld (Video Game) / int_2e96aee
comment
Seadog Peg Leg: If one of your colonists loses a leg and you don't have a prosthesis available, you can literally attach a piece of wood. There is a significant movement penalty, but it's still faster than hopping.
 RimWorld (Video Game) / int_2e96aee
featureApplicability
1.0
 RimWorld (Video Game) / int_2e96aee
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_2e96aee
 RimWorld (Video Game) / int_305bcbb9
type
Space Pirates
 RimWorld (Video Game) / int_305bcbb9
comment
Space Pirates: One possible enemy, they are one of the only factions that are always hostile. Pirate settlements will occasionally dispatch small groups of well-armed soldiers in an attempt to destroy the colony.
 RimWorld (Video Game) / int_305bcbb9
featureApplicability
1.0
 RimWorld (Video Game) / int_305bcbb9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_305bcbb9
 RimWorld (Video Game) / int_309b8806
type
Cursed with Awesome
 RimWorld (Video Game) / int_309b8806
comment
Cursed with Awesome: Some quests which ask you to build a monument also demand you to protect the structure for up to a few seasons, or face an attack as a punishment. As a result however, advanced players have learned how to use them to invoke Let's You and Him Fight on another threat. Whichever faction wins has been considerably weakened and is easy pickings for your defense. This strategy works with Mech Clusters as well. The Biotech-exclusive sanguophages suffer from this the same way all standard fantasy vampires do. In exchange for immortality, Super-Strength, beauty and cool abilities, they have to deal with their thirst for human blood, being Weakened by the Light, being out of commission for at least a week twice a year, and being more flammable than a barrel of chemfuel. This is also an in-story example: the original sanguophage gained his xenotype when he tried to control an archotech and was cursed for his temerity.
 RimWorld (Video Game) / int_309b8806
featureApplicability
1.0
 RimWorld (Video Game) / int_309b8806
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_309b8806
 RimWorld (Video Game) / int_31578d72
type
Hates Everyone Equally
 RimWorld (Video Game) / int_31578d72
comment
Hates Everyone Equally: It's possible to get colonists with both "Misogynist" and "Misandrist" traits. They will hate every single person they meet.
 RimWorld (Video Game) / int_31578d72
featureApplicability
1.0
 RimWorld (Video Game) / int_31578d72
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_31578d72
 RimWorld (Video Game) / int_319cc4d7
type
Low Fantasy
 RimWorld (Video Game) / int_319cc4d7
comment
The game started as a Low Fantasy Space Western where most available weapons, armour and technology were at or below modern-day levels in Real Life, aliens were not a factor, any unusual phenomena has an explicitly scientific explanation and the closest things to gods are just giant machine intelligences, with explicitly sci-fi elements like giant space bugs, hordes of hostile robots, hypersleep caskets and Space Marine-type weapons and Powered Armor existed mainly to provide a Hand Wave for dissonance between biological and chronological age in-universe, or a variety of challenges beyond merely hostile humans or animals. As the DLC expansions roll on, the game has gradually adopted elements from more fantastical sci-fi works.
 RimWorld (Video Game) / int_319cc4d7
featureApplicability
1.0
 RimWorld (Video Game) / int_319cc4d7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_319cc4d7
 RimWorld (Video Game) / int_31a2a33c
type
Stuff Blowing Up
 RimWorld (Video Game) / int_31a2a33c
comment
Stuff Blowing Up: The game has several explosive weapons and explosives, and notable ones are: The Doomsday Rocket Launcher is a disposable/single-shot weapon, firing a single rocket which causes a large initial explosion followed by a half-dozen smaller incendiary blasts moments later. "Boom"-animals are like regular animals except they've been engineered to naturally produce explosive chemicals within large yellowish sacs on their bodies. These sacs will react violently if they are shot or otherwise punctured. This makes them extremely risky to hunt despite the potential of harvesting useful materials, and God help you if they become hostile and attack. High-explosive shells are the standard mortar ammo for all factions, dealing a decent 50 points of damage in a 3x3 area. The Antigrain Warhead is a very rare mortar shell. It will cause a vast and devastating explosion. This explosion is big enough to annihilate an entire raiding party or mechanoid nest with a near miss.
 RimWorld (Video Game) / int_31a2a33c
featureApplicability
1.0
 RimWorld (Video Game) / int_31a2a33c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_31a2a33c
 RimWorld (Video Game) / int_3270a3d7
type
Low Culture, High Tech
 RimWorld (Video Game) / int_3270a3d7
comment
Low Culture, High Tech: Played with. On the one hand, since your own tech level is no hindrance to using items far more advanced than you can make yourselves, if you get hold of them by scavenging or trading. On the other hand, the same applies to high-tech factions using low-tech products. For example, a space-faring colony can drink all the beer they want, but if they want to brew it themselves, they'll need to research how, and they'll even find the research harder than a tribal colony would. Averted in the strictest sense of the term "culture." Every band of survivors has access to the Sculptor's Workbench, and thus the capacity to create works of art, from the very beginning. The ability of a colony to produce "culture" in the form of art has less to do with its abstract tech level than it does with its ability to adequately provide basic needs (such as food, shelter, and security) with enough abundance that they can afford to have members spend their time doing things other than desperately foraging for tomorrow's meal.
 RimWorld (Video Game) / int_3270a3d7
featureApplicability
-1.0
 RimWorld (Video Game) / int_3270a3d7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3270a3d7
 RimWorld (Video Game) / int_32956961
type
Explosive Breeder
 RimWorld (Video Game) / int_32956961
comment
Explosive Breeder: Really, any animal can be this if you are not careful, but the prize goes to Chickens, who if you are not careful (specifically, you can toggle auto-slaughter in the "Animals" tab to have your colonists automatically kill any animal beyond a set population), will breed hundreds of chicks and kill your framerate and food reserves in a matter of weeks.
 RimWorld (Video Game) / int_32956961
featureApplicability
1.0
 RimWorld (Video Game) / int_32956961
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_32956961
 RimWorld (Video Game) / int_3346eb29
type
Overdrawn at the Blood Bank
 RimWorld (Video Game) / int_3346eb29
comment
Overdrawn at the Blood Bank: Bleeding creatures leave fairly large bloodstains on the ground wherever they go, and if the wound isn't serious enough to kill them quickly, they can lose what looks like hundreds of liters of blood before they finally succumb. Happens most often to animals wounded by predators or stray gunfire.
 RimWorld (Video Game) / int_3346eb29
featureApplicability
1.0
 RimWorld (Video Game) / int_3346eb29
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3346eb29
 RimWorld (Video Game) / int_334e48a1
type
After the End
 RimWorld (Video Game) / int_334e48a1
comment
Mechanoids were introduced as swarms of insectoid robots which are invariably hostile and seek only to destroy everything in their paths. As of Biotech, it's not exactly mechanoids that are the problem, though. They're helpful working bots, but if their mechanitor dies or tries to build more mechanoids than they can control, they go feral, forming hives of rogue mechanoids. And given that the Rimworld is After the End, there's a lot of mechanoids left over from the ancient civilization.
 RimWorld (Video Game) / int_334e48a1
featureApplicability
1.0
 RimWorld (Video Game) / int_334e48a1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_334e48a1
 RimWorld (Video Game) / int_342c2ebc
type
Longevity Treatment
 RimWorld (Video Game) / int_342c2ebc
comment
Longevity Treatment: The Ideology DLC introduces the biosculpter pod, which does wonderful things such as healing injuries and diseases, granting pleasure buffs, and the most significant feature: reversing the age of colonists. It requires a few amount of nutrients to have it work and once a colonist is inside a pod, the cycle process can range from a few days to a whole week depending on the treatment. The pod is especially important for those whose ideoligion is centered towards transhumanism as they seek to stay young and essentially become biologically immortal, though it can be built by anyone without transhumanist beliefs. Unfortunately, the pod cannot treat certain diseases such as dementia/Alzheimer's or restore missing body parts above a certain size (eyes, ears, noses, tongues, fingers or toes), though it can cure internal injuries and less severe health conditions such as brain damage, back problems, asthma and blocked arteries. Biotech offers multiple ways to prolong a pawn's life through genetic engineering. Some like the Deathless or Sanguophage genes confer outright immortality.
 RimWorld (Video Game) / int_342c2ebc
featureApplicability
1.0
 RimWorld (Video Game) / int_342c2ebc
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_342c2ebc
 RimWorld (Video Game) / int_3495b94d
type
Gendercide
 RimWorld (Video Game) / int_3495b94d
comment
Gendercide: A rare combination of this trope and Hate Plague is the Psionic Drone, an event where one gendernote Rarely both undergoes Mind Rape to a degree that they must be unhappy with a tendency to draw others to harm.
 RimWorld (Video Game) / int_3495b94d
featureApplicability
1.0
 RimWorld (Video Game) / int_3495b94d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3495b94d
 RimWorld (Video Game) / int_34dcfc96
type
Kick the Dog
 RimWorld (Video Game) / int_34dcfc96
comment
Kick the Dog: Raider parties are technically supposed to be stealing stuff or kidnapping colonists, but more often they'll just wantonly destroy stuff, set fire to things, indiscriminately slaughter people, and kill random pets rather than having any observable end goal for their raids.
 RimWorld (Video Game) / int_34dcfc96
featureApplicability
1.0
 RimWorld (Video Game) / int_34dcfc96
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_34dcfc96
 RimWorld (Video Game) / int_34e89418
type
A Birthday, Not a Break
 RimWorld (Video Game) / int_34e89418
comment
A Birthday, Not a Break: When colonists receive age-related maladies, it always happens on the exact day their age ticks up by one. Happy birthday,and enjoy your new crooked spine! To add insult to injury, colonists' birthdays are only mentioned in the feed if it results in this.
 RimWorld (Video Game) / int_34e89418
featureApplicability
1.0
 RimWorld (Video Game) / int_34e89418
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_34e89418
 RimWorld (Video Game) / int_34f5d1da
type
Procedural Generation
 RimWorld (Video Game) / int_34f5d1da
comment
Procedural Generation: Since Alpha 7, the surface of planets are created with this, each one given a name based on a four-character seed inputted by the player. People are also generated by routines that build a variety of physical and mental makeups, as well as a social history. This includes raiders, refugees, and other random-event people, as any of them has the potential to join your colony.
 RimWorld (Video Game) / int_34f5d1da
featureApplicability
1.0
 RimWorld (Video Game) / int_34f5d1da
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_34f5d1da
 RimWorld (Video Game) / int_3556ccfc
type
Command & Conquer Economy
 RimWorld (Video Game) / int_3556ccfc
comment
Command & Conquer Economy: Characters will perform some basic jobs semi-automatically (like harvesting fields), but most of the more elaborate ones (such as construction projects or crafting items) require an order from the player.
 RimWorld (Video Game) / int_3556ccfc
featureApplicability
1.0
 RimWorld (Video Game) / int_3556ccfc
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3556ccfc
 RimWorld (Video Game) / int_35a24c16
type
Geo Effects
 RimWorld (Video Game) / int_35a24c16
comment
Geo Effects: Terrain is an important gameplay element. The local climate determines what sort of crops you can grow and how well they'll flourish. Temperature is also modeled in the game; leave your colonists in extreme temperatures for too long, and they may succumb to heatstroke or hypothermia. Temperate Forests are the most comfortable biome to settle in, possessing plenty of trees to fell, fertile soil and diverse animal life big and small, as well as cool winters and mild, pleasant summers. Unfortunately, the wonderful weather will not deter raiders in the slightest. Arid Shrublands and Boreal Forests are the next most desirable. Shrublands are open plains of dry grass and bushes with the occasional grove, populated by hardy plants and animals accustomed to the heat which persists throughout the year; Boreal Forests have freezing winters and cool summers, with limited potential for farming but diverse wildlife ripe for hunting. Tropical Rainforests are more challenging. Intense heat, choking overgrowth, thick mud, aggressive wildlife including deadly snakes and large predators, and conducive conditions for disease all combine for a "Green Hell" that will put survivors to the test. On the plus side, wood will never be in short supply, since you will be spending a great deal of time removing trees and the soil will benefit crops immensely. These types of biomes also have swampy variants. Besides these areas being ripe for disease, there's also very little space for buildings. Desert and Tundras are on the slightly hardier side of comfortability. The Desert heat support little life; only hardy potato crops can grow in the small patches of gravelly soil, and animals for hunting are few and far between. However, moisture pumps could be used to prepare soft sandy soil for farming other crops. Tundras are on the opposite end of temperature with no trees and little vegetation, very short or non-existent growing seasons made up for by large herds of migratory grazing megafauna and the predators that hunt them. Fortunately, the harsh conditions are also also not at all suitable for diseases to propagate, drastically lowering their chances of happening. Extreme Desert and Ice Sheet, as their name implies, are Deserts and Tundras taken up to eleven. Extreme Deserts are devoid of life, with limited prospects for survival without hydroponics farming. Ice Sheets also have this issue, and any animal found here will be either migrating or badly lost; hunting, trade, and cannibalism will be the main source of food here, but at least geothermal vents can be used for free heating. The silver lining of these two biomes is that any raiders foolish enough to attack your colony will likely die from heatstroke or hypothermia quickly. Sea Ice is a permanent ice sheet where the cold has caused the sea itself to freeze over. There is no soil, no animals to hunt and no minerals to mine. Sea Ice is technically not intended for building a colony, but that hasn't stopped a few players from trying.
 RimWorld (Video Game) / int_35a24c16
featureApplicability
1.0
 RimWorld (Video Game) / int_35a24c16
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_35a24c16
 RimWorld (Video Game) / int_35ae6a23
type
Lethal Chef
 RimWorld (Video Game) / int_35ae6a23
comment
Lethal Chef: Sometimes literally. If someone with poor Cooking skills tries to prepare a meal, there's a good chance it'll end up tainted with food poisoning.
 RimWorld (Video Game) / int_35ae6a23
featureApplicability
1.0
 RimWorld (Video Game) / int_35ae6a23
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_35ae6a23
 RimWorld (Video Game) / int_35ca4848
type
Antimatter
 RimWorld (Video Game) / int_35ca4848
comment
Antimatter: The Antigrain Warhead, an extremely rare and extremely powerful mortar shell containing a single grain of antimatter (hence the name) that can wipe out entire raiding parties in a single shot. It's a weapon normally used by space warships against other space warships, and you can use it to blast cavemen armed with spears and bows to smithereens.
 RimWorld (Video Game) / int_35ca4848
featureApplicability
1.0
 RimWorld (Video Game) / int_35ca4848
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_35ca4848
 RimWorld (Video Game) / int_3687d605
type
Rapid Aging
 RimWorld (Video Game) / int_3687d605
comment
Rapid Aging: The growth vat will accelerate the growth of a baby or child by five times the normal growth rate (children already age four times as fast as adult colonists) up to the age of 18 years old, meaning a baby can be grown to adulthood in slightly less than a year. However, this comes with several consequences; you can't choose what traits they gain as they grow inside the vat, they will have no passions and low skills when they emerge, and the parents frequently have a mood debuff for the length of the gestation of their child inside the vat. It's useful for bypassing the especially tedious toddler phase, though, and gengineering babies with inborn skills and passions can make growth vats much more viable overall. If you want to speed up your kids' aging without messing with growth vats, there's also a storyteller setting for just this purpose that does basically the same thing when cranked up to the max, but this comes with its own downsides. The very rare Psychic Rain event vastly accelerates the aging process of any pawn caught in it. While this won't affect young and middle-aged pawns all that much, older pawns (as in, 40+ years old) gain an increased risk of developing age-related afflictions like a bad back, cataracts, or the dreaded dementia.
 RimWorld (Video Game) / int_3687d605
featureApplicability
1.0
 RimWorld (Video Game) / int_3687d605
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3687d605
 RimWorld (Video Game) / int_36c64123
type
Gentle Giant
 RimWorld (Video Game) / int_36c64123
comment
Gentle Giant: Thrumbos are massive creatures that occasionally pass through your territory in small groups. They're generally peaceful and make for extremely powerful attack animals if you can manage to tame them, and won't attack on a failed taming attempt (unlike most wild creatures), but their enormous power can also backfire if you attempt to hunt them. As you might expect, elephants are also another example. They're the second largest animal in the game (only behind the thrumbo and tied with the megasloth), but similar to the thrumbo will never go manhunter on a failed taming attempt and their training decay rate is more than a full day longer than either thrumbos or megasloths. They are also the only animal in the game that can haul stuff, fight for you, and act as a rideable pack mule on caravans.
 RimWorld (Video Game) / int_36c64123
featureApplicability
1.0
 RimWorld (Video Game) / int_36c64123
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_36c64123
 RimWorld (Video Game) / int_38047858
type
Squishy Wizard
 RimWorld (Video Game) / int_38047858
comment
Squishy Wizard: Can be played straight or inverted with Psycasters. Played Straight: The duration and severity of Psycasts are modified by the target pawn's Psychic Sensitivity, whilst the caster's neural heat limit is modified by their own Psychic Sensitivity. "Eltex" gear increases this sensitivity, but somehow provides slightly worse protection against incoming damage than cloth gear of the same quality level. In the case of two casters going head to head, whoever goes first will probably win; a normal pawn might only be stunned for a couple of seconds, but a highly-sensitive psycaster with Eltex gear can use their powers more but will be out of the fight twice as long at the very least if hit by that same Stun power. Averted: A Pawn with either the Psychically Sensitive or Psychically Hypersensitive traits, which provide +40% and +80% Psychic Sensitivity respectively, might not need Eltex gear to be an effective Psycaster, and there are no penalties for wearing normal armour. To top this off there is a special version of all the endgame Power Armour that increases a pawn's Psychic Sensitivity without sacrificing any protection (though not as much of a boost as Eltex gear gives).
 RimWorld (Video Game) / int_38047858
featureApplicability
-1.0
 RimWorld (Video Game) / int_38047858
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_38047858
 RimWorld (Video Game) / int_385f5a1d
type
Achey Scars
 RimWorld (Video Game) / int_385f5a1d
comment
Achey Scars: Poorly treated injuries often leave scars that constantly cause a small amount of pain. Colonists with the "Masochist" trait or an ideologion that favors scarification will actually get a mood boost from these scars because they like being in pain.
 RimWorld (Video Game) / int_385f5a1d
featureApplicability
1.0
 RimWorld (Video Game) / int_385f5a1d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_385f5a1d
 RimWorld (Video Game) / int_39aeb09e
type
Rare Candy
 RimWorld (Video Game) / int_39aeb09e
comment
Rare Candy: The rare skilltrainer item, obtained through trade or looting, gives a flat 50,000 experience in the skill it's tuned for. The amount of experience it gives is multiplied if the person the skilltrainer is used on has a passion or burning passion in said skill.
 RimWorld (Video Game) / int_39aeb09e
featureApplicability
1.0
 RimWorld (Video Game) / int_39aeb09e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_39aeb09e
 RimWorld (Video Game) / int_39b8d3d6
type
Boring, but Practical
 RimWorld (Video Game) / int_39b8d3d6
comment
Boring, but Practical: You can't go wrong with the Bolt-Action Rifle. Sure, the Assault Rifle shoots faster, the Sniper Rifle can reach across half the map, and the Charge Rifle deals more damage, but the Bolt Action Rifle deals good damage, out to good range, and is 'cheap' enough to stockpile several up to counteract the relatively-slow rate of fire. You even start with one in one starting scenario. The Assault Rifle itself falls under the "boring/average" when compared with other high-end firearm. It doesn't have the best range, the best rate of fire or the best damage per shot... but it is second best in all of those categories, making it a versatile gun that packs a punch and isn't reliant on specific traits of the pawn to be truly useful. On top of that, it's pretty light-weight and not particularly expensive, so upgrading your armoury to them doesn't create the vicious cycle of spawning additional members of raiding parties due to the sharp increase in your colony's wealth. The Recurve Bow deals damage comparable to the Revolver at all but the very closest of ranges, but it can out-range all of the guns except for the precision rifles and the rocket launchers. It is effective even in the hands of only moderately-skilled shooters, and extremely easy to make—it only needs wood and it doesn't even require a smithy to build, a crafting spot will do. In addition, it leads to the Greatbow, a ranged option that completely outclasses any other non-firearm and can even compete with the Bolt-Action Rifle! In the Lost Tribes scenario, you must make the upgraded bows your first research choice so you can fight with gun-toting raiders on equal footing. Alpacas, muffalos and dromedaries are by far some of if not the best animal species to tame and use as livestock. Alpacas provide valuable wool for clothing production at a fast rate (100 wool per 15 days, or 6.67 per day) and have a low handling threshold that lets almost any colony tame them; muffalos provide some of the best cold-resistant wool in the game at a rate of 100 wool per 25 days (or 4 per day) and produce a lot of meat when butchered; dromedaries provide milk, which can be a vital component of meals in the hotter climates of the game where they're found in large herds, and also produce a lot of meat when butchered. All three also count as pack animals, raising the carrying capacity of any caravan they're attached to, making them invaluable for trading with other factions or mining clumps of rare resources found around the world map. Before Patch 1.1 muffalos and dromedaries were even better, being the only tamable animals in the game that provided meat, milk, fur and carrying capacity for caravans, before they were quietly nerfed (muffalos lost their milk while dromedaries lost their fur) seemingly to make room for the yak as the new all-rounder animal. For pack animals, nothing matches horses for efficiency. They need less food than most pack animals, and are the fastest by far. They also carry more than you would expect for their size. Fitting, since that holds true in real life, was one of the primary methods of transporting goods and letters before personal vehicles. For melee weapons, the gladius is a jack-of-all-stats deal: more damage than the knife, faster than the longsword, and cheap enough to be a good choice in most situations. Maces can also be quite useful, as many armors, even powered armor, protect less effectively against blunt damage. For battle animals, boars are king. They are omnivores, so feeding them is as easy as zoning them to grass or the corpse freezer, they are faster than humans, hit harder than most animals, breed fairly fast and are easy to tame and maintain. It is telling that they are one of the few prey animals able to inflict lethal wounds on wargs in the wild (the other being tortoises). Really hard to go wrong with Healroot for most situations. Minor disease, healroot. Bruises and cuts, healroot. Need an anesthetic, healroot. Moderately easy to grow and one of the few plants that a cold snap will not instantly destroy. Penoxycyline provides immunity every 5 days to the dreaded malaria and plague (though it cannot stop a disease in progress, only prevent it), and can be crafted with neutroamine, acquired from traders. The drug can prove incredibly useful, especially in biomes such as the Tropical Rainforest or Tropical Swamp where disease outbreaks are common. Cloth is one of the potential lifebloods of any colony. It's relatively easy to stockpile since it grows from the cotton plant, it's a necessary component of the poker table and billiards table that expand on your range of recreational activities, it's the main way to produce armchairs and bedrolls, the most comfy chairs in the game and an in-between for sleeping spots and proper beds that allows your colonists to sleep comfortably when on caravans, the baseline component of clothes spun from leathers and fabrics... the list goes on. It's especially good to invest in cloth after researching carpet making, since cloth is the only way to lay down carpets that really beautify any room they're attached to. Plus unlike more advanced crops like healroot and devilroot mushrooms, the cotton plant that cloth grows from is not an advanced crop and can be grown by pawns at any level of Plants, making it completely easy to assemble in large amounts. Nutrient paste dispensers. Straight from the machine's description, it consumes less time and energy to produce meals than traditional cooking and it accepts almost any ingredient. Nutrient paste never confers the risk of food poisoning and does not require a trained cook to prepare, as the machine makes them automatically - place the ingredients in the hoppers and away you go. Your colonists won't be thrilled by the nasty green slop, but the mood penalty is still less than if they ate the raw ingredients, and in a desolate environment where food is scarce, this machine can save lives. And if nothing else, nutrient paste makes for great low-cost animal fodder. The "Killbox" and "Roof Trap" strategies for base defense. A Killbox usually consists of a wide-open area filled with traps, firing points and turrets which enemies can be funneled into through a single tight passage and then destroyed easily by overwhelming firepower coming from multiple angles. A Roof Trap is effectively a giant single-use deadfall trap consisting of a single wooden pillar supporting a roof; when enemies stray under it, the pillar can be destroyed with concentrated gunfire or an IED, collapsing the roof and injuring all of them in one go. Good use of these two traps can easily neutralize the threat of most invasions, and some players refuse to use them because they take out a lot of the fun and challenge of the game. In more recent updates, however, raids can now spawn with sappers, who can bypass your colony's defenses by mining into weak points in your base. Raiders can also now spawn with explosive weapons such as the rocket launcher, which can be devastating to the crowded defenses within a killbox. These make killboxes less effective than they were before, though it is still a popular structure for defense. Bunkers. Build a room from stone walls in any shape (or re-purpose a ruin) with some single-tile shooting holes to be filled with sandbags, and finish with a roof and concrete or stone flooring. Voila, you now have a defensive structure that gives your shooters full protection from gunfire from every angle (thanks to the cover calculations from the walls), protection from rain (so no accuracy malus when firing) and lightning strikes and even some protection from thrown explosives as long as the grenade landed outside the wall. Bunkers are cheap, easy to build, easy to upgrade and effective at all stages of the game. The only danger is that melee enemies with shields can get close enough to climb the sandbags and assault you at point-blank range. Always scoop up the gear dropped by defeated raiders even if you don't need it for your colonists. There's no easier and cheaper way to improve your standing with other factions than gifting all the useless junk in your armory to them. Bonus points if it was their own raiding party that dropped the stuff in the first place. Smokeleaf requires a low growing skill (4), refines into smokeleaf joints at a crafting spot with no skill requirements, stacks to a large quantity, and sells for a good price. It's also one of the few things that will be bought by every type of trader, and in an emergency can be smoked by a pawn to keep them from having a mental break with no real chance of addiction unless binged on or used regularly. Nearly any colony of any tech level can benefit from growing and selling smokeleaf. Flake is the more 'advanced' version of smokeleaf. It requires a higher tech level, a bit of research, and a drug lab or two to get started, and psychoid is slightly harder to grow (6) than smokeleaf. It's also significantly less safe to use for controlling mental breaks, since while the Mood boost is higher (+35) there is no safe level that doesn't risk addiction. Its main advantage is economic, though, as it is just as profitable as smokeleaf and just as easy to sell but requires almost half the production time, freeing pawns up to do other things. In Royalty, the rank of Knight/Dame. In general it's not usually feasible to get more than one colonist up to the level of Count/Countess, and the requirements for bedrooms and throne rooms are nuts at that point anyway. But Knight/Dame represents a suitable compromise for a number of your colonists to reach for. It grants up to 3 Psychic Powers and two permits for support and back up requestable from the Empire, has reasonable demands for bedrooms and throne rooms, doesn't require fine floors in either which makes them less demanding to put together, gives your colony the right to trade with Empire settlements as long as at least one Knight or Dame is in the caravan and since Knights and Dames don't give speeches from their thrones, a good Social skill rank is less of a concern. All in all, they can be a great boon to your colony. Paved tiles are just boring grey squares, but they're dirt-cheap, quick to build and traverse, non-flammable, easy to clean, and neutral to look at. In other words, they're the ideal choice of flooring wherever beauty takes a backseat to practicality, like workshops, firebreaks, and all sorts of defensive installations. Stone Tiles, while not as cheap as paved tiles, do have the advantage of increasing local beauty by 1. This adds up fast is you also have pretty art and keep all your ugly chunks separate. They are not too expensive, and getting more is not that hard.
 RimWorld (Video Game) / int_39b8d3d6
featureApplicability
1.0
 RimWorld (Video Game) / int_39b8d3d6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_39b8d3d6
 RimWorld (Video Game) / int_3aaa9cd0
type
All Deserts Have Cacti
 RimWorld (Video Game) / int_3aaa9cd0
comment
All Deserts Have Cacti: They replace trees as the default source of wood in Deserts and also grow in smaller variants that don't do much.
 RimWorld (Video Game) / int_3aaa9cd0
featureApplicability
1.0
 RimWorld (Video Game) / int_3aaa9cd0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3aaa9cd0
 RimWorld (Video Game) / int_3af6c649
type
Beneficial Disease
 RimWorld (Video Game) / int_3af6c649
comment
Beneficial Disease: Uncontrolled medical mechanite cultures. Leftover Glitterworld tech that has escaped its original container and subsequently degraded/mutated over the ages in the wild. Though those under the effects will possess improved biological functions, they will also have mild to severe pain and fatigue.
 RimWorld (Video Game) / int_3af6c649
featureApplicability
1.0
 RimWorld (Video Game) / int_3af6c649
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3af6c649
 RimWorld (Video Game) / int_3af6f8ba
type
Karl Marx Hates Your Guts
 RimWorld (Video Game) / int_3af6f8ba
comment
Karl Marx Hates Your Guts: There's no "buy low, sell high" on the Rimworld. Every item has a base price, and every player pawn has a trade modifier that determines how much the selling price of their goods is lowered and the buying price of the other party's goods is raised. At absolute best, you can break even between selling and buying price; making a profit requires either extracting resources, manufacturing things or completing quests.
 RimWorld (Video Game) / int_3af6f8ba
featureApplicability
1.0
 RimWorld (Video Game) / int_3af6f8ba
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3af6f8ba
 RimWorld (Video Game) / int_3b0bd0ab
type
Thirsty Desert
 RimWorld (Video Game) / int_3b0bd0ab
comment
Thirsty Desert: Equatorial deserts are at the hot and dry extreme of the biome scale. The main challenges there come from heat exhaustion and a relative lack of timber and quality soil for farming. Desert regions closer to the poles can be very cold instead, thus trading heat stroke for hypothermia, but the same lack of precipitation and arable land makes them otherwise identical in terms of gameplay.
 RimWorld (Video Game) / int_3b0bd0ab
featureApplicability
1.0
 RimWorld (Video Game) / int_3b0bd0ab
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3b0bd0ab
 RimWorld (Video Game) / int_3b9b21c9
type
So Beautiful, It's a Curse
 RimWorld (Video Game) / int_3b9b21c9
comment
So Beautiful, It's a Curse: Colonists with the 'Beautiful' trait get an innate one-way +40 opinion bonus (out of a maximum 100) from others toward them. While this means that everybody already considers them a 'friend' from the moment they meet, it's also high enough that any bachelor/bachelorette with a relevant gender preference will regularly try to come on to them, which will fail because the beautiful pawn barely knows them. This results in stacking negative moodlets from the flirters for 'being turned down' as they perpetually fail to take hints, and their unwanted advances prevent them from forming the prerequisite friendship.
 RimWorld (Video Game) / int_3b9b21c9
featureApplicability
1.0
 RimWorld (Video Game) / int_3b9b21c9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3b9b21c9
 RimWorld (Video Game) / int_3bce9346
type
Ragnarök Proofing
 RimWorld (Video Game) / int_3bce9346
comment
Ragnarök Proofing: Ancient technology on the Rim was clearly built to last. The cryptocaskets in Ancient Danger complexes are usually fully functional after centuries, if not millennia without maintenance, the mechanoid units you encounter can be several thousand years old, yet remain in peak combat condition, and all the satellites in orbit still seem to be functioning perfectly fine centuries, if not millennia after the planet's civilization fell to ruin.
 RimWorld (Video Game) / int_3bce9346
featureApplicability
1.0
 RimWorld (Video Game) / int_3bce9346
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3bce9346
 RimWorld (Video Game) / int_3c5ae1a1
type
Schizo Tech
 RimWorld (Video Game) / int_3c5ae1a1
comment
Schizo Tech: A direct result of being on a rimworld. The population of the planet consists of the descendants of crashed spacecraft survivors and some hardy explorers, pirates, and luddites. Many of them devolved to tribalism over the centuries or millennia, and a few managed to retain pieces of more advanced technology, resulting in a mixture of ancient and medieval weapons, modern firearms and technologies, and science-fiction machinery. The Royalty DLC throws in The Empire, or at least what's left of it and the Ideology DLC reveals a hint of the terrifying power of the Archeotechs.
 RimWorld (Video Game) / int_3c5ae1a1
featureApplicability
1.0
 RimWorld (Video Game) / int_3c5ae1a1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3c5ae1a1
 RimWorld (Video Game) / int_3c7ccb69
type
No Body Left Behind
 RimWorld (Video Game) / int_3c7ccb69
comment
No Body Left Behind: Nuking an area with an Antigrain Warhead leaves absolutely nothing but empty ground behind - no plants, no bodies, no items of any kind remain at the site of impact. Don't do this if you intend to take prisoners or scavenge animal resources. Makes sense; starship grade weapons tend to be overkill on tribals.
 RimWorld (Video Game) / int_3c7ccb69
featureApplicability
1.0
 RimWorld (Video Game) / int_3c7ccb69
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3c7ccb69
 RimWorld (Video Game) / int_3d59c9a0
type
Powered Armor
 RimWorld (Video Game) / int_3d59c9a0
comment
Sufficiently strong armor can completely negate incoming attacks. For instance, top-tier Powered Armor makes the pawn wearing it practically Immune to Bullets, with only dedicated anti-armor guns and Energy Weapons being able to punch through the plating.
 RimWorld (Video Game) / int_3d59c9a0
featureApplicability
1.0
 RimWorld (Video Game) / int_3d59c9a0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3d59c9a0
 RimWorld (Video Game) / int_3e74b72e
type
The Pollyanna
 RimWorld (Video Game) / int_3e74b72e
comment
The Pollyanna: Optimist and Sanguine colonists have a permanent mood bonus, and are happier than normal on average due to this.
 RimWorld (Video Game) / int_3e74b72e
featureApplicability
1.0
 RimWorld (Video Game) / int_3e74b72e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3e74b72e
 RimWorld (Video Game) / int_3e848d5c
type
Cast of Snowflakes
 RimWorld (Video Game) / int_3e848d5c
comment
Cast of Snowflakes: Because all humans are procedurally generated, they end up with not only very distinct personalities and behavior patterns, but with enough variation in body type and skin tone to be fairly distinct visually as well. If you don't micromanage their wardrobe, the random ensembles they put on can distinguish them further. Given the game's overall minimalist art, this is impressive: the sprites have no limbs and no facial features except eyes. Taken further with Biotech. The new genetics mechanics allow you to collect genes which represent genetic traits. These include cosmetic features like hair and eye color, as well as traits like heat resistance and skill aptitude. Collect enough genes, and every colonist can have a customized and unique look and skillset.
 RimWorld (Video Game) / int_3e848d5c
featureApplicability
1.0
 RimWorld (Video Game) / int_3e848d5c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3e848d5c
 RimWorld (Video Game) / int_3eee0728
type
Captain Obvious
 RimWorld (Video Game) / int_3eee0728
comment
Captain Obvious: The combat logs can occasionally fall into a darkly humorous form of this. "Colonist Alice slashed Pirate Bob in the neck, severing his head. Lack of a head caused Pirate Bob to die."
 RimWorld (Video Game) / int_3eee0728
featureApplicability
1.0
 RimWorld (Video Game) / int_3eee0728
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_3eee0728
 RimWorld (Video Game) / int_40ba8b95
type
Memetics in Fiction
 RimWorld (Video Game) / int_40ba8b95
comment
Memetics in Fiction: "Ideology" has Memes as the beliefs of the various Ideoligions, with an Ideoligion starting with up to four, or one if a "fluid" Ideoligion that can pick up new ones later on.
 RimWorld (Video Game) / int_40ba8b95
featureApplicability
1.0
 RimWorld (Video Game) / int_40ba8b95
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_40ba8b95
 RimWorld (Video Game) / int_40e2ac3f
type
Flunky Boss
 RimWorld (Video Game) / int_40e2ac3f
comment
Flunky Boss: The Biotech DLC adds three boss level mechanoids you can summon to fight on command (although they can also spawn randomly as part of a mechanoid raid). If summoned, they will always appear with a small army of lesser mechanoids backing them up, the number and variety of which increase with every summoning. This is specifically the gimmick of the "war queen", who can quickly gestate a large number of war urchins to swarm the enemy, and the "apocriton", which has the ability to repeatedly resurrect dead mechanoids and will leap away when colonists get too close.
 RimWorld (Video Game) / int_40e2ac3f
featureApplicability
1.0
 RimWorld (Video Game) / int_40e2ac3f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_40e2ac3f
 RimWorld (Video Game) / int_413c475b
type
Space Age Stasis
 RimWorld (Video Game) / int_413c475b
comment
Space Age Stasis: Your colonists could've spent potentially millennia in cryptosleep stasis aboard a starship before crashing down on the Rimworld, but the drop pods they descend in and any material they came with are the same as any that the other people on the planet already use. This is made more apparent in the ancient shrines, which contain cryptosleep caskets identical to the ones you can build despite being likely centuries old, and the mechanoid swarms, which have ages varying from millennia to centuries old, yet are all identical in design.
 RimWorld (Video Game) / int_413c475b
featureApplicability
1.0
 RimWorld (Video Game) / int_413c475b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_413c475b
 RimWorld (Video Game) / int_417c78f5
type
Robinsonade
 RimWorld (Video Game) / int_417c78f5
comment
Robinsonade: Your first three characters are the survivors of some unspecified disaster that destroyed their visiting spacecraft, leaving them stranded on a planet with just the right supplies to allow them to get off to a good start.
 RimWorld (Video Game) / int_417c78f5
featureApplicability
1.0
 RimWorld (Video Game) / int_417c78f5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_417c78f5
 RimWorld (Video Game) / int_41914bb3
type
Blade Below the Shoulder
 RimWorld (Video Game) / int_41914bb3
comment
Scythers are smaller, faster, and more fragile, and have hand blades that will rip apart a colonist at close range — if they can get in.
 RimWorld (Video Game) / int_41914bb3
featureApplicability
1.0
 RimWorld (Video Game) / int_41914bb3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_41914bb3
 RimWorld (Video Game) / int_41dd77d
type
Zerg Rush
 RimWorld (Video Game) / int_41dd77d
comment
Zerg Rush: The favored tactic of hostile Tribal factions, who typically compensate for their primitive weaponry by sending out large groups of warriors in a melee rush. Same goes for insect hives in an almost literal example - no ranged weapons, but more than enough razor-sharp mandibles and claws to make up for it. Gradually, raiding parties will use greater strategy as the game progresses, however; such as setting up mortars and barricades to blast you from great distances, tunnelling through walls to bypass your defences, or attacking from multiple sides. Manhunter animals and insectoids also attack in this manner; as animals, none of them have weapons so their only strategy is to rush at your colonists in numbers and attempt to overwhelm them with bites and scratches.
 RimWorld (Video Game) / int_41dd77d
featureApplicability
1.0
 RimWorld (Video Game) / int_41dd77d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_41dd77d
 RimWorld (Video Game) / int_420c50b7
type
A.I. Is a Crapshoot
 RimWorld (Video Game) / int_420c50b7
comment
A.I. Is a Crapshoot: AI are almost always dangerously unpredictable or downright malevolent. Mechanoids were introduced as swarms of insectoid robots which are invariably hostile and seek only to destroy everything in their paths. As of Biotech, it's not exactly mechanoids that are the problem, though. They're helpful working bots, but if their mechanitor dies or tries to build more mechanoids than they can control, they go feral, forming hives of rogue mechanoids. And given that the Rimworld is After the End, there's a lot of mechanoids left over from the ancient civilization. Zig-zagged by the AI Persona Cores. Building a spaceship with an AI Persona installed in it allows your colonists to leave the rimworld behind, acting as a soft "ending" to the game. The core has a Morality Chip installed by design to make it act in the crew's best interests, but where exactly it will take you is completely out of your hands. Other AI Personas that come with crashed spaceship parts tend to be much less friendly, from merely poisoning the land to outright psychically assaulting everyone around. Also zig-zagged with Archotechs, godlike AIs who exist in the background of the setting. Most human civilizations cannot comprehend their far-reaching, complex goals or complicated morals and motives. An archotech may choose to send a ship that comes into its system on its way without any trouble and no memory of the encounter, cure diseases or degenerative conditions of the crew or simply make them disappear altogether. One can never tell. Automated turrets are operated by, as the game puts it, a "dumb AI brain" that can barely tell friend from foe, has horrendous accuracy, and won't stop shooting if friendlies are between it and its target. Turrets are essential for colony defense, but they can be just as dangerous to your own pawns if you don't pay enough attention in battle.
 RimWorld (Video Game) / int_420c50b7
featureApplicability
1.0
 RimWorld (Video Game) / int_420c50b7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_420c50b7
 RimWorld (Video Game) / int_422b699
type
Catching Some Z's
 RimWorld (Video Game) / int_422b699
comment
Catching Some Z's: When people sleep, Z letters emerge from them. There is also a big letter Z on their character icon at the top of the screen if they're asleep.
 RimWorld (Video Game) / int_422b699
featureApplicability
1.0
 RimWorld (Video Game) / int_422b699
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_422b699
 RimWorld (Video Game) / int_424d15ad
type
Love Hurts
 RimWorld (Video Game) / int_424d15ad
comment
Love Hurts: Being in a healthy relationship can significantly improve the mood of colonists, but a relationship ending, either becouse one of them dies or because of a divorce, induces a rather big mood penalty that lasts for a long time. Also, failure to establish a relationship can lead to small but repeated mood penalties that can leave your colonist at the edge of breaking for a long time.
 RimWorld (Video Game) / int_424d15ad
featureApplicability
1.0
 RimWorld (Video Game) / int_424d15ad
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_424d15ad
 RimWorld (Video Game) / int_42e72657
type
Post-Stress Overeating
 RimWorld (Video Game) / int_42e72657
comment
Post-Stress Overeating: If your colonists suffer a mental break, there is a chance that they will start pigging out in a food binge. This is particularly common for colonists with the "Gourmand" character trait. In a well-established colony, this isn't a big deal, but it can be harmful for a small base which is still struggling to get a food supply established.
 RimWorld (Video Game) / int_42e72657
featureApplicability
1.0
 RimWorld (Video Game) / int_42e72657
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_42e72657
 RimWorld (Video Game) / int_43e36f2f
type
Acrofatic
 RimWorld (Video Game) / int_43e36f2f
comment
Acrofatic: Humans spawn with a variety of body types, but these are purely aesthetic. This means your fat colonists will have no problem keeping up with your slim and muscular ones, or can even be faster than them if they have the Jogger or Fast Walker trait.
 RimWorld (Video Game) / int_43e36f2f
featureApplicability
1.0
 RimWorld (Video Game) / int_43e36f2f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_43e36f2f
 RimWorld (Video Game) / int_43f2f606
type
Annoying Arrows
 RimWorld (Video Game) / int_43f2f606
comment
Annoying Arrows: In general, most projectile weapons do little damage per hit and enemy forces can pelt each other with slugs for awhile until blood loss and combined pain threshold finally takes someone out of the fight. On the other hand, there's always the chance a projectile could strike something vital and cripple or kill the target instantly. Additionally, any bleeding wound carries the chance of an infection if improperly treated, which is far more serious. Averted with the introduction of ranged damage increasing with weapon quality. Because recurve bows and greatbows are very quick and cheap to make compared to guns you can make a lot more of them and have a better chance at getting higher-quality ones, which means they will outdamage most early guns handily and can take enemies (or colonists if you're on the wrong end of a tribal raid) down in short order.
 RimWorld (Video Game) / int_43f2f606
featureApplicability
-1.0
 RimWorld (Video Game) / int_43f2f606
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_43f2f606
 RimWorld (Video Game) / int_4566ce0a
type
Literal Disarming
 RimWorld (Video Game) / int_4566ce0a
comment
One way of dealing with a colonist who has a crippling addiction? Literally cripple them by removing their legs. They will be unable to leave bed, and thus unable to get their drug of choice. Other colonists will bring them food while they recuperate, and once the addiction has been thoroughly broken, their legs can be restored using bionics. It's ugly Video Game Cruelty Potential, but it works.
 RimWorld (Video Game) / int_4566ce0a
featureApplicability
1.0
 RimWorld (Video Game) / int_4566ce0a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4566ce0a
 RimWorld (Video Game) / int_457655dd
type
Human Popsicle
 RimWorld (Video Game) / int_457655dd
comment
Human Popsicle: In addition to their use in Sleeper Starships (see their entry below), cryptosleep caskets can also be used to put people in a deep-freeze sleep for other purposes (such as until the colony can get medical supplies to cure a serious illness). Some maps may even start with a few already placed on the map, though their current inhabitants often get cranky if you wake them up ahead of schedule... assuming the casket hadn't been infested with bugs. You can also achieve a low-tech version of this by putting dead pawns inside a frozen room. This allows you to preserve their bodies until resurrectors can be found. Or you can just shove your hunting spoils in there so they don't rot until you butcher them.
 RimWorld (Video Game) / int_457655dd
featureApplicability
1.0
 RimWorld (Video Game) / int_457655dd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_457655dd
 RimWorld (Video Game) / int_45bf382b
type
Game Mod
 RimWorld (Video Game) / int_45bf382b
comment
Game Mod: Rimworld has a rich library of mods to be used at the player's discretion. It ranges from quality-of-life mods that vastly improve the experience, the "Vanilla Expanded" series that has grown into entire unofficial expansions of the base game, mods that add entire sets of mechanics such as Combat Extended, Rimatomics or Rimefeller, or total conversions that turn the game into Old World of Darkness or The Lord of the Rings.
 RimWorld (Video Game) / int_45bf382b
featureApplicability
1.0
 RimWorld (Video Game) / int_45bf382b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_45bf382b
 RimWorld (Video Game) / int_46029d2b
type
Slow Electricity
 RimWorld (Video Game) / int_46029d2b
comment
Slow Electricity: If something knocks out your base's power, such as a solar flare, powered devices will suffer a cascading failure rather than turning off all at once. They will also turn back on over time rather than all at once after the power is restored. What makes it this trope instead of Reality Is Unrealistic is that the Short Circuit event shows there are clearly no breakers in Rimworld, so a cascading failure would be impossible without this trope being in effect.
 RimWorld (Video Game) / int_46029d2b
featureApplicability
1.0
 RimWorld (Video Game) / int_46029d2b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_46029d2b
 RimWorld (Video Game) / int_47f524ff
type
Fantastic Religious Weirdness
 RimWorld (Video Game) / int_47f524ff
comment
Fantastic Religious Weirdness: Ideoligions can be descended from Christianity, Islam, Hinduism, or Buddhism, and share many of their origin faith's symbols and naming conventions. That does not mean they will share the faith's actual precepts, and the generated narratives for ideoligions of all four classes suggest heavy distortion even when the precepts are akin to those of a modern sect.
 RimWorld (Video Game) / int_47f524ff
featureApplicability
1.0
 RimWorld (Video Game) / int_47f524ff
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_47f524ff
 RimWorld (Video Game) / int_482a960a
type
Fantastic Plastic
 RimWorld (Video Game) / int_482a960a
comment
Fantastic Plastic: Plasteel can be used for many high tech devices needed for the spaceship to escape from the planet.
 RimWorld (Video Game) / int_482a960a
featureApplicability
1.0
 RimWorld (Video Game) / int_482a960a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_482a960a
 RimWorld (Video Game) / int_4832a3bb
type
Always Chaotic Evil
 RimWorld (Video Game) / int_4832a3bb
comment
One of the Always Chaotic Evil factions on the rim are the various insect hives — swarms of Big Creepy-Crawlies that were genetically engineered as biological weapons meant to combat the rampaging mechanoid clusters everywhere. At some point their creators lost control over the creatures so thoroughly that they can now be found on countless worlds, their hives presenting a lethal threat to anyone in their territory.
 RimWorld (Video Game) / int_4832a3bb
featureApplicability
1.0
 RimWorld (Video Game) / int_4832a3bb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4832a3bb
 RimWorld (Video Game) / int_48414e75
type
The Beastmaster
 RimWorld (Video Game) / int_48414e75
comment
The Beastmaster: Any colonist with a high "Animal" skill set can tame and train most animals, and, if you so desire, amass a small army of creatures able to do basic chores and fight for them in battle. A swarm of trained wargs, elephants, or boars can easily and quickly decimate large raider parties just as well as a group of pawns with guns, if you have enough food supplies to keep them all fed, of course.
 RimWorld (Video Game) / int_48414e75
featureApplicability
1.0
 RimWorld (Video Game) / int_48414e75
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_48414e75
 RimWorld (Video Game) / int_485eb589
type
Sealed Evil in a Can
 RimWorld (Video Game) / int_485eb589
comment
Sealed Evil in a Can: Ancient cryptosleep compounds are almost literally this—big, sealed metal or stone chambers full of cryptosleep caskets. When opened, these caskets could disgorge anything from a spare suit of Powered Armor to a swarm of Big Creepy-Crawlies.
 RimWorld (Video Game) / int_485eb589
featureApplicability
1.0
 RimWorld (Video Game) / int_485eb589
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_485eb589
 RimWorld (Video Game) / int_492ef6e3
type
Challenge Seeker
 RimWorld (Video Game) / int_492ef6e3
comment
Challenge Seeker: The Adventurer scenario starts you off with only one single well-equipped pawn who left their glitterworld home in search of an adventure on the frontier. Choosing this scenario extends the trope to the player as well due to how challenging it is to get a working colony up and running with just one pawn.
 RimWorld (Video Game) / int_492ef6e3
featureApplicability
1.0
 RimWorld (Video Game) / int_492ef6e3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_492ef6e3
 RimWorld (Video Game) / int_493ff3c0
type
Cabin Fever
 RimWorld (Video Game) / int_493ff3c0
comment
Cabin Fever: When your colonists spend days indoors or in darkness, they get gradually increasing mood debuffs. Inverted for Undergrounder pawns, who will get progressively more uncomfortable being outside if they don't get enough breaks.
 RimWorld (Video Game) / int_493ff3c0
featureApplicability
1.0
 RimWorld (Video Game) / int_493ff3c0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_493ff3c0
 RimWorld (Video Game) / int_4966bf38
type
Perpetual Motion Machine
 RimWorld (Video Game) / int_4966bf38
comment
Perpetual Motion Machine: Vanometric and unstable power cells, produced by archotechs, which provide power out of thin air. No one's sure how they work, but Flavor Text suggests they might be somehow drawing energy from another dimension or from quantum foam fluctuations.
 RimWorld (Video Game) / int_4966bf38
featureApplicability
1.0
 RimWorld (Video Game) / int_4966bf38
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4966bf38
 RimWorld (Video Game) / int_498ddf27
type
Psycho Party Member
 RimWorld (Video Game) / int_498ddf27
comment
Psycho Party Member: Certain traits will make a particular colonist more likely to break under the strain by giving them either a higher breakdown threshold, a permanent penalty to their mood, or increased susceptibility to psionic attacks.
 RimWorld (Video Game) / int_498ddf27
featureApplicability
1.0
 RimWorld (Video Game) / int_498ddf27
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_498ddf27
 RimWorld (Video Game) / int_4a10e526
type
You Have Researched Breathing
 RimWorld (Video Game) / int_4a10e526
comment
You Have Researched Breathing: Beginning your colony at a higher tech level means that especially primitive technologies like brewing will have to be "re-learned". Other technologies that would reasonably be known to the people of urbworlds or glitterworlds, like carpet-making or passive cooling through evaporation, have to be relearned, but their research cost is relatively low, indicating that it's more about the colonists figuring out how to do something on their own that would have been left to factories or industries.
 RimWorld (Video Game) / int_4a10e526
featureApplicability
1.0
 RimWorld (Video Game) / int_4a10e526
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4a10e526
 RimWorld (Video Game) / int_4b67d20a
type
Fossil Revival
 RimWorld (Video Game) / int_4b67d20a
comment
Fossil Revival: One of the animals you can encounter in the wild is the megasloth, which is indeed the prehistoric Megatherium ground sloth (it was explicitly named so until the Alpha 16 update) that was brought back from extinction by advanced cloning techniques and then subsequently seeded across the cosmos.
 RimWorld (Video Game) / int_4b67d20a
featureApplicability
1.0
 RimWorld (Video Game) / int_4b67d20a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4b67d20a
 RimWorld (Video Game) / int_4cb71cf9
type
Unwilling Roboticisation
 RimWorld (Video Game) / int_4cb71cf9
comment
Unwilling Roboticisation: You can force body purists to get bionic limbs, but they'll suffer a significant mood penalty. Don't be surprised if they snap on you if you aren't paying attention.
 RimWorld (Video Game) / int_4cb71cf9
featureApplicability
1.0
 RimWorld (Video Game) / int_4cb71cf9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4cb71cf9
 RimWorld (Video Game) / int_4f08f3cb
type
Conditioned to Be Weak
 RimWorld (Video Game) / int_4f08f3cb
comment
Conditioned to Be Weak: The darkest backstory a colonist can have is "Urbworld sex slave", where they have been genetically-engineered to be incredibly attractive yet too physically weak to fight back. Suddenly, being stranded on a distant planet doesn't seem all that bad.
 RimWorld (Video Game) / int_4f08f3cb
featureApplicability
1.0
 RimWorld (Video Game) / int_4f08f3cb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_4f08f3cb
 RimWorld (Video Game) / int_5009999d
type
Painting the Medium
 RimWorld (Video Game) / int_5009999d
comment
Painting the Medium: The thoughts of babies are rendered as baby gibberish since they don't know how to talk, but fortunately you get a translation of them.
 RimWorld (Video Game) / int_5009999d
featureApplicability
1.0
 RimWorld (Video Game) / int_5009999d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5009999d
 RimWorld (Video Game) / int_504a1991
type
Body Horror
 RimWorld (Video Game) / int_504a1991
comment
Anomaly is a full-on shift into horror game territory, covering such subgenres as Body Horror, Surreal Horror and Cosmic Horror.
 RimWorld (Video Game) / int_504a1991
featureApplicability
1.0
 RimWorld (Video Game) / int_504a1991
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_504a1991
 RimWorld (Video Game) / int_50be2cb4
type
Machine Worship
 RimWorld (Video Game) / int_50be2cb4
comment
Machine Worship: The Archist structure tenet indicates that an ideoligion worships the archotechs as the true gods of the universe.
 RimWorld (Video Game) / int_50be2cb4
featureApplicability
1.0
 RimWorld (Video Game) / int_50be2cb4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_50be2cb4
 RimWorld (Video Game) / int_515189ab
type
Single-Biome Planet
 RimWorld (Video Game) / int_515189ab
comment
Single-Biome Planet: While the default setting generates planets with varied biomes, you can make single biome planets with changing settings on the world generation screen. For example, increasing Rainfall and Temperature values generates a planet covered with rainforests, and setting Temperature value to the minimum generates a planet covered with ice sheets.
 RimWorld (Video Game) / int_515189ab
featureApplicability
1.0
 RimWorld (Video Game) / int_515189ab
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_515189ab
 RimWorld (Video Game) / int_525df529
type
Not Using the "Z" Word
 RimWorld (Video Game) / int_525df529
comment
Not Using the "Z" Word: Biotech introduced vampires to the game, but to fit the concept into Rimworld 's hard sci-fi setting, just about everything related to them got a vaguely scientific-sounding name instead. The vampires themselves are called sanguophages, they enter deathrest instead of torpor, and they don't drink blood but hemogen. They're still very much vampires in all but name, and it took mere hours following Biotech 's release for a mod to appear that replaces these custom terms with the traditional ones. Anomaly introduced zombies to the game, but similar to the game's "vampires", they're referred to as shamblers instead. They're corpses temporarily reanimated by archotech nanites, known as "deadlife dust", into unfeeling undead which now relentlessly hunt the living into the nanites run out of power and the corpses return to death.
 RimWorld (Video Game) / int_525df529
featureApplicability
1.0
 RimWorld (Video Game) / int_525df529
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_525df529
 RimWorld (Video Game) / int_52a8d3dc
type
Pyromaniac
 RimWorld (Video Game) / int_52a8d3dc
comment
Pyromaniac: A potential Trait and related Backstory. Colonists with either have a chance suffer a mood break that causes them to start fires around the base. They can get a mood boost by wielding an incendiary weapon, but they can never extinguish fires. Their propensity for incendiary incidents makes the trait extremely undesirable, and some players may be tempted to banish such a colonist or send them on a Uriah Gambit rather than deal with the constant fires.
 RimWorld (Video Game) / int_52a8d3dc
featureApplicability
1.0
 RimWorld (Video Game) / int_52a8d3dc
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_52a8d3dc
 RimWorld (Video Game) / int_533bc7ae
type
Cybernetics Eat Your Soul
 RimWorld (Video Game) / int_533bc7ae
comment
Cybernetics Eat Your Soul: Played around with. Played straight by characters with the Body Purist trait. They get ever-mounting mood penalties for having any of their body parts replaced with bionic ones, up to -35 at six parts, and have lowered opinions of other colonists with bionics. The Flesh Purity Meme from Ideology adds this opinion to every colonist who shares an Ideoligion with it. Inverted by characters with the Body Modder trait. They feel limited by their flesh and want to be bionic. As such, they get ever-mounting mood boosts for having any of their body parts replaced with bionic ones, and have increased opinions of other colonists with bionics. Again, the Transhumanist Meme from Ideology spreads this opinion to any pawn who believes in it. Luciferium is a drug that permanently turns a colonist into a host for nanotech drones that render them immune to disease, enhances their minds and bodies, regenerates any body part (even brain damage!), and makes them move at superhuman speed... at the cost of being forever addicted to it and going berserk and dying if they ever get off their fix.
 RimWorld (Video Game) / int_533bc7ae
featureApplicability
1.0
 RimWorld (Video Game) / int_533bc7ae
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_533bc7ae
 RimWorld (Video Game) / int_537dd8fe
type
Affably Evil
 RimWorld (Video Game) / int_537dd8fe
comment
Affably Evil: The Rough Outlander Union and Fierce Tribe factions. You start out enemies with them and they will frequently send raids to target you. Even so, you can with time and effort build up positive relations with them, eventually making peace and even striking an alliance, and they will accept offers of trade if you do so. Compared to the Savage Tribe and Pirate Gang, this makes them easier to deal with. The Empire even moreso. They have a very socially backwards culture that readily indulges in slavery and has a Decadent Court of nobles at its heart that can make outrageous demands of you depending on how sadistic the storyteller feels (like forcing you to endure a sudden and prolonged heatwave, just to see what happens), but so long as you're not dumb enough to get on their bad side, they have no quarrel with you and will give you ample opportunities to earn their favour, even sharing the secrets of their technology with you if you get enough Honour to be considered worthy to trade with them. Spend enough time grinding away until you reach the rank of Count with at least one colonist and their ruler will offer to officially induct your colony into the Empire if you host him or her and four bodyguards at your colony for 15 days, providing an alternative way to leave the planet.
 RimWorld (Video Game) / int_537dd8fe
featureApplicability
1.0
 RimWorld (Video Game) / int_537dd8fe
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_537dd8fe
 RimWorld (Video Game) / int_549a92e7
type
Minimalism
 RimWorld (Video Game) / int_549a92e7
comment
Minimalism: At its most basic, the design sensibility is similar to Dwarf Fortress and Prison Architect — baroque gameplay, minimalist visuals. Living things are generally not animated, per se, having just a few poses and otherwise gliding around. They also are always drawn without limbs or facial features, and are thus often referred to as "pawns". Other visuals are also simple, and details tend to be more informational than pretty. For example, a glance might convey how fully-grown a plant is, or how damaged a structure is, but otherwise they look plain and undistracting.
 RimWorld (Video Game) / int_549a92e7
featureApplicability
1.0
 RimWorld (Video Game) / int_549a92e7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_549a92e7
 RimWorld (Video Game) / int_54bb502b
type
Nobody Poops
 RimWorld (Video Game) / int_54bb502b
comment
Nobody Poops: Although the game simulates a great many things, the sanitary needs of humanoid beings are not among them. Unsurprisingly, intricate and highly popular mods exist to scratch that particular itch. Strangely, animals do poop, often, everywhere they go.
 RimWorld (Video Game) / int_54bb502b
featureApplicability
1.0
 RimWorld (Video Game) / int_54bb502b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_54bb502b
 RimWorld (Video Game) / int_54fdbff5
type
The Eeyore
 RimWorld (Video Game) / int_54fdbff5
comment
The Eeyore: Pessimist and especially Depressive pawns have a permanent flat malus to their mood, making them less happy than average. Needless to say, they should be pampered as much as possible and never given positions of authority or royal titles, lest the increased standards they demand make it much easier to suffer a mental break. Impids can be more difficult to be happy out of all the xenotypes because they have "genetic pessimism", giving all of them a small permanent mood debuff.
 RimWorld (Video Game) / int_54fdbff5
featureApplicability
1.0
 RimWorld (Video Game) / int_54fdbff5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_54fdbff5
 RimWorld (Video Game) / int_55180ce
type
Snow Means Death
 RimWorld (Video Game) / int_55180ce
comment
Snow Means Death: Snowfall generally heralds the beginning of winter and thus the end of the growing season, so while it's not dangerous on its own, the cold that comes with it can definitely be if you haven't stockpiled enough food to last you through the winter. Naturally, Ice Sheet biomes deliberately invoke this at the game's deadliest extremes. Food is very hard to come by: there's no wildlife to hunt or tame, and growing crops is generally not an option unless you construct a special greenhouse where hardy potatoes can possibly be grown in the underlying gravel; trading for food will be your main lifeline (assuming it's not so cold that they simply leave to avoid frostbite), and cannibalising slain raiders (or even visitors) may be a requirement to survive. On the upside, snow brings death to all; the sheer cold makes diseases rare, and human enemies rarely show up and when they do, the elements usually deal with them even if your defences don't. And hey, at least you're not short on freezer space when the entire map is sub-zero.
 RimWorld (Video Game) / int_55180ce
featureApplicability
1.0
 RimWorld (Video Game) / int_55180ce
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_55180ce
 RimWorld (Video Game) / int_556a4e20
type
The Empire
 RimWorld (Video Game) / int_556a4e20
comment
Downplayed with "death acidifier" implants, which cause all worn clothes and held weapons to disintegrate if the character with the acidifier dies. They're mostly used by The Empire to keep that shiny Power Armour from falling into the hands of filthy tribal scum, naturally. However, this only activates if the Imperial soldier dies. If you take an Imperial soldier prisoner, their gear is now loot.
 RimWorld (Video Game) / int_556a4e20
featureApplicability
1.0
 RimWorld (Video Game) / int_556a4e20
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_556a4e20
 RimWorld (Video Game) / int_557a31ce
type
Actual Pacifist
 RimWorld (Video Game) / int_557a31ce
comment
Actual Pacifist: Some characters have backgrounds which prevent them from being able to use a weapon at all, even for hunting or in self-defense. However, there is nothing stopping a pacifist colonist from switching on turrets or training their animals to attack enemies.
 RimWorld (Video Game) / int_557a31ce
featureApplicability
1.0
 RimWorld (Video Game) / int_557a31ce
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_557a31ce
 RimWorld (Video Game) / int_55cd4012
type
"Everybody Dies" Ending
 RimWorld (Video Game) / int_55cd4012
comment
The Colony End ending, where All your colonists die. This is the standard "bad" ending. Similar to the above, it is still possible to continue the game from this point if you are lucky enough to encounter a new wanderer or get a refugee quest by random chance, or choosing to continue with a new batch of colonists.
 RimWorld (Video Game) / int_55cd4012
featureApplicability
1.0
 RimWorld (Video Game) / int_55cd4012
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_55cd4012
 RimWorld (Video Game) / int_56563927
type
Noble Wolf
 RimWorld (Video Game) / int_56563927
comment
Noble Wolf: While man-eating wargs are almost always Savage Wolves, most non-event-spawned warg packs are harmless unless otherwise provoked. With the appropriate skills they can be tamed to serve as animal companions for your colonists and can perform most of the same roles as dogs.
 RimWorld (Video Game) / int_56563927
featureApplicability
1.0
 RimWorld (Video Game) / int_56563927
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_56563927
 RimWorld (Video Game) / int_5667d866
type
Critical Failure
 RimWorld (Video Game) / int_5667d866
comment
Critical Failure: Most skills eventually reach a point where they can't outright fail a task, they only succeed less effectively. Surgery is not one of them. There is always a chance for catastrophic failure no matter how good your colonists, materials, and conditions are, and any failure when installing a bionic also destroys the bionic. It's always impressive watching a Skill 20 doctor with the Inspired Surgery bonus using Glitterworld medicine in a fully-geared sterile surgical suite accidentally decapitate a patient while trying to install a peg leg. Operating on a valuable pawn or installing a very rare bionic tends to cause a lot of Save Scumming because of this irreducable chance of failure.
 RimWorld (Video Game) / int_5667d866
featureApplicability
1.0
 RimWorld (Video Game) / int_5667d866
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5667d866
 RimWorld (Video Game) / int_5679208c
type
No Bisexuals
 RimWorld (Video Game) / int_5679208c
comment
No Bisexuals: The game was originally coded rather simplistically, which while it worked well enough resulted in amongst other things, the impossibility of a colonist turning out to be a bisexual; they are always strictly gay or strictly straight. Strangely, the behaviour was opposite for women where even ostensibly straight women could be attracted to other women all the same. This is averted nowadays with a dedicated Bisexual trait.
 RimWorld (Video Game) / int_5679208c
featureApplicability
-1.0
 RimWorld (Video Game) / int_5679208c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5679208c
 RimWorld (Video Game) / int_569a95e9
type
The Teetotaler
 RimWorld (Video Game) / int_569a95e9
comment
The Teetotaler: An actual trait. Characters with this trait will stay away from alcohol, and may dislike characters who don't. Conversely, characters who enjoy drink will look down on teetotalers, which can lead to some friction in colonies.
 RimWorld (Video Game) / int_569a95e9
featureApplicability
1.0
 RimWorld (Video Game) / int_569a95e9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_569a95e9
 RimWorld (Video Game) / int_57b80b45
type
Fantastic Racism
 RimWorld (Video Game) / int_57b80b45
comment
Fantastic Racism: If Ideology and Biotech are both installed, one of the ideoligion's available precept is "Xenotype preferences", which allows to add up to three "preferred" xenotypes. Followers of this ideoligion have a tiny mood boost if all colony members belong to one of the preferred xenotypes, and a scaling mood debuff depending on the number of non-preferred xenotypes present in the colony. Also, followers automatically have +10 opinion about other pawns of the preferred xenotypes, and -30note A non trivial amount, considering the relationship meter ranges from -100 to +100 about pawns of other xenotypes. Pawns belonging to a xenotype their ideologion is prejudiced against have a mood debuff ("I am disliked xenotype").
 RimWorld (Video Game) / int_57b80b45
featureApplicability
1.0
 RimWorld (Video Game) / int_57b80b45
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_57b80b45
 RimWorld (Video Game) / int_57cf76a1
type
Hate Plague
 RimWorld (Video Game) / int_57cf76a1
comment
Hate Plague: Hostile AI occasionally blasts your colony with psychic dronesnote as in "low-pitched noise", not "autonomous vehicle" or "mindless hive creature" that incur such heavy mood penalties that at least some of your pawns are almost guaranteed to snap and go on a rampage. The event description outright mentions an "ancient engine of hate" stirring in the distance. Manhunter packs are made up of animals afflicted with a rabies-like disease known as "Scaria" which causes them to become blind with homicidal rage towards all humanoids. Fortunately, it cannot spread to any other animals on the map, nor can your livestock contract it. With Royalty installed, psychic pawns can drive a whole group of en Berserk Pulse psycast.
 RimWorld (Video Game) / int_57cf76a1
featureApplicability
1.0
 RimWorld (Video Game) / int_57cf76a1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_57cf76a1
 RimWorld (Video Game) / int_5832e916
type
Die, Chair, Die!
 RimWorld (Video Game) / int_5832e916
comment
Die, Chair, Die!: Some mental breaks have a colonist take their pent up feelings out on a structure or piece of furniture. Some raiders will focus on targeting specific usable items that they can easily reach, like furniture and power generators, if they're outside your base's perimeter. This can prove detrimental in rare occasions, such as a colonist destroying a mortar, turret, fuel stockpile... causing it to explode and kill themselves.
 RimWorld (Video Game) / int_5832e916
featureApplicability
1.0
 RimWorld (Video Game) / int_5832e916
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5832e916
 RimWorld (Video Game) / int_5979acea
type
Fragile Speedster
 RimWorld (Video Game) / int_5979acea
comment
Among armors, the Marine Armor offers a protection at the cost of a speed penalty that are intermediate between the Recon and Cataphract Armors.
 RimWorld (Video Game) / int_5979acea
featureApplicability
1.0
 RimWorld (Video Game) / int_5979acea
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5979acea
 RimWorld (Video Game) / int_5a365ed2
type
Incompatible Orientation
 RimWorld (Video Game) / int_5a365ed2
comment
Incompatible Orientation: Gay or bisexual pawns will often attempt to woo heterosexual pawns, due to said traits being so uncommon that getting a colony with even two gay pawns by random chance is extremely rare (and the chances of them actually liking each other enough to initiate romance is even lower). This tends to make "Gay" a mildly negative trait due to them constantly getting mood debuffs from "rebuffed by X".
 RimWorld (Video Game) / int_5a365ed2
featureApplicability
1.0
 RimWorld (Video Game) / int_5a365ed2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5a365ed2
 RimWorld (Video Game) / int_5b0eaf89
type
Upgrade Artifact
 RimWorld (Video Game) / int_5b0eaf89
comment
Upgrade Artifact: Neurotrainer mech serum, a Glitterworld-manufactured container of mechanites administered around the orb of the eye. They rapidly form new neural pathways in the brain to grant experience in a skill, even if the one undergoing the treatment had no prior experience with it.
 RimWorld (Video Game) / int_5b0eaf89
featureApplicability
1.0
 RimWorld (Video Game) / int_5b0eaf89
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5b0eaf89
 RimWorld (Video Game) / int_5b81ca8d
type
Disc-One Nuke
 RimWorld (Video Game) / int_5b81ca8d
comment
Disc-One Nuke: Rushing geothermal power as your first research item takes a while, but it's a good way to cleanly get yourself all the power you can possibly use in the early game with no downside. It's especially useful in cold biomes because a geyser now gives you both power and free warmth.
 RimWorld (Video Game) / int_5b81ca8d
featureApplicability
1.0
 RimWorld (Video Game) / int_5b81ca8d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5b81ca8d
 RimWorld (Video Game) / int_5bec943d
type
Powerful, but Inaccurate
 RimWorld (Video Game) / int_5bec943d
comment
Powerful, but Inaccurate: The mortars launch a powerful explosive artillery shell to anywhere on the map tile that can easily cripple a large group of raiders or an insect hive in a single hit from a safe distance. However, it fires very slowly, has to be manned by a colonist to function (unlike the automatically firing turrets), and has horrendous accuracy, making it unviable against moving targets (on top of being the only major weapon in the game that has to be manually reloaded for each shot).
 RimWorld (Video Game) / int_5bec943d
featureApplicability
1.0
 RimWorld (Video Game) / int_5bec943d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5bec943d
 RimWorld (Video Game) / int_5c36f1df
type
Future Primitive
 RimWorld (Video Game) / int_5c36f1df
comment
Future Primitive: The year is 5500, yet you can find multiple tribes in Rimworld. The game sometimes states they are the remnants of old civilization.
 RimWorld (Video Game) / int_5c36f1df
featureApplicability
1.0
 RimWorld (Video Game) / int_5c36f1df
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5c36f1df
 RimWorld (Video Game) / int_5c5ac0e2
type
Really 700 Years Old
 RimWorld (Video Game) / int_5c5ac0e2
comment
Really 700 Years Old: Starting with Alpha 9, the game draws a distinction between a character's biological age (how much time they've actually spent as a growing, self-aware being) and chronological age (the amount of time that has passed between their birth and the present day). In some extreme cases, physically young characters may often be anywhere from several decades to a few millennia old due to extended stays in cryptosleep. It's also possible, because of this, for parents to be biologically younger than their children.
 RimWorld (Video Game) / int_5c5ac0e2
featureApplicability
1.0
 RimWorld (Video Game) / int_5c5ac0e2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5c5ac0e2
 RimWorld (Video Game) / int_5cb5fe11
type
Sealed Badass in a Can
 RimWorld (Video Game) / int_5cb5fe11
comment
Sealed Badass in a Can: You can get a combat-proficient colonist, pour your resources into giving them top-tier weapons and Powered Armor and cybernetic implants all over their body, hook them up on Luciferium to drive their superhuman combat ability up to eleven and then inter them in a cryptosleep casket, only ever waking them up in case the colony is under attack.
 RimWorld (Video Game) / int_5cb5fe11
featureApplicability
1.0
 RimWorld (Video Game) / int_5cb5fe11
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5cb5fe11
 RimWorld (Video Game) / int_5db4ba2f
type
Serial Prostheses
 RimWorld (Video Game) / int_5db4ba2f
comment
Serial Prostheses: Can happen to especially injury-prone colonists who keep losing their limbs, assuming they survive and you care enough to give them prosthetic limbs in the first place. Transhumanists (also called "prostophiles" in older versions of the game) actually enjoy having all their limbs converted to bionic ones, with increasing mood bonuses for receiving more and more prosthetics.
 RimWorld (Video Game) / int_5db4ba2f
featureApplicability
1.0
 RimWorld (Video Game) / int_5db4ba2f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5db4ba2f
 RimWorld (Video Game) / int_5e7eb915
type
Clarke's Third Law
 RimWorld (Video Game) / int_5e7eb915
comment
Clarke's Third Law: The archotechs are a collective of hyper-intelligent AI which have advanced to the point of functional godhood, with the skills to manipulate reality beyond human comprehension, thereby handwaving some more fantastical elements into an otherwise mostly hard sci-fi setting, including creating batteries that defy the conservation of matter, self-repairing artificial body parts which enhance physiology to superhuman levels, and artificial vampires, raising the undead in the form of zombies and skeletons, being able to send out psychic waves from lightyears away powerful enough to drive entire planets mad, and even manifesting Eldritch Abominations.
 RimWorld (Video Game) / int_5e7eb915
featureApplicability
1.0
 RimWorld (Video Game) / int_5e7eb915
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5e7eb915
 RimWorld (Video Game) / int_5ec15a79
type
Genetic Engineering Is the New Nuke
 RimWorld (Video Game) / int_5ec15a79
comment
Genetic Engineering Is the New Nuke: One of the Always Chaotic Evil factions on the rim are the various insect hives — swarms of Big Creepy-Crawlies that were genetically engineered as biological weapons meant to combat the rampaging mechanoid clusters everywhere. At some point their creators lost control over the creatures so thoroughly that they can now be found on countless worlds, their hives presenting a lethal threat to anyone in their territory. The Biotech expansion allows the player to apply this school of thought with their colonists. The new technologies introduced allow you to extract or genes and traits from pawns or purchase them from traders to build your colonists and/or slaves into a more desirable state. The Necessary Drawback to balance this process is gene complexity, meaning that a custom Xenotype with too many positive traits will suffer a greatly increased hunger rate and burn through food supplies quickly, thus you need to balance beneficial genes with disadvantageous ones. In each case, you can choose to grant innate skill boosts or deficiencies, genetic predispositions towards happiness or misery, enhance or deform hands to make fine motor functions easier or harder, impose weakness or resistance to addiction (if not outright dependency) to assorted drugs, improve or hamper experience gained with skills and a whole host of other possible game-changing alterations.
 RimWorld (Video Game) / int_5ec15a79
featureApplicability
1.0
 RimWorld (Video Game) / int_5ec15a79
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5ec15a79
 RimWorld (Video Game) / int_5fcedca
type
Big Eater
 RimWorld (Video Game) / int_5fcedca
comment
Big Eater: Colonists with the Gourmand trait eat 50% more than usual. They also have a habit of binge eating. On the positive side, they receive a bonus for their cooking skill, and binge eating is the only type of mental break they can suffer. On the animal side, one of the major downsides to taming thrumbos is their insane appetite. Where normal herbivores eat grass, thrumbos eat trees, and quite a lot of them. They also eat grass if no trees are left, but grass' low nutrition value means a single thrumbo requires feeding grounds that could otherwise sustain an entire herd of muffalos or similar livestock.
 RimWorld (Video Game) / int_5fcedca
featureApplicability
1.0
 RimWorld (Video Game) / int_5fcedca
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_5fcedca
 RimWorld (Video Game) / int_603b77ec
type
Savage Wolves
 RimWorld (Video Game) / int_603b77ec
comment
Savage Wolves: A pack of man-hunting wargs may occasionally ravage your colony, forcing you to either fight them off or hide indoors until they go away.
 RimWorld (Video Game) / int_603b77ec
featureApplicability
1.0
 RimWorld (Video Game) / int_603b77ec
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_603b77ec
 RimWorld (Video Game) / int_6041e4f4
type
The Computer Is a Cheating Bastard
 RimWorld (Video Game) / int_6041e4f4
comment
The Computer Is a Cheating Bastard: A minor case, but manhunter animals will path directly to the nearest target even if they have no logical way of knowing where it is, such as colonists who are indoors behind multiple walls. While the tooltip says they won't attack doors unless they see one open, that's not quite true - If they ever have a valid path to a target but that path becomes blocked by a door closing, they will attack the nearest door regardless of the relation between the door they're attacking, the door they had a path through, and their line of sight.
 RimWorld (Video Game) / int_6041e4f4
featureApplicability
1.0
 RimWorld (Video Game) / int_6041e4f4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6041e4f4
 RimWorld (Video Game) / int_60e2ec3e
type
Artificial Intelligence
 RimWorld (Video Game) / int_60e2ec3e
comment
Artificial Intelligence: "Mechanoid" units are sentient robots and come in four flavors: Centipedes are big, slow, and hard to kill: they carry powerful, fast-firing ranged weaponry that can shred static defenses and massed soldiers, but are relegated to weak ramming attacks if you can get them in melee. Scythers are smaller, faster, and more fragile, and have hand blades that will rip apart a colonist at close range — if they can get in. Lancers are also fast and delicate, carrying "charge lances", that fire slowly but have great range and hurt a lot when they hit. Their range was nerfed in 1.1, however, relegating them to a mid-range role instead. Pikemen were added in 1.1, replacing the sniping role the pre-1.1 lancer had. While not dealing nearly as much damage as the lancer, their extreme range can make them troublesome to deal with and they also shoot faster. They also have virtually no ability to fight in close quarters. There is also an "AI Core" item needed to build a spaceship for getting off the planet, which used to drop from crashed ship parts in early releases of the game, but is now only available after going on an expedition. the ''Biotech' DLC allows you to build your own mechanoids, and adds many new types both combat and utility.
 RimWorld (Video Game) / int_60e2ec3e
featureApplicability
1.0
 RimWorld (Video Game) / int_60e2ec3e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_60e2ec3e
 RimWorld (Video Game) / int_6141b228
type
Full-Boar Action
 RimWorld (Video Game) / int_6141b228
comment
Full-Boar Action: Be very careful around wild boars. They are single-handedly the most dangerous prey animals in the game, due to being pack animals that can take down Wargs solo. A manhunting pack of boars can easily slaughter a colony faster than a pack of elephants and are only beaten in this category by Thrumbos.
 RimWorld (Video Game) / int_6141b228
featureApplicability
1.0
 RimWorld (Video Game) / int_6141b228
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6141b228
 RimWorld (Video Game) / int_61c3ca7b
type
Panthera Awesome
 RimWorld (Video Game) / int_61c3ca7b
comment
Panthera Awesome: Taming cougars or panthers is obviously dangerous, but they have potential to become fragile yet very agile attack animals.
 RimWorld (Video Game) / int_61c3ca7b
featureApplicability
1.0
 RimWorld (Video Game) / int_61c3ca7b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_61c3ca7b
 RimWorld (Video Game) / int_61ff365d
type
Deflector Shields
 RimWorld (Video Game) / int_61ff365d
comment
Deflector Shields: The Shield belt can protect the wearer from incoming projectiles, but they will not be able to use firearms because the shield also blocks bullets from inside.
 RimWorld (Video Game) / int_61ff365d
featureApplicability
1.0
 RimWorld (Video Game) / int_61ff365d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_61ff365d
 RimWorld (Video Game) / int_62f9ee25
type
Nanomachines
 RimWorld (Video Game) / int_62f9ee25
comment
Nanomachines: Mechanites are microscopic mechanoids, and they are used for medical purpose in advanced planets. But in Rimworld, they are uncontrolled state and treated as painful yet somewhat beneficial diseases.
 RimWorld (Video Game) / int_62f9ee25
featureApplicability
1.0
 RimWorld (Video Game) / int_62f9ee25
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_62f9ee25
 RimWorld (Video Game) / int_63557923
type
Death World
 RimWorld (Video Game) / int_63557923
comment
Death World: The planet your colonists crash-land on is inevitably chock-full of hostile tribes, aggressive Space Pirates, and wildlife that has an occasional tendency to go berserk. In extreme climates, you may also have to contend with a lack of conveniently arable land and the local weather: Extreme Deserts are scorching hot and largely devoid of life, but there are some patches of gravel where you can maybe grow small potato crops; Sea Ice, places where it's so cold that the sea has frozen over, have almost no wildlife and no arable land whatsoever — all food must come from Muffalo herding, trade or cannibalism until hydroponics and moisture pumps can make greenhouses possible. And if all the above don't get you, there's solar flares randomly shutting down your power network, super-volcano eruptions darkening the sky, toxic fallout poisoning all life on the map, psychic rain letting your colonists age at a massively increased rate, and malevolent AI mind-raping your colonists or simply sending hordes of Killer Robots after you just because. All things considered, it's borderline miraculous your rimworld is as densely populated as it is. By rights, everyone should've been long dead by the time you arrive.
 RimWorld (Video Game) / int_63557923
featureApplicability
1.0
 RimWorld (Video Game) / int_63557923
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_63557923
 RimWorld (Video Game) / int_637ef67
type
New Game Plus
 RimWorld (Video Game) / int_637ef67
comment
New Game Plus: The 1.5 update gives players the option to create a new collection of colonists to inhabit your base after it's abandoned (either from your colonists all dying off or successfully leaving the planet).
 RimWorld (Video Game) / int_637ef67
featureApplicability
1.0
 RimWorld (Video Game) / int_637ef67
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_637ef67
 RimWorld (Video Game) / int_64fa0ea8
type
Random Encounters
 RimWorld (Video Game) / int_64fa0ea8
comment
Random Encounters: Alpha 16 introduces caravans that can travel the world. As they're moving, they can be ambushed by roving pirates and mad animals, which creates a temporary map to deal with the threat and regroup before reforming the caravan and moving again.
 RimWorld (Video Game) / int_64fa0ea8
featureApplicability
1.0
 RimWorld (Video Game) / int_64fa0ea8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_64fa0ea8
 RimWorld (Video Game) / int_658f7193
type
Lack of Empathy
 RimWorld (Video Game) / int_658f7193
comment
Lack of Empathy: Colonists with the "Psychopath" trait don't get morale bonuses for socializing with others, nor do they get penalties for bad things that happen to other colonists like being executed or sold into slavery. They also do not gain opinion relation points from any socialization, they can only lose opinion points, meaning they'll gradually start to hate everyone they interact with.
 RimWorld (Video Game) / int_658f7193
featureApplicability
1.0
 RimWorld (Video Game) / int_658f7193
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_658f7193
 RimWorld (Video Game) / int_67c3e83b
type
Tinfoil Hat
 RimWorld (Video Game) / int_67c3e83b
comment
Tinfoil Hat: The exceptionally rare psychic foil helmet at least resembles one of these, and provides good protection against psychic drones and other psychic effects. It cannot be crafted; it is only rarely available for purchase from traders or dropped by raiders. Which means most of your colony has to do without when the drone gets intense.
 RimWorld (Video Game) / int_67c3e83b
featureApplicability
1.0
 RimWorld (Video Game) / int_67c3e83b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_67c3e83b
 RimWorld (Video Game) / int_6844f0d5
type
Undressing the Unconscious
 RimWorld (Video Game) / int_6844f0d5
comment
Undressing the Unconscious: Any pawn is capable of stripping another when they're unconscious, including Raiders or neutral NPCs. Due to the mechanic where clothes and armor get a "Tainted Apparel" mood debuff when the pawn wearing them dies, this has the unintended side effect of players prioritizing their pawns to strip downed enemies during raids and then leaving them to bleed out naked on the floor, while hauling off their clothes and equipment back to base. Rescuing them is also possible, but players are unlikely to do that unless they have good stats or they need organs for trade.
 RimWorld (Video Game) / int_6844f0d5
featureApplicability
1.0
 RimWorld (Video Game) / int_6844f0d5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6844f0d5
 RimWorld (Video Game) / int_685baef8
type
Decade Dissonance
 RimWorld (Video Game) / int_685baef8
comment
Decade Dissonance: Due to lack of any sort of faster-than-light-speed travel, the various space colonies across the galaxy tend to be of varying technological levels due to their isolation, ranging from medieval worlds, with only pre-industrial, feudal level societies, to "glitterworlds", veritable utopias which have achieved the peak of cultural and technological human prosperity. Rimworlds are a smaller example, with technology levels of the human communities ranging from tribal to even beyond glitterworld, if you're lucky enough to acquire archotechnology, leading to scenarios where you could potentially be defending your colony against raids by cavemen attacking with clubs and spears using antimatter warheads normally used by starships.
 RimWorld (Video Game) / int_685baef8
featureApplicability
1.0
 RimWorld (Video Game) / int_685baef8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_685baef8
 RimWorld (Video Game) / int_693cabaf
type
Gladiator Games
 RimWorld (Video Game) / int_693cabaf
comment
Gladiator Games: If you have the right ideology, you can have two of your colonists fight in the ring. If one dies, it's sure to be remembered as a good game.
 RimWorld (Video Game) / int_693cabaf
featureApplicability
1.0
 RimWorld (Video Game) / int_693cabaf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_693cabaf
 RimWorld (Video Game) / int_6a1c2a6
type
Cosmic Horror Story
 RimWorld (Video Game) / int_6a1c2a6
comment
Cosmic Horror Story: Although mostly Lovecraft Lite, the omnipresence of the godlike and utterly inscrutable Archotechs in the setting regularly puts your colonists on the level of ants trying to survive against a lunatic with a flamethrower. It doesn't matter how well your colony can handle physical threats like raiders, mechanoids or giant insects. If an Archotech feels like screwing you over in some horrific fashion for no apparent reason, there's absolutely nothing you can do about it except hope that you can hold on long enough for it to grow bored and direct its attention elsewhere. Anomaly expands upon this aspect of the game with all sorts of terrifying events, monsters, evil relics and more.
 RimWorld (Video Game) / int_6a1c2a6
featureApplicability
1.0
 RimWorld (Video Game) / int_6a1c2a6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6a1c2a6
 RimWorld (Video Game) / int_6abc1994
type
Video Game Geography
 RimWorld (Video Game) / int_6abc1994
comment
Video Game Geography: Alpha 16 averts the usual video game World Shapes by changing the world from a square map into a sphere wrapped with hexagons and pentagons to allow players to traverse the entire surface with caravans. Square subdivisions would cause very large areas on the equator and very small areas on the poles, which would not be viable for colonization.
 RimWorld (Video Game) / int_6abc1994
featureApplicability
1.0
 RimWorld (Video Game) / int_6abc1994
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6abc1994
 RimWorld (Video Game) / int_6b4b3eba
type
Lady Land
 RimWorld (Video Game) / int_6b4b3eba
comment
Lady Land: Or No Woman's Land, potentially; both are possible options for an Ideoligion in Ideology. By selecting the Female Supremacy or Male Supremacy Memes, an Ideoligion can be shaped to grant increased rights to one gender at the expense of the other.
 RimWorld (Video Game) / int_6b4b3eba
featureApplicability
1.0
 RimWorld (Video Game) / int_6b4b3eba
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6b4b3eba
 RimWorld (Video Game) / int_6b898eb8
type
Post-Apocalyptic Dog
 RimWorld (Video Game) / int_6b898eb8
comment
Post-Apocalyptic Dog: For a time starting with Alpha 12, your starting group included a dog that could be trained to help defend your colony and serve as a Canine Companion for one of your survivors. The default 3-colonist start no longer includes a dog, but the solo glitterworld explorer start does start with a random trainable animal, and any colony can tame a dog if one shows up.
 RimWorld (Video Game) / int_6b898eb8
featureApplicability
1.0
 RimWorld (Video Game) / int_6b898eb8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6b898eb8
 RimWorld (Video Game) / int_6bfc52a3
type
A Wizard Did It
 RimWorld (Video Game) / int_6bfc52a3
comment
A Wizard Did It: A lot of the more fantastical elements in the sci-fi setting with no aliens or faster-than-light travel, like zombies, vampires, ghouls, summoning circles, ritual enchantments, "fleshbeasts", psychic powers, and objects which defy the conservation of matter, can usually be chalked up to "an archotech did it".
 RimWorld (Video Game) / int_6bfc52a3
featureApplicability
1.0
 RimWorld (Video Game) / int_6bfc52a3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6bfc52a3
 RimWorld (Video Game) / int_6d4a4c29
type
Unspecified Apocalypse
 RimWorld (Video Game) / int_6d4a4c29
comment
Unspecified Apocalypse: What caused the civilisation that built the ancient highways, vaults full of Human Popsicles and other remnants of advanced industrialisation and technology to collapse is left up to the player's own interpretation. Considering the fact that some of these ancient vaults and crypts can be found deep inside mountains surrounded by hundreds of meters of naturally grown rock, and with no traces of previous entry points (implying the mountain grew around the structures after they were abandoned), some extremely cataclysmic events must've happened in the distant past, but no specifics are ever provided.
 RimWorld (Video Game) / int_6d4a4c29
featureApplicability
1.0
 RimWorld (Video Game) / int_6d4a4c29
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6d4a4c29
 RimWorld (Video Game) / int_6eb1268c
type
Extreme Omnivore
 RimWorld (Video Game) / int_6eb1268c
comment
Extreme Omnivore: Of the "unpicky eater" variety. The Pigskins, due to being genetically modified pigs, can eat any food, even rotten, without risking food poisoning, will not get a mood debuff from consuming raw food, and get the same nutritional value from raw food as a cooked meal. They will still hate eating insect meat, human flesh, and kibble though. The devourer is a monster which is able to swallow its prey whole and digesting it alive. This includes both your colonists and mechanoids, which it can digest just as easily. This makes a viable strategy when fighting them, as non-offensive mechanoids can be sent out as disposable fodder (the devourer is rendered immobile after swallowing its target), and then the real combatants can strike the devourer as its vulnerable.
 RimWorld (Video Game) / int_6eb1268c
featureApplicability
1.0
 RimWorld (Video Game) / int_6eb1268c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_6eb1268c
 RimWorld (Video Game) / int_70d8269d
type
Excuse Plot
 RimWorld (Video Game) / int_70d8269d
comment
Excuse Plot: The "planetkiller" scenario, which can be configured in the startup menu. A stellar superweapon is poised to destroy your rimworld exactly X amount of time from crash landing. Who's shooting what at you and why they're shooting are never explained, it's just an in-universe reason for this particular save file being a Timed Mission.
 RimWorld (Video Game) / int_70d8269d
featureApplicability
1.0
 RimWorld (Video Game) / int_70d8269d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_70d8269d
 RimWorld (Video Game) / int_7270820d
type
Javelin Thrower
 RimWorld (Video Game) / int_7270820d
comment
Javelin Thrower: Tribal people often use Pila, spears for throwing. Throwing it needs a long time, but it can deal heavy damage for a low-tech weapon.
 RimWorld (Video Game) / int_7270820d
featureApplicability
1.0
 RimWorld (Video Game) / int_7270820d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7270820d
 RimWorld (Video Game) / int_73f38fe0
type
LEGO Genetics
 RimWorld (Video Game) / int_73f38fe0
comment
LEGO Genetics: Biotech allows you to create so-called xenogerms, implantable packages of genes that can change just about anything about a pawn's appearance, personality, skills, abilities, or general behavior. Genes can be purchased from specialized traders or extracted from existing pawns (usually without their consent), and there's virtually no limit to how you can mix and match them other than an increase in food consumption if the xenogerm's traits put additional strain on the pawn's metabolism.
 RimWorld (Video Game) / int_73f38fe0
featureApplicability
1.0
 RimWorld (Video Game) / int_73f38fe0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_73f38fe0
 RimWorld (Video Game) / int_745a226c
type
Easy Logistics
 RimWorld (Video Game) / int_745a226c
comment
Easy Logistics: The ammunition system (or lack of). Ranged small arms (whether tribal, industrial, or spacer level) don't require ammo at all and turrets are "reloaded" with raw steel instead of using a a proper ammunition item which needs to be crafted. The only weapon with actual ingame ammo is the mortar.
 RimWorld (Video Game) / int_745a226c
featureApplicability
1.0
 RimWorld (Video Game) / int_745a226c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_745a226c
 RimWorld (Video Game) / int_74828aea
type
Killer Rabbit
 RimWorld (Video Game) / int_74828aea
comment
Killer Rabbit: One of the random events in the game can drive members of the local wildlife insane with homicidal bloodlust. Tales abound on the official forums of colonies being overwhelmed by such things as hordes of enraged squirrels. Even a single mad rat can easily inflict lethal wounds due to the game's damage system.
 RimWorld (Video Game) / int_74828aea
featureApplicability
1.0
 RimWorld (Video Game) / int_74828aea
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_74828aea
 RimWorld (Video Game) / int_74e9a5b1
type
Scavenger World
 RimWorld (Video Game) / int_74e9a5b1
comment
Scavenger World: The two most important non-food resources in the game are found as deposits of "compacted steel" and "compacted machinery", strongly implied to be the wrecked remains of buildings or vehicles from The Beforetimes. There's also "compacted plasteel", which is exceptionally rare, but one of the few free sources of the precious blue metal - it's stronger and lighter than common steel, making it a great choice for armour, shields, and low-tech melee weapons. It's also a key ingredient in power armour and many other high-tech devices.
 RimWorld (Video Game) / int_74e9a5b1
featureApplicability
1.0
 RimWorld (Video Game) / int_74e9a5b1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_74e9a5b1
 RimWorld (Video Game) / int_7568eb84
type
Human Subspecies
 RimWorld (Video Game) / int_7568eb84
comment
Human Subspecies: The xenotypes, a Biotech feature, adds various subtypes of pawns with their own biological and aesthetic differences. The game allows to create custom xenotypes, and the right technologies allow to change a pawn's xenotypes. Some pre-generated xenotypes have their own factions. The pre-gen xenotypes are: Baseliner: Average unmodded humans. Pre-Biotech pawns are all here. Genie: Skilled at crafting and intellectual work, but physically fragile and socially inept. Highmate: Perfect romantic mate with telepathic bonding abilities, perpetually happy and pacifist. Hussar: Perfect soldier but bad at non-warlike activities. A hussar needs go-juice to remain alive but is immuned to its negative effects. Impid: Fast and able to breath fire, but bad at farming and melee combat, and depressive. Compose Savage Impid Tribes. Neanderthal: Caveman, tough, slow, and dumb. Populate Fierce Neanderthal tribes. Pigskin: Pigman, content to eat raw food and resistant to diseases, but slow and nearsighted. May form Rough Pig Unions. Sanguophage: Vampire, very strong but needs to drink human blood, sterile but can convert other pawns into sanguophages. Waster: Thrives in pollution and resistant to diseases, but psychite-dependant. Sometimes appear as Waster Pirates. Yttakin: Fur-covered, resistant to cold, nudist, and with affinity with animals. Yttakin Pirates are this xenotype.
 RimWorld (Video Game) / int_7568eb84
featureApplicability
1.0
 RimWorld (Video Game) / int_7568eb84
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7568eb84
 RimWorld (Video Game) / int_75f09f53
type
Morale Mechanic
 RimWorld (Video Game) / int_75f09f53
comment
Morale Mechanic: Every character has a mood meter, which reflects their general satisfaction with the state of the colony and their personal quality of life. Too many negative thoughts can push a colonist into a mental breakdown.
 RimWorld (Video Game) / int_75f09f53
featureApplicability
1.0
 RimWorld (Video Game) / int_75f09f53
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_75f09f53
 RimWorld (Video Game) / int_767f84ea
type
Does Not Like Men
 RimWorld (Video Game) / int_767f84ea
comment
Does Not Like Men: Colonists with the "Misandrist" trait dislike and distrust men. Male colonists with the said trait do exist, but they are much rarer.
 RimWorld (Video Game) / int_767f84ea
featureApplicability
1.0
 RimWorld (Video Game) / int_767f84ea
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_767f84ea
 RimWorld (Video Game) / int_76a83c72
type
Arbitrary Gun Power
 RimWorld (Video Game) / int_76a83c72
comment
Arbitrary Gun Power: Masterwork and Legendary-quality guns can do 25% and 50% more damage than their lesser counterparts respectively, despite presumably still firing the exact same rounds. Might be explained by higher-quality barrels providing better gas sealing and reduced bullet friction, which would improve bullet acceleration and velocity quite a bit.
 RimWorld (Video Game) / int_76a83c72
featureApplicability
1.0
 RimWorld (Video Game) / int_76a83c72
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_76a83c72
 RimWorld (Video Game) / int_779009b5
type
Beware the Quiet Ones
 RimWorld (Video Game) / int_779009b5
comment
Beware the Quiet Ones: Wild Megasloths and Thrumbos are passive herbivores that will just mind their own business if left alone, but they're still massive animals that can easily maul an unprepared hunter or a tamer that got on their bad side.
 RimWorld (Video Game) / int_779009b5
featureApplicability
1.0
 RimWorld (Video Game) / int_779009b5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_779009b5
 RimWorld (Video Game) / int_77aae115
type
Hated by All
 RimWorld (Video Game) / int_77aae115
comment
Hated by All: Colonists with traits such as "Psychopath", "Bloodlust", or "Abrasive" will gradually become disliked by every other person in the colony. Psychopathic colonists do not get mood buffs from socialization nor do they gain opinion points by talking to others, but do accumulate negative opinion points from being insulted, making it very likely they'll hate everyone in the colony and start fights with everyone. Bloodlust colonists are naturally four times as likely to start fights with others. Abrasive colonists will frequently insult other colonists, causing their opinions of them to drop.
 RimWorld (Video Game) / int_77aae115
featureApplicability
1.0
 RimWorld (Video Game) / int_77aae115
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_77aae115
 RimWorld (Video Game) / int_79631cf
type
Hungry Jungle
 RimWorld (Video Game) / int_79631cf
comment
Hungry Jungle: Jungle biomes are always hot, and colonists have a much higher risk of infection from various diseases. They're also usually home to dangerous wildlife.
 RimWorld (Video Game) / int_79631cf
featureApplicability
1.0
 RimWorld (Video Game) / int_79631cf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_79631cf
 RimWorld (Video Game) / int_79974fb8
type
Rock Beats Laser
 RimWorld (Video Game) / int_79974fb8
comment
Rock Beats Laser: You might expect that a group of raiders, or colonists, armed with firearms and body armor would easily clean up tribal colonists or raiders armed with only throwing spears and recurve bows. You'd be wrong. It doesn't help that tribals usually outnumber the other party.
 RimWorld (Video Game) / int_79974fb8
featureApplicability
1.0
 RimWorld (Video Game) / int_79974fb8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_79974fb8
 RimWorld (Video Game) / int_79a60aec
type
For Want of a Nail
 RimWorld (Video Game) / int_79a60aec
comment
For Want Of A Nail: Almost any colony wipe can be traced back to some incredibly minor event, like a pawn opening the wrong door or being insulted at the worst possible moment. Other times your colony's best fighter, clad head to toe in Powered Armor and wielding your biggest BFG, gets taken out by some caveman raider landing an insanely lucky hit with a thrown rock, which then results in the collapse of your defensive line and in turn your colony getting zerg-rushed into oblivion. All because of one rock.
 RimWorld (Video Game) / int_79a60aec
featureApplicability
1.0
 RimWorld (Video Game) / int_79a60aec
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_79a60aec
 RimWorld (Video Game) / int_7a32312a
type
Rain of Blood
 RimWorld (Video Game) / int_7a32312a
comment
Rain of Blood: The self-explanatory "blood rain" ritual in the Anomaly DLC summons a red psycho-fluid to fall from the sky, causing any humans or animals caught out in the open to come under the effect of a Hate Plague (with the sole exception of those with the "psychically deaf" trait).
 RimWorld (Video Game) / int_7a32312a
featureApplicability
1.0
 RimWorld (Video Game) / int_7a32312a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7a32312a
 RimWorld (Video Game) / int_7c36c716
type
Angst Coma
 RimWorld (Video Game) / int_7c36c716
comment
Angst Coma: One of the extreme mental breaks causes catatonia to your colonist. They will need a long time to recover from it.
 RimWorld (Video Game) / int_7c36c716
featureApplicability
1.0
 RimWorld (Video Game) / int_7c36c716
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7c36c716
 RimWorld (Video Game) / int_7c7589af
type
Earth-Shattering Kaboom
 RimWorld (Video Game) / int_7c7589af
comment
Earth-Shattering Kaboom: A "planetkiller" may impact the world you're on, vaporizing it with the force of "a trillion hydrogen bombs" and ending the game instantly as, obviously, you do not survive. Thankfully, this can only happen if you enable it with the scenario editor menu.
 RimWorld (Video Game) / int_7c7589af
featureApplicability
1.0
 RimWorld (Video Game) / int_7c7589af
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7c7589af
 RimWorld (Video Game) / int_7cb1a686
type
Final Death Mode
 RimWorld (Video Game) / int_7cb1a686
comment
Final Death Mode: The game will normally autosave repeatedly, and if you make a serious mistake you can reload to one of these earlier saves if you so choose, but there is an option in the start menu configuration which turns this feature off; if you fail, that's it. However, you can still choose to continue from this save file even if everyone dies, just on the off-chance a wanderer joins, or restarting with a new batch of colonists.
 RimWorld (Video Game) / int_7cb1a686
featureApplicability
1.0
 RimWorld (Video Game) / int_7cb1a686
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7cb1a686
 RimWorld (Video Game) / int_7cf2f728
type
Boomerang Bigot
 RimWorld (Video Game) / int_7cf2f728
comment
Boomerang Bigot: Gender-based hate traits are rarer on characters of the same gender that it applies to, but it's still possible to end up with a Female Misogynist or a male misandrist.
 RimWorld (Video Game) / int_7cf2f728
featureApplicability
1.0
 RimWorld (Video Game) / int_7cf2f728
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7cf2f728
 RimWorld (Video Game) / int_7d22b5bb
type
Getting High on Their Own Supply
 RimWorld (Video Game) / int_7d22b5bb
comment
Getting High on Their Own Supply: One of the easiest ways to get a lot of profit from traders quickly is to mass produce intoxicants like beer, smokeleaf joints, and/or flake because they sell for good prices, it's simple to get large quantities at once, and nearly every trader will buy these. However, you need to restrict your pawns from drug usage or else they'll start using the substances themselves and get addictions (this can happen for tamed animals too if you forget to restrict them from the storage area). However, colonists with the "chemical fascination" trait will use drugs recreationally even if you restrict them.
 RimWorld (Video Game) / int_7d22b5bb
featureApplicability
1.0
 RimWorld (Video Game) / int_7d22b5bb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7d22b5bb
 RimWorld (Video Game) / int_7d561d58
type
Too Awesome to Use
 RimWorld (Video Game) / int_7d561d58
comment
Too Awesome to Use: Pretty much any rare item obtainable from quests, ancient ruins, and/or traders falls under this trope. The various superweapons (Orbital Bombardment Targeter, Orbital Power Beam Targeter, Tornado Generator and Antigrain Warhead) are all very powerful, generally capable of wiping out big threats in a single well-aimed shot, but they are one use only, and can only be sparsely found as a reward for some quests. Care must be taken to ensure they are used only if you really need them. The Healer Mech Serum can heal any health condition besides drug tolerance. While insanely powerful, it's also only available from certain quests. While it can regrow lost body parts, many parts can be replaced with bionics that are better than regular limbs/organs in every way. There is also the possibility of organ donations. Scars, while uncureable otherwise, are also generally too minor of an inconvenience to use the serum on. The serum is only debatably worth using for permanent brain injuries, which can make a colonist useless, and to cure dementia and Alzheimer's, although that won't stop the colonist from developing the conditions again. The resurrector mech serum is a more powerful and rarer version of the healer mech serum, capable of doing everything the latter can and, as the name implies, is also capable of reviving the dead. The serum also regenerates any missing body parts from the corpse, including vital organs. The caveats are that the resurrected pawn suffers from resurrection sickness for several days, and they have a small chance of developing dementia, blindness, or psychosis that increases the more rotten the pawn's corpse was before resurrection.
 RimWorld (Video Game) / int_7d561d58
featureApplicability
1.0
 RimWorld (Video Game) / int_7d561d58
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7d561d58
 RimWorld (Video Game) / int_7deb3fb1
type
Crutch Character
 RimWorld (Video Game) / int_7deb3fb1
comment
Crutch Character: Biotech constructoid, agrihand and paramedic mechanoids are this. Their skill level is fixed at 10, making them quite helpful for a fledgling colony without many skilled pawns. However, there's no way to improve these mechanoids' skills, plus they also have a built-in 50% reduction in work speed, so they'll eventually fall behind specialized pawns that don't suffer from these limitations. By this point you'll mostly use them to plug holes in your personnel roster in case a disaster left you short-staffed.
 RimWorld (Video Game) / int_7deb3fb1
featureApplicability
1.0
 RimWorld (Video Game) / int_7deb3fb1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7deb3fb1
 RimWorld (Video Game) / int_7ed25068
type
Video Game Caring Potential
 RimWorld (Video Game) / int_7ed25068
comment
Videogame Caring Potential: You can rescue crash survivors and recruit them into your colony, train pets to become bonded animals, and take in refugees fleeing enemy marauders. After a battle, you can show respect to the dead on both sides by interring them in graves or splendid sarcophagi. One random event has a group of desperate refugees come begging for shelter, offering to work for a season if you'll offer them safety. While the game points out that they're unaligned with any faction, and thus no-one will care what you do to them, if you treat them well, some of the group's members may decide to join your colony permanently. And even if they all leave, the group's leader will eventually give you a pile of resources as thanks for helping them in their hour of need. That said, the group might also turn on your colonists halfway through their stay, giving the whole event an additional layer of consideration about whether or not your colony can accept the risk of half a dozen potential aggressors running around your base. Taking them in regardless makes you even more of a goody-two-shoes. One of the best way to get more colonists is to take care of wounded enemies. Subdue them with melee attacks rather than bullets, nurse them back to health (perhaps even replacing lost limbs with prosthetics or bionics), feed them decent meals, keep them in a nice cell with a bit of decoration and enough space to stretch their legs, and send a warden to regularly chat with them and build up a rapport. Given enough time, you can talk almost anyone over into joining your colony. Alternatively, rescue and heal enemy soldiers, then once they've recovered, pack them into a Drop Pod and send them to one of their faction's settlements. The release of just a few high-value prisoners (like, say, an enemy medic) can generate enough goodwill to make a faction nonhostile, for a time. If you have the Ideology DLC and took the Charity precept, you will be actually required to help other NPCs like that. Failure to provide charity will make your pawns unhappy and could potentially lead to a revolt if done repeatedly.
 RimWorld (Video Game) / int_7ed25068
featureApplicability
1.0
 RimWorld (Video Game) / int_7ed25068
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7ed25068
 RimWorld (Video Game) / int_7eebe99c
type
The Alcoholic
 RimWorld (Video Game) / int_7eebe99c
comment
The Alcoholic: Some characters have traits like "Chemical interest" and "Chemical fascination," making them engage in chemical consumption more frequently and prone to ignoring directives not to drugs, often going on uncontrolled drug binges that can burn through your stockpiles. More broadly, unregulated consumption of drugs makes pawns build up a tolerance to them, requiring more consumption to achieve the same effects and eventually, become dependent on the drug to function. Complete withdrawal is possible, but it's a lengthy process that requires micromanagement and which renders the addict less efficient and much more prone to mental breaks for the duration.
 RimWorld (Video Game) / int_7eebe99c
featureApplicability
1.0
 RimWorld (Video Game) / int_7eebe99c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7eebe99c
 RimWorld (Video Game) / int_7ef728b1
type
Tsundere
 RimWorld (Video Game) / int_7ef728b1
comment
Tsundere: It's perfectly possible for a couple to have characteristics that make them hate each other while also being in love. For example, a woman with the misandry trait might have a man as a lover, and her opinion of him will have a negative for "man" balanced by a positive for "lover".
 RimWorld (Video Game) / int_7ef728b1
featureApplicability
1.0
 RimWorld (Video Game) / int_7ef728b1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7ef728b1
 RimWorld (Video Game) / int_7fbe9a30
type
Freak Out
 RimWorld (Video Game) / int_7fbe9a30
comment
Freak Out: Colonists who have their mood lower too much will eventually suffer a breakdown. This can range from relatively harmless (hiding in their room) to outright disturbing (digging up a corpse and dumping it somewhere everyone else will see it) or worse, verbal and physical violence (going on insult sprees that may well make the other character(s) suffer a breakdown of their own, thanks to the lowered mood or random acts of violence against anyone and anything in sight).
 RimWorld (Video Game) / int_7fbe9a30
featureApplicability
1.0
 RimWorld (Video Game) / int_7fbe9a30
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_7fbe9a30
 RimWorld (Video Game) / int_80ae159c
type
Informed Deformity
 RimWorld (Video Game) / int_80ae159c
comment
Informed Deformity: Some colonists can have the "staggeringly ugly" trait, which the Flavor Text colourfully describes as having a face that "looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art", and gives them a huge -40 opinion debuff from everyone (except those with the "kind" trait). The graphical art style is too minimalist to actually see their hideousness though, they'll always have the same mouthless, beady-eyed face as everyone else.
 RimWorld (Video Game) / int_80ae159c
featureApplicability
1.0
 RimWorld (Video Game) / int_80ae159c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_80ae159c
 RimWorld (Video Game) / int_80b57bec
type
Super-Soldier
 RimWorld (Video Game) / int_80b57bec
comment
Super-Soldier: You can get one if you manage to sink the time and resources into fully upgrading a combat skilled colonist with bionic limbs and body parts (bonus points if they're archotech parts), deck them out in power armor, then give them a big heavy gun, or a plasteel sword and you've got yourself a cyborg warrior that can go toe to toe with a Space Marine from Warhammer 40,000. In the Royalty DLC, you can turn this to the next level with Imperial weaponry like the Zeushammer and the Monosword, which, along with powerful psy-casting abilities, enables the creation of a spellcasting, power armour clad, heavy weapon wielding Ãœbermensch with nobility titles to boot. Enemies won't be able to flee when you can teleport into melee range and can't defend when stunned. A more questionable way is to use Luciferium on top of any other measures. Luciferium is, in essence, a swarm of microscopic robots that improve the user in pretty much every way possible, giving them nigh superhuman sight, speed, Strength, blood filtration, metabolism, consciousness, blood pumping, breathing, pain resistance and a slow acting Healing Factor that can even regrow limbs and heal permanent brain damage. The drawback, is that once you take the drug, you're addicted and withdrawal is painful and has a 100% mortality rate. Hence why its named after a Deal with the Devil.
 RimWorld (Video Game) / int_80b57bec
featureApplicability
1.0
 RimWorld (Video Game) / int_80b57bec
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_80b57bec
 RimWorld (Video Game) / int_81c72ad5
type
Vestigial Empire
 RimWorld (Video Game) / int_81c72ad5
comment
Vestigial Empire: The Empire that the Royalty DLC revolves around is actually a splintered remnant of a much larger interstellar empire that fell to unspecified aggressors. The survivors fled and made a new home on the same rimworld you crash-landed on. However, vestigial or not, they're still an ultratech-level society with extremely advanced equipment including a fleet of space warships, so tread carefully when dealing with them.
 RimWorld (Video Game) / int_81c72ad5
featureApplicability
1.0
 RimWorld (Video Game) / int_81c72ad5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_81c72ad5
 RimWorld (Video Game) / int_81c8dd41
type
Deus Est Machina
 RimWorld (Video Game) / int_81c8dd41
comment
The Archonexus ending. This scenario is only available from the Ideology DLC. This ending is generally considered the most time-consuming to obtain, as it requires you gain and spend considerable wealth repeatedly, and setting up at least three consecutive colonies from near-scratch before it can be activated. Find and research the various archotech structures scattered around the planet, and then uncover the location of the archonexus core. Upon activation, the screen fades to white as the narration states how the "machine god" has noticed you, "transcending" your colonists. What this means is left ambiguous, with the narration suggesting anything from annihilation to an ascension to a higher plane of reality. Similar to the Planetkiller ending, it is not possible to continue from this ending, other than restarting from an earlier save point.
 RimWorld (Video Game) / int_81c8dd41
featureApplicability
1.0
 RimWorld (Video Game) / int_81c8dd41
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_81c8dd41
 RimWorld (Video Game) / int_8252652c
type
All Planets Are Earth-Like
 RimWorld (Video Game) / int_8252652c
comment
All Planets Are Earthlike: Justified. All habitable planets were terraformed and seeded with genetically-modified plant and animal life, so all flora and fauna present are recognizably derived from Earth life (if often somewhat altered). Also, crash-landing on an airless rock would make the game very short indeed.
 RimWorld (Video Game) / int_8252652c
featureApplicability
1.0
 RimWorld (Video Game) / int_8252652c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8252652c
 RimWorld (Video Game) / int_82ebf026
type
Minmaxer's Delight
 RimWorld (Video Game) / int_82ebf026
comment
Minmaxer's Delight: Certain Traits can make a game easier. Hard Worker and Industrious shave off work times, Fast Walkers and Joggers run circles around others, Sanguine and Optimist are permanent mood boosts, and Transhumanist gets a sizeable mood bonus for each artificial part they have. Getting several of them on the same pawn can be extremely powerful and makes for a pawn most players will sacrifice half their colony to protect, especially if they also have an interest in a valuable skill like Crafting.
 RimWorld (Video Game) / int_82ebf026
featureApplicability
1.0
 RimWorld (Video Game) / int_82ebf026
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_82ebf026
 RimWorld (Video Game) / int_83442cc3
type
EMP
 RimWorld (Video Game) / int_83442cc3
comment
EMP: EMP grenades are a type of weapon the player can craft or trade for. They can be used to temporarily disable turrets, Mechanoids and Deflector Shields (some mechanoids have resistance to EMP though). The Royalty-exclusive Zeushammer melee weapon has the same effect as its unique feature, with the added benefit of dealing tremendous damage on top of the EMP. If you have the Royalty DLC installed and are really unlucky, a mechanoid cluster can drop near your colony with an EMI dynamo. This is generally considered the worst possible condition causer, as it causes all electrical devices to shut down, similar to the effects of a solar flare, except it is permanent until the dynamo is destroyed and can affect you from up to ten world tiles away, meaning it's possible you have to lead a caravan to destroy the dynamo if it landed far away. Strangely, the mechanoids it spawns with are unaffected by its electromagnetic emissions despite being otherwise vulnerable to EMP attacks.
 RimWorld (Video Game) / int_83442cc3
featureApplicability
1.0
 RimWorld (Video Game) / int_83442cc3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_83442cc3
 RimWorld (Video Game) / int_83856158
type
Worthless Yellow Rocks
 RimWorld (Video Game) / int_83856158
comment
Worthless Yellow Rocks: Likely to occur for the player in extreme biomes, especially sea ice challenges. When wood, steel, stone, and traders are all scarce, gold and silver might be currency or might become just more materials to build that tailoring bench with.
 RimWorld (Video Game) / int_83856158
featureApplicability
1.0
 RimWorld (Video Game) / int_83856158
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_83856158
 RimWorld (Video Game) / int_8409a385
type
Exactly What It Says on the Tin
 RimWorld (Video Game) / int_8409a385
comment
The Tornado generator is a single-use utility item that can generate a tornado. It will destroy anything nearby.
 RimWorld (Video Game) / int_8409a385
featureApplicability
1.0
 RimWorld (Video Game) / int_8409a385
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8409a385
 RimWorld (Video Game) / int_8437cb10
type
Made a Slave
 RimWorld (Video Game) / int_8437cb10
comment
Made a Slave: Pirate trading ships travel the stars, and you can buy fresh colonists from them or, at the cost of a little morale, sell them your prisoners. Ideology officially introduces the option to enslave prisoners instead of recruiting them. Slaves behave like a middle ground between prisoners and free pawns, being easy on the upkeep but somewhat less effective workers and prone to rebellion if you don't constantly terrorize them into obedience.
 RimWorld (Video Game) / int_8437cb10
featureApplicability
1.0
 RimWorld (Video Game) / int_8437cb10
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8437cb10
 RimWorld (Video Game) / int_84bc6b06
type
Enhanced Archaic Weapon
 RimWorld (Video Game) / int_84bc6b06
comment
Enhanced Archaic Weapon: Royalty DLC introduces melee weapons that use very advanced technologies, like Plasmaswords and electrical Zeushammers.
 RimWorld (Video Game) / int_84bc6b06
featureApplicability
1.0
 RimWorld (Video Game) / int_84bc6b06
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_84bc6b06
 RimWorld (Video Game) / int_84c5ec0b
type
Free-Range Children
 RimWorld (Video Game) / int_84c5ec0b
comment
Free-Range Children: With Biotech installed, children aged 3 and above are fully independent pawns just like your adults. If you go the moral route and let them play and learn at their leisure until they're grown up, they'll do so with next to no supervision from your adult pawns (aside from the occasional teaching lesson). Be careful to zone your kids properly lest they roam outside your defensive perimeter, making them easy prey for predators.
 RimWorld (Video Game) / int_84c5ec0b
featureApplicability
1.0
 RimWorld (Video Game) / int_84c5ec0b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_84c5ec0b
 RimWorld (Video Game) / int_85c7446b
type
Collateral Damage
 RimWorld (Video Game) / int_85c7446b
comment
Collateral Damage: Any shots that are fired from a ranged weapon will damage whatever happens to be at their point of impact, regardless of whether it was their intended target or not. This can result in copious amounts of shredded animals, crippled colonists, damaged infrastructure or, worst of all, dead visitors that got caught in the crossfire of a raid so make sure you position your turrets and shooters carefully, and make sure the latter are well-trained.
 RimWorld (Video Game) / int_85c7446b
featureApplicability
1.0
 RimWorld (Video Game) / int_85c7446b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_85c7446b
 RimWorld (Video Game) / int_85f0963f
type
Psycho Serum
 RimWorld (Video Game) / int_85f0963f
comment
Psycho Serum: Luciferium gives a boost across all general capabilities of a colonist, but also gives them a permanent addiction with the first ingestion, with a withdrawal that ultimately ends in violent insanity and death. Go-Juice also classifies, as it significantly improves a colonist's combat abilities, and makes them practically impervious to pain, with juiced raiders limping away with dozens of bullets in them. However, go-juice is potentially addictive, regardless of the user's tolerance level.
 RimWorld (Video Game) / int_85f0963f
featureApplicability
1.0
 RimWorld (Video Game) / int_85f0963f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_85f0963f
 RimWorld (Video Game) / int_869ffa6b
type
Random Number God
 RimWorld (Video Game) / int_869ffa6b
comment
Persona weapons are the absolute top-of-the-line among killing implements thanks to their combination of powerful traits and extreme damage. The downside is that, barring mods, you can't craft them yourself, and even if you do, their traits and quality depend on the Random Number God's mood. Still, finding a few good ones in a merchant's inventory can turn your melee pawns into absolute monsters.
 RimWorld (Video Game) / int_869ffa6b
featureApplicability
1.0
 RimWorld (Video Game) / int_869ffa6b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_869ffa6b
 RimWorld (Video Game) / int_874176be
type
Psychic Powers
 RimWorld (Video Game) / int_874176be
comment
Psychic Powers: The Royalty DLC adds psychic powers to the game. Psycasters can use various psychic powers, both for offensive, defensive, and utility purposes. Abilities range from briefly stunning a single target to creating temporary cover to driving all humanoids within a small area into a berzerk rage (with predictable results if cast into the middle of a mob of raiders). Outside of combat, a range of "Word of" abilities can make targets fall in love with the caster, end an mental breakdown at the cost of knocking the target unconscious for a few hours, and so on. To cast these abilities, a colonist must meditate to build up Psyfocus. Traits and backgrounds can give a variety of ways to improve the rate of Psyfocus gain — e.g. an Ascetic pawn can meditate to a nearby wall, while a Psychopath or Tortured Artist pawn can meditate to nearby graves, with boosts for if those graves are filled with their loved ones, and Pyromaniacs, of course, can meditate near torches and braziers.
 RimWorld (Video Game) / int_874176be
featureApplicability
1.0
 RimWorld (Video Game) / int_874176be
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_874176be
 RimWorld (Video Game) / int_874c712f
type
Dug Too Deep
 RimWorld (Video Game) / int_874c712f
comment
Dug Too Deep: Mining or drilling for resources can sometimes release a swarm of giant insects. The event is even called "Too deep!" in the alert message. Digging into mountains is another easy way to unleash an insect swarm.
 RimWorld (Video Game) / int_874c712f
featureApplicability
1.0
 RimWorld (Video Game) / int_874c712f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_874c712f
 RimWorld (Video Game) / int_881b90be
type
Bling of War
 RimWorld (Video Game) / int_881b90be
comment
Bling of War: Royalty introduces new types of Powered Armor and their respective Prestige versions. While the latter is mostly the same stat-wise, they're also much more expensive, elaborate and beautiful in their design. Combat-oriented nobles refuse to wear anything less.
 RimWorld (Video Game) / int_881b90be
featureApplicability
1.0
 RimWorld (Video Game) / int_881b90be
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_881b90be
 RimWorld (Video Game) / int_8878f3be
type
Badass Army
 RimWorld (Video Game) / int_8878f3be
comment
Badass Army: Survive long enough, and your colony will eventually become this compared to the outmoded, rusted and poorly equipped armies from other colonies across the planet. Space Pirates couldn't agree more.
 RimWorld (Video Game) / int_8878f3be
featureApplicability
1.0
 RimWorld (Video Game) / int_8878f3be
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8878f3be
 RimWorld (Video Game) / int_88e5066d
type
Trigger-Happy
 RimWorld (Video Game) / int_88e5066d
comment
Trigger-Happy: Characters with the trait that shares this trope's name love shooting guns, which results in a higher rate of fire than normal (at the cost of a significant accuracy penalty).
 RimWorld (Video Game) / int_88e5066d
featureApplicability
1.0
 RimWorld (Video Game) / int_88e5066d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_88e5066d
 RimWorld (Video Game) / int_8a4988bb
type
Mind Rape
 RimWorld (Video Game) / int_8a4988bb
comment
Some people in Rimworld have the "Psychically Deaf" trait, and they aren't affected by psychic phenomena. They don't receive bad feelings from psychic drone or attacks from Psycasters, but they are unable to get good feelings from psychic sooth.
 RimWorld (Video Game) / int_8a4988bb
featureApplicability
1.0
 RimWorld (Video Game) / int_8a4988bb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8a4988bb
 RimWorld (Video Game) / int_8ad43dc9
type
Ragtag Bunch of Misfits
 RimWorld (Video Game) / int_8ad43dc9
comment
Ragtag Bunch of Misfits: Your first survivors will usually come from widely diverse backgrounds, with some of them possibly being almost ridiculously incompetent at performing basic survival skills.
 RimWorld (Video Game) / int_8ad43dc9
featureApplicability
1.0
 RimWorld (Video Game) / int_8ad43dc9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8ad43dc9
 RimWorld (Video Game) / int_8aebbc74
type
Evil Pays Better
 RimWorld (Video Game) / int_8aebbc74
comment
Evil Pays Better: Most of your colony's supply woes can be solved by having a reliable source of income, allowing you to purchase what you need from other settlements or caravans. This poses a problem to moral players because the game's most lucrative businesses all lie somewhere between amoral (growing and selling drugs) and outright evil (harvesting organs from non-consenting victims). If you have a well-equipped militia, you can raid other settlements, steal all their stuff, butcher their dead and sell the survivors into slavery for a very tidy profit. Compare that to activities like animal husbandry, farming, or crafting art and high-quality items to sell, which takes much more time for a fraction of the returns.
 RimWorld (Video Game) / int_8aebbc74
featureApplicability
1.0
 RimWorld (Video Game) / int_8aebbc74
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8aebbc74
 RimWorld (Video Game) / int_8aef3aa4
type
Big Beautiful Man
 RimWorld (Video Game) / int_8aef3aa4
comment
Big Beautiful Man: There is nothing stopping a fat pawn from having the Attractive or Very Attractive traits, not that the game's minimalist art style makes them look anything more than generic and plain though. With the Biotech DLC you can even make an entire xenotype of big beautiful men/women.
 RimWorld (Video Game) / int_8aef3aa4
featureApplicability
1.0
 RimWorld (Video Game) / int_8aef3aa4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8aef3aa4
 RimWorld (Video Game) / int_8b2f45df
type
Cryo Sickness
 RimWorld (Video Game) / int_8b2f45df
comment
Cryo Sickness: Cryptosleep Caskets can keep just about anything indefinitely alive in suspended animation, but leaving it will leave colonists and anyone else with "Cryptosleep Sickness", which slows them down, makes them woozy, and gives them nausea. It usually only lasts a few hours though.
 RimWorld (Video Game) / int_8b2f45df
featureApplicability
1.0
 RimWorld (Video Game) / int_8b2f45df
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8b2f45df
 RimWorld (Video Game) / int_8b606a51
type
There Is No Kill Like Overkill
 RimWorld (Video Game) / int_8b606a51
comment
There Is No Kill Like Overkill: Antigrain Warheads are Antimatter weapons meant to be used by starships against other starships. No other faction would even think about using them. Hitting something square on with one of these is sure to spell doom for anything that gets hit, even Centepides.
 RimWorld (Video Game) / int_8b606a51
featureApplicability
1.0
 RimWorld (Video Game) / int_8b606a51
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8b606a51
 RimWorld (Video Game) / int_8ba9512b
type
Our Zombies Are Different
 RimWorld (Video Game) / int_8ba9512b
comment
Our Zombies Are Different: The Anomaly DLC introduces undead creatures known as "shamblers", which are corpses improperly resurrected by archotech-derived nanomachines (very similar to the mechanism of how resurrector mech serum works), causing them to rise from the grave as savage, flesh-hungry monsters that Feel No Pain and have superhuman durability. Even corpses that have decayed into skeletons and the corpses of animals can become shamblers. They only survive for a few hours/days before the archites that revived them run out of power and they drop back dead again.
 RimWorld (Video Game) / int_8ba9512b
featureApplicability
1.0
 RimWorld (Video Game) / int_8ba9512b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8ba9512b
 RimWorld (Video Game) / int_8c3dc1b5
type
Video Game Time
 RimWorld (Video Game) / int_8c3dc1b5
comment
Video Game Time: Every hour in-game lasts roughly 42 seconds in real life, meaning a day takes just under 17 minutes to pass. The length of longer time periods is condensed; a month lasts only 15 days (or "quadrum", as it's called in-game), and a year is only 4 months long (taking just under 17 hours in real time).
 RimWorld (Video Game) / int_8c3dc1b5
featureApplicability
1.0
 RimWorld (Video Game) / int_8c3dc1b5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8c3dc1b5
 RimWorld (Video Game) / int_8d0785d5
type
Didn't Think This Through
 RimWorld (Video Game) / int_8d0785d5
comment
Conceited nobles are similar. They refuse to perform any manual labor at all while demanding lavish meals, ostentatious throne rooms and gorgeous bedrooms. They can be useful as negotiators if they have the appropriate skills, but even that can fall flat if the pawn has the wrong life story. However, which pawns get elevated to nobility is solely the player's choice, so if you created yourself a conceited noble, it's your own damn fault.
 RimWorld (Video Game) / int_8d0785d5
featureApplicability
1.0
 RimWorld (Video Game) / int_8d0785d5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8d0785d5
 RimWorld (Video Game) / int_8dc2b0f2
type
Hard Mode Perks
 RimWorld (Video Game) / int_8dc2b0f2
comment
Hard Mode Perks: Extremely cold or hot environments are very dangerous for an unprotected pawn, but this often includes your biological enemies, which will not even manage to reach your base before dying.
 RimWorld (Video Game) / int_8dc2b0f2
featureApplicability
1.0
 RimWorld (Video Game) / int_8dc2b0f2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8dc2b0f2
 RimWorld (Video Game) / int_8e2b155c
type
Tower Defense
 RimWorld (Video Game) / int_8e2b155c
comment
Tower Defense: The game wasn't designed to fit into this genre from the start, but certain tactical considerations (defending a single colony against multiple waves of enemies with a focus on using carefully-placed turrets and traps to bolster your defenses, where losses on your side take time and investment to replace but the enemy can keep throwing more and larger waves at you) mean that it edges into this during raids.
 RimWorld (Video Game) / int_8e2b155c
featureApplicability
1.0
 RimWorld (Video Game) / int_8e2b155c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8e2b155c
 RimWorld (Video Game) / int_8e5c28c
type
Crystal Spires and Togas
 RimWorld (Video Game) / int_8e5c28c
comment
Crystal Spires and Togas: Glitterworlds, a background element of the game, are described as hyper-advanced societies in which technology has advanced to the point of erasing most diseases and growing back entire lost limbs, art and culture are elevated greatly and Artificial Intelligence has advanced to the point of emulating human thoughts and emotions. Unsurprisingly, the player can never visit these planets, but can obtain various bits and pieces of glitterworld technology (known as "ultratech") to use to their advantage.
 RimWorld (Video Game) / int_8e5c28c
featureApplicability
1.0
 RimWorld (Video Game) / int_8e5c28c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8e5c28c
 RimWorld (Video Game) / int_8f0dc93c
type
Dangerous Forbidden Technique
 RimWorld (Video Game) / int_8f0dc93c
comment
Dangerous Forbidden Technique: Although nothing in the game actually forbids you from using it, the Neuroquake psycast should be treated as such. It mind-rapes the entire planet so hard that every living thing on the map outside a small area around the caster goes violently insane, plus it instantly incurs serious reputation drops with every faction on the world map. It also takes a long time to cast and makes the caster fall into a multi-day comanote although it has been found that correct preparation can reduce this time to a couple of hours after the fact. Extremely powerful without a doubt, but only to be used under the direst of circumstances (unless you're so well established that you can use it For the Lulz without having to worry much about the fallout).
 RimWorld (Video Game) / int_8f0dc93c
featureApplicability
1.0
 RimWorld (Video Game) / int_8f0dc93c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8f0dc93c
 RimWorld (Video Game) / int_8f10ec79
type
Weather-Control Machine
 RimWorld (Video Game) / int_8f10ec79
comment
Weather-Control Machine: They come in a number of flavors. The Tornado generator is a single-use utility item that can generate a tornado. It will destroy anything nearby. One event consists of a hostile faction setting up a large WCM on a tile near your settlement. It usually raises or lowers the temperature in the region by 10°C, but it may also cause unending thunderstorms or snowfall until you go and destroy it. Some quests have similar effects if you accept them, but these have a fixed duration that you can only wait out. On a meta level, you as the player can trigger rainfall by causing sufficiently large wildfires on the map. Pretty useless most of the time, but it might just help you save your burning colony in rare cases.
 RimWorld (Video Game) / int_8f10ec79
featureApplicability
1.0
 RimWorld (Video Game) / int_8f10ec79
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8f10ec79
 RimWorld (Video Game) / int_8f5b3862
type
No Such Thing as Dehydration
 RimWorld (Video Game) / int_8f5b3862
comment
No Such Thing as Dehydration: Water is one of the few basic biological needs in the game that is not modeled in any way. No organisms, be they plants, animals, or people, require a source of water to survive (your pawns can consume milk, but it's counted as a food in the game's mechanics). In fact, the only items that can be drunk at all, beer, psychite tea, and go-juice, are all drugs and most likely diuretic.
 RimWorld (Video Game) / int_8f5b3862
featureApplicability
1.0
 RimWorld (Video Game) / int_8f5b3862
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8f5b3862
 RimWorld (Video Game) / int_8fe12ab
type
Arbitrary Equipment Restriction
 RimWorld (Video Game) / int_8fe12ab
comment
Arbitrary Equipment Restriction: Pawns can only carry one weapon; a pawn with a melee weapon can't carry a handgun for range and a pawn with a gun can't carry a knife for melee.
 RimWorld (Video Game) / int_8fe12ab
featureApplicability
1.0
 RimWorld (Video Game) / int_8fe12ab
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8fe12ab
 RimWorld (Video Game) / int_8ff843dd
type
Video Game Cruelty Punishment
 RimWorld (Video Game) / int_8ff843dd
comment
Videogame Cruelty Punishment: At the same time, certain actions will have negative consequences... Colonist become angry and have negative moods if you unnecessarily execute prisoners, harvest their organs, or sell them into slavery. You also take a relation hit to that prisoner's faction, which may attack you. That said, prisoners have a "found guilty" phase of about one day following their capture during which you can do to them whatever you want without your colonists giving a damn. Amputating limbs or harvesting organs from prisoners that are not part of a permanently hostile faction will give you a serious relation hit, even if they were replaced with inferior prosthetics. However, you can more than offset the reputation penalty by sending them some of the harvested organs as a gift. You Bastard! Serving (non-cannibal) colonists human meat will give them a large negative mood penalty and increase their chance of suffering a mental break if they have to endure it for very long. Serious mental breaks can cause them to go berserk, go on a murderous rage, or worse. This can also happen if you butcher a colonist's bonded pet or a family member. Colonists who aren't cannibals or psychopaths receive a negative mood modifier when wearing clothes crafted from human skin. You can drop pod stacks of toxic wastepacks on factions you don't like to get rid of them, but this will seriously hurt your goodwill with the faction, they may send back toxic wastepacks of their own in retaliation (and far more than you sent them), and raid your base more frequently. However, if the faction you dropped the wastepacks on was only tribal level, they can't send them back.
 RimWorld (Video Game) / int_8ff843dd
featureApplicability
1.0
 RimWorld (Video Game) / int_8ff843dd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_8ff843dd
 RimWorld (Video Game) / int_90c018ac
type
Justified Trope
 RimWorld (Video Game) / int_90c018ac
comment
One used in the player's favor, Insectoids will attack any Mechanoids on sight. Makes sense since that was what they were made to do in the first place.
 RimWorld (Video Game) / int_90c018ac
featureApplicability
1.0
 RimWorld (Video Game) / int_90c018ac
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_90c018ac
 RimWorld (Video Game) / int_91672d3e
type
Children Are Innocent
 RimWorld (Video Game) / int_91672d3e
comment
Children Are Innocent: With Biotech installed, this can be played straight or averted, depending solely on player discretion. You can of course turn your kids into child soldiers if you wish - this is Rimworld after all - but you can also free them from all work duties and let them roam, play and learn about the world as children should be doing. Unsurprisingly, providing your kids with a rich and carefree childhood experience results in happy and capable teens and adults. Notably, raiders generally share this mindset and will ignore unarmed children during attacks.
 RimWorld (Video Game) / int_91672d3e
featureApplicability
-1.0
 RimWorld (Video Game) / int_91672d3e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_91672d3e
 RimWorld (Video Game) / int_91c651a1
type
Guilt-Free Extermination War
 RimWorld (Video Game) / int_91c651a1
comment
Guilt-Free Extermination War: Wiping out a hive of insectoids gives every colonist that participated a mood boost (which states, "the only good bug is a dead bug"). Even though they're just animals with no morality, the insectoids are an Always Chaotic Evil species that will quickly proliferate if left unchecked.
 RimWorld (Video Game) / int_91c651a1
featureApplicability
1.0
 RimWorld (Video Game) / int_91c651a1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_91c651a1
 RimWorld (Video Game) / int_926304e4
type
Morality Chip
 RimWorld (Video Game) / int_926304e4
comment
Zig-zagged by the AI Persona Cores. Building a spaceship with an AI Persona installed in it allows your colonists to leave the rimworld behind, acting as a soft "ending" to the game. The core has a Morality Chip installed by design to make it act in the crew's best interests, but where exactly it will take you is completely out of your hands. Other AI Personas that come with crashed spaceship parts tend to be much less friendly, from merely poisoning the land to outright psychically assaulting everyone around.
 RimWorld (Video Game) / int_926304e4
featureApplicability
1.0
 RimWorld (Video Game) / int_926304e4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_926304e4
 RimWorld (Video Game) / int_93329c33
type
Medical Rape and Impregnate
 RimWorld (Video Game) / int_93329c33
comment
Medical Rape and Impregnate: Extracted ovums can be impregnated by any controllable male pawn, including slaves, and the resulting embryo can be forcibly implanted into a female slave or prisoner.
 RimWorld (Video Game) / int_93329c33
featureApplicability
1.0
 RimWorld (Video Game) / int_93329c33
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_93329c33
 RimWorld (Video Game) / int_933576c8
type
Mighty Glacier
 RimWorld (Video Game) / int_933576c8
comment
Mighty Glacier: Cataphract armor is a class of heavy Powered Armor suits that provides unrivalled protection at the cost of a massive speed penalty, making the wearer nearly invincible but very, very slow. Fortunately, bionic legs can offset the penalty and turn your fighter into a Lightning Bruiser. The diabolus mechanoid is equipped with an incredibly powerful explosive weapon called the hellsphere cannon which is an almost guaranteed One-Hit Kill to anything it hits, but the mechanoid itself is desperately slow, as is the attack itself; it requires 7.5 seconds of extremely choreographed charge-up time, making the blast relatively easy to avoid, unless your pawn was already downed. However, it backs up this attack with a secondary turret gun, which, although much weaker, can fire much more quickly and from a much greater range, to keep the fight against it from being trivially easy.
 RimWorld (Video Game) / int_933576c8
featureApplicability
1.0
 RimWorld (Video Game) / int_933576c8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_933576c8
 RimWorld (Video Game) / int_93c04c8a
type
Future Food Is Artificial
 RimWorld (Video Game) / int_93c04c8a
comment
Future Food Is Artificial: Not all of it, but you can build Nutrient Paste Dispensers that render raw foodstuffs into, well, nutrient paste. It's bland and unappetizing, so it gives a slight morale penalty (unless your colonists have the "ascetic" trait), but it's the most efficient way to prepare raw food and can save your colony until you get (or train) a decent cook. In Ideology, the Transhumanist Meme removes the penalty; colonists with that belief see nothing wrong with eating something healthy and efficient regardless of taste.
 RimWorld (Video Game) / int_93c04c8a
featureApplicability
1.0
 RimWorld (Video Game) / int_93c04c8a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_93c04c8a
 RimWorld (Video Game) / int_940a5958
type
Artificial Stupidity
 RimWorld (Video Game) / int_940a5958
comment
Artificial Stupidity: Raiders will stop at nothing to get to your base. Including walking through raging wildfires, running into traps in plain sight, or even releasing ancient dangers. The raider AI has improved over time to make it less exploitable, and after the 1.0 update they will often avoid obvious killboxes and try to break in along other, more vulnerable approaches. Related, but Sapper AI is notoriously stupid, in that more often than not they try to tunnel through the wrong walls, be it the ruins of ancient structures or even opening up an Ancient Danger and getting themselves slaughtered by the insects or mechanoids within. This also makes them easy to bait through pointless walls. Neither raiders nor your own colonists who are armed with explosive weapons will check minimum distance before firing. They have absolutely no qualms with hurling grenades, tossing molotovs, firing incendiary cannons, or shooting Doomsday rockets into friendlies or even shooting them at point-blank range to kill a melee attacker. The latter often ends up killing themselves and multiple friendlies in the process. Likewise, your own colonists have only a marginal sense of self preservation and see absolutely nothing wrong with running out into a firefight to tame a muffalo or pick up some random supplies in the middle of an enemy attack. They are also prone to suddenly wanting to go outside to watch clouds or take walks the instant a manhunter pack or raid shows up, and because of how the game handles recreation it can be very hard to get them to stay inside. If a colonist's recreation need is low and their work schedule allows them to fill it, they will prioritize recreation over anything else. Blight will devour your crops, patients will bleed to death, and fires will rage out of control because your colonists are too busy playing horseshoes. The only ways to bypass this are to draft the colonist and then undraft them, as this "resets" their behaviors, or select the colonist and force them to do the essential task by right-clicking on the thing that needs doing. Neither of these are foolproof though, since if their recreation need remains low they'll simply go right back to it after the bare minimum effort. Colonists and pets only consider areas off-limits when calculating their starting point and their destination, not necessarily the path they take to get there. This means they are prone to taking 'shortcuts' through areas you've forbidden them from going into, which can sometimes lead to them getting shot by raiders, poisoned by toxic fallout, or worse, letting a whole pack of manhunters in through a door they opened that you forgot to forbid. Faction caravans and visitors have an uncanny ability to leave your colony just in time to walk right into the crossfire of an ongoing raid. The usual result is another hostile faction on your list because all those stupid deaths get blamed on you. Unfortunately, there's no way to ask visitors to extend their stay for another day or so to prevent disasters like these. They will also blame you if a wild animal attacks and kills any of them or their animals. Pawns with guns like to shoot at targets in their weapon's optimal range. This means they have a nasty habit of ignoring enemies that get close to them, meaning they'll ignore the guy rushing them with a sword in favor of plinking at his buddy hiding behind a rock despite the former being both more dangerous and easier to hit. Colonists have a nasty habit of opening a door, seeing something bad on the other side (a berserk prisoner, a manhunting animal, a raider) and dropping the thing they're hauling in the doorway ensuring that the bad thing and all its friends can flood into (or out of, in the case of prisoners) your base through the newly-jammed-open door. When colonists are sleeping, nothing short of physically destroying their bed or them being attacked will wake them up. Mechanoids, Insectoids, fires and raiders will destroy your colony and you are unable to do anything about it until it is too late if your colonists are asleep.
 RimWorld (Video Game) / int_940a5958
featureApplicability
1.0
 RimWorld (Video Game) / int_940a5958
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_940a5958
 RimWorld (Video Game) / int_94e17e7e
type
Fluffy Tamer
 RimWorld (Video Game) / int_94e17e7e
comment
Fluffy Tamer: Pawns that get an Inspired Taming buff will get a 100% success rate on their next taming attempt. This includes thrumbos and megasloths, which are giant animals that hit like a truck when angered and have an extremely low chance of being tamed by normal means.
 RimWorld (Video Game) / int_94e17e7e
featureApplicability
1.0
 RimWorld (Video Game) / int_94e17e7e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_94e17e7e
 RimWorld (Video Game) / int_95a4c6df
type
Wild Card
 RimWorld (Video Game) / int_95a4c6df
comment
Wild Card: When it comes to the AI Storytellers, Randy Random is a rules-hating anarchist who doesn't care much for "consistency" or "fairness". He'll throw challenges of any difficulty at your colony at any time, and may even hurl multiple dangerous events at you at once or one after another with no respite. Or he might go easy on you. It's all just fun to him.
 RimWorld (Video Game) / int_95a4c6df
featureApplicability
1.0
 RimWorld (Video Game) / int_95a4c6df
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_95a4c6df
 RimWorld (Video Game) / int_95f4a369
type
Attack on One Is an Attack on All
 RimWorld (Video Game) / int_95f4a369
comment
Attack on One Is an Attack on All: Attempting to hunt a herd animal too close to others in its herd can lead to the entire herd spontaneously turning manhunter. This can be potentially game-ending if it's something powerful, such as elephants or thrumbos.
 RimWorld (Video Game) / int_95f4a369
featureApplicability
1.0
 RimWorld (Video Game) / int_95f4a369
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_95f4a369
 RimWorld (Video Game) / int_964ea66c
type
A-Team Firing
 RimWorld (Video Game) / int_964ea66c
comment
A-Team Firing: Zigzagged. The complexity and opacity of shooting accuracy calculations give the game a reputation for this but someone who understands the system fully can avert it. Shooting takes into account everything - pawn skill, weapon quality, distance to target, the individual weapon's range brackets, the size of the target, the vision and manipulation ability of the shooter, the effectiveness of cover, and even the weather, factors whose impacts aren't communicated all that well. A careful player who accounts for all these things can reliably hit targets with average stats and decent guns while a player who doesn't account for or understand the importance of all of them can see a max-skill colonist with a legendary weapon missing almost every shot.
 RimWorld (Video Game) / int_964ea66c
featureApplicability
1.0
 RimWorld (Video Game) / int_964ea66c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_964ea66c
 RimWorld (Video Game) / int_967fd9b
type
Perilous Old Fool
 RimWorld (Video Game) / int_967fd9b
comment
Perilous Old Fool: Enemy factions sometimes send very old raiders into your colony. They are usually weaker than younger raiders, because they often have bad health conditions like cataracts, bad back, or frail.
 RimWorld (Video Game) / int_967fd9b
featureApplicability
1.0
 RimWorld (Video Game) / int_967fd9b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_967fd9b
 RimWorld (Video Game) / int_96ecc67e
type
Shotguns Are Just Better
 RimWorld (Video Game) / int_96ecc67e
comment
Shotguns Are Just Better: The pump shotgun has low range but high damage and stopping power. The chain shotgun takes this trait up to eleven, having even shorter range but firing bursts, giving it the highest possible DPS of all ranged weapons at short ranges.
 RimWorld (Video Game) / int_96ecc67e
featureApplicability
1.0
 RimWorld (Video Game) / int_96ecc67e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_96ecc67e
 RimWorld (Video Game) / int_973d220f
type
Never My Fault
 RimWorld (Video Game) / int_973d220f
comment
Never My Fault: Other factions outside your colony will put the blame on you whenever their visitors get killed or injured by anything that is not your doing. Fortunately, if said victims returned fully recovered from the incident, it will give a significant boost to your relationship with them.
 RimWorld (Video Game) / int_973d220f
featureApplicability
1.0
 RimWorld (Video Game) / int_973d220f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_973d220f
 RimWorld (Video Game) / int_9830549e
type
He-Man Woman Hater
 RimWorld (Video Game) / int_9830549e
comment
He-Man Woman Hater: Or Female Misogynist. Colonists with the "Misogynist" trait dislike and distrust women. Female colonists with the said trait do exist, but they are much rarer.
 RimWorld (Video Game) / int_9830549e
featureApplicability
1.0
 RimWorld (Video Game) / int_9830549e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9830549e
 RimWorld (Video Game) / int_986dad9a
type
Killer Robot
 RimWorld (Video Game) / int_986dad9a
comment
EMP grenades are a type of weapon the player can craft or trade for. They can be used to temporarily disable turrets, Mechanoids and Deflector Shields (some mechanoids have resistance to EMP though). The Royalty-exclusive Zeushammer melee weapon has the same effect as its unique feature, with the added benefit of dealing tremendous damage on top of the EMP.
 RimWorld (Video Game) / int_986dad9a
featureApplicability
1.0
 RimWorld (Video Game) / int_986dad9a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_986dad9a
 RimWorld (Video Game) / int_987dbb69
type
Vampire Hunter
 RimWorld (Video Game) / int_987dbb69
comment
Vampire Hunter: One of the starting scenarios added in the Biotech DLC is starting off with a sanguophage (a vampire in everything but name) who narrowly escaped a sanguophage hunter aboard a starship. One of the potential quests from this DLC is allowing two sanguophages to conduct a secret meeting in your base for a few hours, but accepting this quest means holding off a horde of sanguophage hunters (inspecting the logs for the sanguophages indicate they're discussing topics such as interstellar conquest, making the sanguophage hunters the Hero Antagonists in this quest).
 RimWorld (Video Game) / int_987dbb69
featureApplicability
1.0
 RimWorld (Video Game) / int_987dbb69
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_987dbb69
 RimWorld (Video Game) / int_9885d4ab
type
Min-Maxing
 RimWorld (Video Game) / int_9885d4ab
comment
Min-Maxing: The name of the game when it comes to assembling xenogerms. Nearly every non-cosmetic non-archite gene has an effect on your colonists' metabolism, so optimizing them tends to involve stacking as many boosts as possible for the things a colonist is already good at, while balancing that with negative genes that impact things the colonist does not need. For example, making a melee-specialized colonist strong but nearsighted, or just generally loading them up with genes that give them a +8 bonus (out of 20) on skills they use frequently and -8 on skills they don't use at all.
 RimWorld (Video Game) / int_9885d4ab
featureApplicability
1.0
 RimWorld (Video Game) / int_9885d4ab
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9885d4ab
 RimWorld (Video Game) / int_9943823
type
Reactionless Drive
 RimWorld (Video Game) / int_9943823
comment
Reactionless Drive: While there are no FTL engines to be found in the RimWorld setting, the 'Johnson-Tanaka drives' used for interstellar travel are explicitly stated to be reactionless. In gameplay terms, this is why the starship you can build to leave the planet isn't overwhelmingly comprised of fuel tanks, and doesn't require a massive exclusion zone for things to not be incinerated by exhaust during launch.
 RimWorld (Video Game) / int_9943823
featureApplicability
1.0
 RimWorld (Video Game) / int_9943823
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9943823
 RimWorld (Video Game) / int_997bd551
type
Home Nudist
 RimWorld (Video Game) / int_997bd551
comment
Home Nudist: The "Nudist" trait makes the pawn have no body modesty and will prefer to walk around their base naked, even to eat or sleep. They lose the mood penalty they have for feeling humiliated when naked, gain a mood boost when nude and get a small mood penalty if they wear clothes for too long (except for specific types of headgear and belts). As of Ideology, nudism may also be mandated by a character's ideologion regardless of whether the pawn has the trait. Either way, they will put on warmer clothes on their own if the temperature gets too low.
 RimWorld (Video Game) / int_997bd551
featureApplicability
1.0
 RimWorld (Video Game) / int_997bd551
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_997bd551
 RimWorld (Video Game) / int_99a12edd
type
Cyborg
 RimWorld (Video Game) / int_99a12edd
comment
Cyborg: Your colonists can replace some of their limbs and organs with bionic equivalents that upgrade their performance with that body part significantly. This can be especially useful for dealing with aging colonists who become more and more likely to develop issues with their sight, hearing and motor functions. It's also a great way to keep pawns with the Transhumanist trait happy since they gain escalating mood boosts for every implant they have installed, up to +13 at five parts.
 RimWorld (Video Game) / int_99a12edd
featureApplicability
1.0
 RimWorld (Video Game) / int_99a12edd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_99a12edd
 RimWorld (Video Game) / int_99ff79ee
type
Heat Wave
 RimWorld (Video Game) / int_99ff79ee
comment
Heat Waves can strike during summer, making your colonists much more likely to succumb to heat exhaustion. The inverse, Cold Snaps, happen frequently during winter with an equivalent risk of hypothermia. Lightning strikes during thunderstorms will periodically set bits of the map on fire; if it's a dry thunderstorm, the fire will often have a chance to grow quite large; flashstorms don't last as long but can be very damaging directly if it happens to spawn near your base or colonists.
 RimWorld (Video Game) / int_99ff79ee
featureApplicability
1.0
 RimWorld (Video Game) / int_99ff79ee
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_99ff79ee
 RimWorld (Video Game) / int_9a0870ae
type
Screw Yourself
 RimWorld (Video Game) / int_9a0870ae
comment
Screw Yourself: The corrupted obelisk has the ability to duplicate one of your pawns once every thirty days (although they'll always come with some sort of negative condition). If said pawn has the Gay or Bisexual trait, there is a chance they will romance their duplicate (notable, as the game otherwise prohibits incestuous relationships).
 RimWorld (Video Game) / int_9a0870ae
featureApplicability
1.0
 RimWorld (Video Game) / int_9a0870ae
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9a0870ae
 RimWorld (Video Game) / int_9a1f23bf
type
Controllable Helplessness
 RimWorld (Video Game) / int_9a1f23bf
comment
Controllable Helplessness: The game can throw a lot of things at you that you can do absolutely nothing about aside from hoping that you can hold out while it lasts. Prime examples include malevolent AI mind-raping your colonists from beyond your reach until they go insane, solar flares shutting down your power network, or a volcanic winter making agriculture impossible for years on end.
 RimWorld (Video Game) / int_9a1f23bf
featureApplicability
1.0
 RimWorld (Video Game) / int_9a1f23bf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9a1f23bf
 RimWorld (Video Game) / int_9aaf8eca
type
Crippling Overspecialization
 RimWorld (Video Game) / int_9aaf8eca
comment
Crippling Overspecialization: Some pawns are geared so tightly to one job that putting them to work elsewhere is somewhere between foolish and detrimental to the colony (partly because pawns ordered to do only one tasks will slowly lose their skills in other tasks). That said, what they can do, they do really well. Pikeman mechanoids are dangerous at long ranges but completely helpless in melee combat. With Biotech installed, the various humanoid xenotypes all specialize in something while being bad at almost everything else, and although their shortcomings can be overcome through sufficient training and perseverance, it's usually not worth the effort. However, if you happen to need someone for a particular niche, they'll outperform baseliner pawns nine times out of ten. Neanderthals are dumb brutes good only for manual labor and smashing things in close combat. Impids are Fragile Speedsters geared around fire and heat tolerance that hit a literal brick wall if they have to go up against anything that isn't flammable, or find themselves in colder climates. Hussars are excellent soldiers with high combat skills and an insane Healing Factor. They're also genetically dependent on Go-Juice, making them pretty much unemployable in any colony that forbids the use of hard drugs, and their sole focus on combat often makes them subpar laborers as well. Highmates are genetically engineered sex slaves. They're ridiculously fragile, mentally incapable of violence, and often useless in terms of doing any work other than providing one of your pawns with eternal companionship. Dirtmoles are like stereotypical dwarves - they like digging underground, dislike light and open spaces, and are crap at ranged combat, making them useful only as night shift miners or if you're running an undergrounder colony already. Genies are great researchers and craftsmen with fragile bodies and No Social Skills. Wasters are a bit of an oddity in this list for having a genetic dependency on hard drugs similar to Hussars, but without any noteworthy lack in other skills. If your drug policy can accommodate them, they're essentially baseliners with the bonus of being immune to toxic environments.
 RimWorld (Video Game) / int_9aaf8eca
featureApplicability
1.0
 RimWorld (Video Game) / int_9aaf8eca
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9aaf8eca
 RimWorld (Video Game) / int_9afa5bb6
type
Mole Men
 RimWorld (Video Game) / int_9afa5bb6
comment
Mole Men: Introduced in the Biotech expansion, the Dirtmoles are explicitly this. They're near-sighted, hate being aboveground, but are excellent miners, good at melee, and have a healing factor.
 RimWorld (Video Game) / int_9afa5bb6
featureApplicability
1.0
 RimWorld (Video Game) / int_9afa5bb6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9afa5bb6
 RimWorld (Video Game) / int_9b53f32
type
Exposed to the Elements
 RimWorld (Video Game) / int_9b53f32
comment
Exposed to the Elements: Done somewhat realistically. Most outfits have insulation values that help characters resist extreme heat or cold better. Depending on the climate, wearing the right clothing can make the difference between feeling a little chilly and dying in the snow from hypothermia.
 RimWorld (Video Game) / int_9b53f32
featureApplicability
1.0
 RimWorld (Video Game) / int_9b53f32
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9b53f32
 RimWorld (Video Game) / int_9b9397bb
type
Difficult, but Awesome
 RimWorld (Video Game) / int_9b9397bb
comment
Difficult, but Awesome: Several aspects of the game are very difficult to master or learn about, but also essential to running a successful colony. Geothermal Generators. They are large, take a lot of research and are expensive, but one can make a fully functional greenhouse and still have energy to spare. Furthermore, they are one of the few sources of power that will never fluctuate with no input. An Elaborate Underground Base take a long time to dig out, but they are fully immune to mortar fire and are easy to defend. They may however be attacked by burrowing insects, although savvy players can build with this in mind as well. While extreme biomes such as ice sheets and extreme deserts are difficult to survive in at first, after you're properly settled, their innate hostility becomes an extra protection for your colony.
 RimWorld (Video Game) / int_9b9397bb
featureApplicability
1.0
 RimWorld (Video Game) / int_9b9397bb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9b9397bb
 RimWorld (Video Game) / int_9bea8bd1
type
Space Western
 RimWorld (Video Game) / int_9bea8bd1
comment
Space Western: Thematically and aesthetically prominent. Most of the territory on Rimworld is "wild", settlements are small and look to their own survival, and the territory is lawless. Bolt-action rifles and revolvers are common parts of the Schizo Tech, as are stetsons and dusters in the warmer environments. The soundtrack evokes classic western films. Also featured is a Spanish conquest theme: the currency seems to be the New Spaniard silver peso, and tribesmen have guaraní names.
 RimWorld (Video Game) / int_9bea8bd1
featureApplicability
1.0
 RimWorld (Video Game) / int_9bea8bd1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9bea8bd1
 RimWorld (Video Game) / int_9beffa1c
type
Hard-Coded Hostility
 RimWorld (Video Game) / int_9beffa1c
comment
Because insect hives were genetically engineered as bioweapons against mechanoids, they have Hard-Coded Hostility toward each other and will always attack each other on-sight. This makes it advantageous to use one to destroy the other where possible, leaving the survivors easy pickings for your colonists.
 RimWorld (Video Game) / int_9beffa1c
featureApplicability
1.0
 RimWorld (Video Game) / int_9beffa1c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9beffa1c
 RimWorld (Video Game) / int_9bfb2f41
type
Dead Guy on Display
 RimWorld (Video Game) / int_9bfb2f41
comment
Dead Guy on Display: Ideology lets you stuff human corpses into gibbet cages to decorate your base, break prisoners' will, and terrorize slaves into obedience.
 RimWorld (Video Game) / int_9bfb2f41
featureApplicability
1.0
 RimWorld (Video Game) / int_9bfb2f41
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9bfb2f41
 RimWorld (Video Game) / int_9c1f758a
type
Kill It with Fire
 RimWorld (Video Game) / int_9c1f758a
comment
Kill It with Fire: Subverted. Incendiary weapons can of course be lethal, but the extremely painful burns they inflict are much more likely to incapacitate rather than kill pawns, making them very useful tools for taking prisoners en masse. Played straight when dealing with insectoids. They frequently spawn from inside caves or mountains, so one of the easiest ways to defeat them in these situations is to light the room they're in on fire with some Molotov cocktails or other incendiary and running away. Even if the fire itself doesn't burn them, it will quickly raise the temperature of the enclosed space to a lethal intensity, killing the bugs through heatstroke. Also played straight when tackling the revenant, added in the Anomaly DLC. It is unable to cloak itself if set aflame, making incendiary weapons or the scorcher mechanoids a great choice when fighting the monster. The devourer, also from the DLC, will instantly spit up any prey the moment it's set on fire.
 RimWorld (Video Game) / int_9c1f758a
featureApplicability
-0.3
 RimWorld (Video Game) / int_9c1f758a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9c1f758a
 RimWorld (Video Game) / int_9c495599
type
Hide Your Children
 RimWorld (Video Game) / int_9c495599
comment
Hide Your Children: The base game lacks children. Raiding an enemy outpost won't have children in them. The Biotech DLC averts this, so that pawns can now have and take care of children as they grow up. It also includes an option to allow enemy factions to send child raiders against you, which you can then treat the same way you do all the others.
 RimWorld (Video Game) / int_9c495599
featureApplicability
1.0
 RimWorld (Video Game) / int_9c495599
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9c495599
 RimWorld (Video Game) / int_9c8f40e8
type
An Interior Designer Is You
 RimWorld (Video Game) / int_9c8f40e8
comment
An Interior Designer Is You: General base layout is obviously an important consideration. Roomy and well-decorated living spaces make your survivors happier, while cramped and ugly rooms affect their mood negatively.
 RimWorld (Video Game) / int_9c8f40e8
featureApplicability
1.0
 RimWorld (Video Game) / int_9c8f40e8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9c8f40e8
 RimWorld (Video Game) / int_9d17b859
type
Made of Iron
 RimWorld (Video Game) / int_9d17b859
comment
Made of Iron: Colonists can survive getting riddled with bullets, having limbs blown off, and even getting heart-shot. Can cross over into Dented Iron, as wounds don't always heal properly if they're poorly treated, which usually impairs their function slightly and subjects the character to constant (though minor) pain. Colonists with the "Tough" trait reduce all incoming damage by half. Most impressively, unless a body part has been completely destroyed, pawns can heal from anything just by resting long enough. This includes things like maimed inner organs and limbs shredded by artillery fire.
 RimWorld (Video Game) / int_9d17b859
featureApplicability
1.0
 RimWorld (Video Game) / int_9d17b859
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9d17b859
 RimWorld (Video Game) / int_9d39440e
type
Right-Hand Attack Dog
 RimWorld (Video Game) / int_9d39440e
comment
Right-Hand Attack Dog: With the right training, your colonists can sic their dogs on distant enemies instead of simply keeping them near to defend their handlers from harm.
 RimWorld (Video Game) / int_9d39440e
featureApplicability
1.0
 RimWorld (Video Game) / int_9d39440e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9d39440e
 RimWorld (Video Game) / int_9d49a7cd
type
Alliance Meter
 RimWorld (Video Game) / int_9d49a7cd
comment
Alliance Meter: NPC factions can have varying relationship values with your colony which can improve or worsen depending on actions taken like imprisoning their members or giving them gifts of silver. Those listed as "hostile" will attack you on sight, while those whom you have good enough relations with can be called on for help if you need it (on rare occasions they'll come of their own accord).
 RimWorld (Video Game) / int_9d49a7cd
featureApplicability
1.0
 RimWorld (Video Game) / int_9d49a7cd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9d49a7cd
 RimWorld (Video Game) / int_9d73dfcc
type
The All-Seeing A.I.
 RimWorld (Video Game) / int_9d73dfcc
comment
The All-Seeing A.I.: Quite a few examples. Manhunter packs always know where your pawns are, even if there're miles of jungle or mountains between them. If anything happens to NPC pawns on your map, good or bad, their respective faction will know instantly. While this may be justified for high-tech factions with access to radio communication, it's harder to explain for stone age tribals. It also doesn't explain their knowledge of what you do to your prisoners who most definitely won't be carrying walkie-talkies. Wiping out the bases of Always Chaotic Evil factions grants decent reputation boosts with all other factions. Again, everyone learns of your deeds immediately no matter the distance. The same holds true for many types of quests that would realistically at least require an observer or witness to relay the news of your success/failure back to their headquarters. The only faction that can be given a pass here is the Shattered Empire due to their access to spaceships and most likely satellites in planetary orbit.
 RimWorld (Video Game) / int_9d73dfcc
featureApplicability
1.0
 RimWorld (Video Game) / int_9d73dfcc
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9d73dfcc
 RimWorld (Video Game) / int_9e8aa11e
type
Friendly Fireproof
 RimWorld (Video Game) / int_9e8aa11e
comment
Friendly Fireproof: Nope. Shots hit what's at their point of impact regardless of faction affiliation. Be very careful where you send your melee fighters lest they get accidentally shot In the Back by their own comrades.
 RimWorld (Video Game) / int_9e8aa11e
featureApplicability
1.0
 RimWorld (Video Game) / int_9e8aa11e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9e8aa11e
 RimWorld (Video Game) / int_9ee7ff42
type
No Conservation of Energy
 RimWorld (Video Game) / int_9ee7ff42
comment
No Conservation of Energy: The Vanometric and unstable power cells generate electricity without using any fuel, forever. This technology was developed by archotech AIs, and no humans can understand how this technology works, although the Flavor Text speculates they might draw energy from another dimension or somehow derive energy from quantum foam fluctuations. Rats produce more offsprings than the amount of nutrition they consume, essentially allowing them to generate mass out of thin air. You can take advantage of this to power your chemfuel generators infinitely. Testing has shown that even a full hydroponic setup supplying food for the rats can be maintained indefinitely by the offsprings of only 18 (12 females and 6 males) of them. Chemfuel can be processed from organic matter in biofuel refineries, which somehow turns it more fuel efficient than the material it was made from. This can result in chemfuel generators being used to power a hydroponics farm, the produce of which is used to make the chemfuel that power the generators, and the generators somehow produce more energy from this cycle. Then there's the infinite chemreactors, which produce 1,000 W worth of energy for every 300 W it consumes (the Flavor Text handwaves this by saying it "extracts atoms from the air" to somehow produce fuel through "a complex series of chemical reactions").
 RimWorld (Video Game) / int_9ee7ff42
featureApplicability
1.0
 RimWorld (Video Game) / int_9ee7ff42
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9ee7ff42
 RimWorld (Video Game) / int_9f63d4f1
type
Our Vampires Are Different
 RimWorld (Video Game) / int_9f63d4f1
comment
Our Vampires Are Different: Played with in Biotech. Sanguophages are a very rare xenotype that checks most of the standard vampire checkboxes like thirst for blood, having to enter torpor every now and then, biological immortality, Super-Strength, and being Weakened by the Light. The only real difference is their backstory, with the gene strain being the work of an unspecified Archotech AI instead of a supernatural curse (although given the incomprehensible power of Archotechs, the distinction is still minimal).
 RimWorld (Video Game) / int_9f63d4f1
featureApplicability
1.0
 RimWorld (Video Game) / int_9f63d4f1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9f63d4f1
 RimWorld (Video Game) / int_9f9540ae
type
We Can Rebuild Him
 RimWorld (Video Game) / int_9f9540ae
comment
We Can Rebuild Him: Colonists can have their limbs, organs and certain receptors replaced with bionic parts, which are better than their organic counterparts. Transhumanists and Body Modder colonists even gain a mood bonus for having bionic parts.
 RimWorld (Video Game) / int_9f9540ae
featureApplicability
1.0
 RimWorld (Video Game) / int_9f9540ae
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9f9540ae
 RimWorld (Video Game) / int_9fe075b0
type
High-Tech Hexagons
 RimWorld (Video Game) / int_9fe075b0
comment
High-Tech Hexagons: Ideology's "Techist" style is full of these. Dining tables, ritual graphics, potted plants, and hex tile floors all come with the style. While the techist style is automatically associated with the Transhumanist meme, there's nothing to stop a player-made ideoligion from imitating the style at tribal tech levels.
 RimWorld (Video Game) / int_9fe075b0
featureApplicability
1.0
 RimWorld (Video Game) / int_9fe075b0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9fe075b0
 RimWorld (Video Game) / int_9ff5aa20
type
Nailed to the Wagon
 RimWorld (Video Game) / int_9ff5aa20
comment
Nailed to the Wagon: One way of dealing with a colonist who has a crippling addiction? Literally cripple them by removing their legs. They will be unable to leave bed, and thus unable to get their drug of choice. Other colonists will bring them food while they recuperate, and once the addiction has been thoroughly broken, their legs can be restored using bionics. It's ugly Video Game Cruelty Potential, but it works. Arrested prisoners will never leave their room, even to feed an addiction, and you can arrest your own colonists (though failure to arrest can lead to violence). Colonists can keep your addicted prisoners fed til they get over their drug addiction. Downsides can include them being unhappy when they're finally let out due to being arrested by their own colony, or possibly a prison break, which can potentially render the entire thing pointless if you can't re-arrest them before they find their drug supply.
 RimWorld (Video Game) / int_9ff5aa20
featureApplicability
1.0
 RimWorld (Video Game) / int_9ff5aa20
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_9ff5aa20
 RimWorld (Video Game) / int_a07afea2
type
Random Events Plot
 RimWorld (Video Game) / int_a07afea2
comment
Random Events Plot: The "Randy Random" AI Storyteller option invokes this, throwing out random events with no real rhyme or reason to their sequence or intensity (unlike the other two AI Storyteller options, who at least follow some sort of logical progression).
 RimWorld (Video Game) / int_a07afea2
featureApplicability
1.0
 RimWorld (Video Game) / int_a07afea2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a07afea2
 RimWorld (Video Game) / int_a0bfddf0
type
Real Men Eat Meat
 RimWorld (Video Game) / int_a0bfddf0
comment
Real Men Eat Meat: The Rancher Meme from Ideology is centered around the principle that true strength and virtue is displayed by hunting, taming and slaughtering animals to eat their meat, and that eating vegetables is a sign of weakness. Unlike most colonies, they don't incorporate veg into their higher-quality meals, instead mixing different meats together to produce the same result. They generally don't eat animal products like milk or eggs either, instead receiving bonuses to sales prices.
 RimWorld (Video Game) / int_a0bfddf0
featureApplicability
1.0
 RimWorld (Video Game) / int_a0bfddf0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a0bfddf0
 RimWorld (Video Game) / int_a16102d2
type
Meat Moss
 RimWorld (Video Game) / int_a16102d2
comment
Meat Moss: One of the earliest sneak-peeks into the Anomaly DLC was about an entire event chain built around an Eldritch Abomination that covers everything around it in fleshy growths, which in turn spawn assorted horrors to menace your colonists with until you find a way to get rid of it permanently.
 RimWorld (Video Game) / int_a16102d2
featureApplicability
1.0
 RimWorld (Video Game) / int_a16102d2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a16102d2
 RimWorld (Video Game) / int_a16aeb99
type
Genuine Human Hide
 RimWorld (Video Game) / int_a16aeb99
comment
That's right, you can harvest workable leather from fallen human raiders or even your colonists. You can craft an impressive quality leather armchair out of dead raiders that all your colonists will agree is beautiful and comfortable to sit in!
 RimWorld (Video Game) / int_a16aeb99
featureApplicability
1.0
 RimWorld (Video Game) / int_a16aeb99
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a16aeb99
 RimWorld (Video Game) / int_a1b27125
type
Nervous Wreck
 RimWorld (Video Game) / int_a1b27125
comment
Nervous Wreck: In contrast from above, Volatile and Neurotic pawns (as well as their stronger variants) have a higher break threshold than normal, making them highly sensitive to dips in mood.
 RimWorld (Video Game) / int_a1b27125
featureApplicability
1.0
 RimWorld (Video Game) / int_a1b27125
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a1b27125
 RimWorld (Video Game) / int_a1b76006
type
Nerves of Steel
 RimWorld (Video Game) / int_a1b76006
comment
Nerves of Steel: Steadfast and Iron-willed pawns have a lower mental break threshold than normal.
 RimWorld (Video Game) / int_a1b76006
featureApplicability
1.0
 RimWorld (Video Game) / int_a1b76006
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a1b76006
 RimWorld (Video Game) / int_a2b38d3b
type
Eye Scream
 RimWorld (Video Game) / int_a2b38d3b
comment
Eye Scream: Eyes can be damaged or destroyed, impairing or removing a character's perception. The only way to correct this is to install bionic or archotech eyes, and the scars left by the process disfigure the pawn in question. The Blindsight Meme from Ideology alters your colony's perception of blindness to view the partially or wholly blind as spiritually-enlightened figures, adding a special ritual that allows them to be permanently blinded by having both eyes gouged out by the colony's Moral Guide and making it so blind colonists gain 30% extra psionic sensitivity.
 RimWorld (Video Game) / int_a2b38d3b
featureApplicability
1.0
 RimWorld (Video Game) / int_a2b38d3b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a2b38d3b
 RimWorld (Video Game) / int_a3460119
type
Transhumanism
 RimWorld (Video Game) / int_a3460119
comment
Transhumanism: Espoused by characters with the appropriate trait. They get mood bonuses if you replace their limbs and organs with improved bionic parts, and view other colonists with such enhancements in a more favourable light.
 RimWorld (Video Game) / int_a3460119
featureApplicability
1.0
 RimWorld (Video Game) / int_a3460119
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a3460119
 RimWorld (Video Game) / int_a414c3f0
type
One-Hit Kill
 RimWorld (Video Game) / int_a414c3f0
comment
The diabolus mechanoid is equipped with an incredibly powerful explosive weapon called the hellsphere cannon which is an almost guaranteed One-Hit Kill to anything it hits, but the mechanoid itself is desperately slow, as is the attack itself; it requires 7.5 seconds of extremely choreographed charge-up time, making the blast relatively easy to avoid, unless your pawn was already downed. However, it backs up this attack with a secondary turret gun, which, although much weaker, can fire much more quickly and from a much greater range, to keep the fight against it from being trivially easy.
 RimWorld (Video Game) / int_a414c3f0
featureApplicability
1.0
 RimWorld (Video Game) / int_a414c3f0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a414c3f0
 RimWorld (Video Game) / int_a4e3ad2a
type
Artificial Animal People
 RimWorld (Video Game) / int_a4e3ad2a
comment
Artificial Animal People: Lorewise, Pigskins are actually pigs engineered to resemble humans, not humans engineered to resemble pigs. Gameplay-wise, however, they are classified as humanlike and humans can breed with them.
 RimWorld (Video Game) / int_a4e3ad2a
featureApplicability
1.0
 RimWorld (Video Game) / int_a4e3ad2a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a4e3ad2a
 RimWorld (Video Game) / int_a54c2273
type
Dented Iron
 RimWorld (Video Game) / int_a54c2273
comment
Colonists can survive getting riddled with bullets, having limbs blown off, and even getting heart-shot. Can cross over into Dented Iron, as wounds don't always heal properly if they're poorly treated, which usually impairs their function slightly and subjects the character to constant (though minor) pain.
 RimWorld (Video Game) / int_a54c2273
featureApplicability
1.0
 RimWorld (Video Game) / int_a54c2273
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a54c2273
 RimWorld (Video Game) / int_a5e02e9e
type
Infinity +1 Sword
 RimWorld (Video Game) / int_a5e02e9e
comment
Infinity +1 Sword: Archotech body parts are better than their bionic counterparts, and they will greatly increase capabilities of your colonist. However, you can only get these items from completing faction quests, and rewards of faction quests are completely random. This means getting archotech parts needs sheer luck alongside other requirements. Persona weapons are the absolute top-of-the-line among killing implements thanks to their combination of powerful traits and extreme damage. The downside is that, barring mods, you can't craft them yourself, and even if you do, their traits and quality depend on the Random Number God's mood. Still, finding a few good ones in a merchant's inventory can turn your melee pawns into absolute monsters.
 RimWorld (Video Game) / int_a5e02e9e
featureApplicability
1.0
 RimWorld (Video Game) / int_a5e02e9e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a5e02e9e
 RimWorld (Video Game) / int_a5fb0d24
type
Healing Factor
 RimWorld (Video Game) / int_a5fb0d24
comment
Hussars are excellent soldiers with high combat skills and an insane Healing Factor. They're also genetically dependent on Go-Juice, making them pretty much unemployable in any colony that forbids the use of hard drugs, and their sole focus on combat often makes them subpar laborers as well.
 RimWorld (Video Game) / int_a5fb0d24
featureApplicability
1.0
 RimWorld (Video Game) / int_a5fb0d24
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a5fb0d24
 RimWorld (Video Game) / int_a627a930
type
Gender Is No Object
 RimWorld (Video Game) / int_a627a930
comment
Gender Is No Object: In the base game, this is played straight, with female colonists or pawns possibly having backgrounds in military or the like, with little to no distinction. Ideology gives factions 'ideoligions' that play with this trope. This system allows for certain factions to favour men or women, with effects ranging from "married couples always take the man's last name" to "this gender must always be fully covered up/completely nude", as well as making it so that their leader must be of that gender. Biotech averts it with its reproduction mechanic - despite also introducing a host of outlandish genetic modifications, there's still no way for same-sex couples to conceive children without outside help like sperm donors, surrogate mothers and/or growth vats.
 RimWorld (Video Game) / int_a627a930
featureApplicability
1.0
 RimWorld (Video Game) / int_a627a930
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a627a930
 RimWorld (Video Game) / int_a6653039
type
Subsystem Damage
 RimWorld (Video Game) / int_a6653039
comment
Subsystem Damage: Damage is recorded by individual body parts and with varying levels of severity, though sufficiently traumatic injuries are often instantly lethal.
 RimWorld (Video Game) / int_a6653039
featureApplicability
1.0
 RimWorld (Video Game) / int_a6653039
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a6653039
 RimWorld (Video Game) / int_a679184b
type
Due to the Dead
 RimWorld (Video Game) / int_a679184b
comment
Due to the Dead: Leaving human corpses lying around (either unburied or not tossed into an incinerator) produces negative thoughts, especially if they're of former fellow survivors. Giving them a proper burial will help remove negative thoughts, and placing them in a crafted sarcophagi will actually increase their recreation value, indirectly improving mood.
 RimWorld (Video Game) / int_a679184b
featureApplicability
1.0
 RimWorld (Video Game) / int_a679184b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a679184b
 RimWorld (Video Game) / int_a6e375d4
type
Armor of Invincibility
 RimWorld (Video Game) / int_a6e375d4
comment
Armor of Invincibility: The Cataphract Armor (and its prestige variant) has the highest armor rating of any apparel in the game, and as a result protects extremely well. If you are lucky enough to get it at Legendary quality, then it protects so well that even the strongest weapons have a mere twenty percent of chance to do any damage at all, and they are reduced at that.
 RimWorld (Video Game) / int_a6e375d4
featureApplicability
1.0
 RimWorld (Video Game) / int_a6e375d4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a6e375d4
 RimWorld (Video Game) / int_a754fa9a
type
Instant Death Bullet
 RimWorld (Video Game) / int_a754fa9a
comment
Instant Death Bullet: By default, any raider has a flat chance to die instantly if they are downed, as a balancing mechanic to reduce the number of prisoners that can be captured.
 RimWorld (Video Game) / int_a754fa9a
featureApplicability
1.0
 RimWorld (Video Game) / int_a754fa9a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a754fa9a
 RimWorld (Video Game) / int_a8076bdf
type
War Elephants
 RimWorld (Video Game) / int_a8076bdf
comment
War Elephants: Skilled trainers can use trained elephants as attack animals. They can't ride on them, though.
 RimWorld (Video Game) / int_a8076bdf
featureApplicability
1.0
 RimWorld (Video Game) / int_a8076bdf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a8076bdf
 RimWorld (Video Game) / int_a8559a9f
type
RealLife
 RimWorld (Video Game) / int_a8559a9f
comment
The combat stats for shooting and melee don't care about the actual type of weapon the pawn uses. In Real Life there's a massive difference between, for instance, shooting a bow or shooting an assault rifle, but Rimworld pawns can handle any weapon the moment they pick it up, even if you give a converted neolithic archer an ultratech Energy Weapon and send them to the frontlines.
 RimWorld (Video Game) / int_a8559a9f
featureApplicability
1.0
 RimWorld (Video Game) / int_a8559a9f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a8559a9f
 RimWorld (Video Game) / int_a861560f
type
The Friend Nobody Likes
 RimWorld (Video Game) / int_a861560f
comment
The Friend Nobody Likes: Colonists with combat-related disfigurements or the Ugly, Annoying Voice, Creepy Breathing, or Abrasive traits will often turn into this; the more of them they have the quicker the whole colony hates them. This can also be true if they're a Misogynist in an otherwise all-female colony or a Misandrist in an otherwise all-male colony. Interestingly, these aren't bad to have around - Because nobody likes them the whole colony gets a mood boost if they just happen to die, so making them fistfight a bear or attack a raid by themselves is a quick way to get a mood boost.
 RimWorld (Video Game) / int_a861560f
featureApplicability
1.0
 RimWorld (Video Game) / int_a861560f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a861560f
 RimWorld (Video Game) / int_a89efe3c
type
Unusable Enemy Equipment
 RimWorld (Video Game) / int_a89efe3c
comment
Unusable Enemy Equipment: Averted for human enemies, whose weapons are dropped when they're killed or incapacitated and can be repurposed accordingly, but played straight for mechanoid enemies. You can never get their weapons from their dead bodies. Played straight with the biocoded weapons introduced in version 1.1, which are tied to one specific person and can't be used by anyone else. Enemy raiders sometimes come equipped with these. Downplayed with "death acidifier" implants, which cause all worn clothes and held weapons to disintegrate if the character with the acidifier dies. They're mostly used by The Empire to keep that shiny Power Armour from falling into the hands of filthy tribal scum, naturally. However, this only activates if the Imperial soldier dies. If you take an Imperial soldier prisoner, their gear is now loot. Downplayed for the animals in hostile manhunter packs (equivalent to raids), which are all infected with a unique, non-transmissible fictional disease called 'Scaria'. This disease locks them into manhunter mode (making taming actions impossible), will kill them in five days if you haven't already done so, and has a chance on the animal's death to instantly putrefy its body, depriving you of meat/leather. It can be cured if the animal is downed, rescued, and given a lengthy operation with industrial medicine by a skilled doctor, but it still has to be tamed the normal way after this.
 RimWorld (Video Game) / int_a89efe3c
featureApplicability
-1.0
 RimWorld (Video Game) / int_a89efe3c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a89efe3c
 RimWorld (Video Game) / int_a8a04f6f
type
And I Must Scream
 RimWorld (Video Game) / int_a8a04f6f
comment
And I Must Scream: You, the player, have more options available than anyone else on the planet to inflict such a state on human beings. You can remove a pawn's legs, arms, and most organs, leaving them a bedridden wreck of a person that's fully aware of having been gutted like a Christmas turkey, but is unable to do anything about it. It's probably the most extreme example, but there's almost no limit to the creatively cruel things one can do to make pawns' and animals' lives a living hell.
 RimWorld (Video Game) / int_a8a04f6f
featureApplicability
1.0
 RimWorld (Video Game) / int_a8a04f6f
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a8a04f6f
 RimWorld (Video Game) / int_a8c6a317
type
Super-Strength
 RimWorld (Video Game) / int_a8c6a317
comment
Super-Strength: All pawns, regardless of age or crippling injuries, can carry anything that's possible to be moved without more than a minor drop in movement speed. This includes all sorts of furniture and equipment, other pawns and even the largest animals like thrumbos (which weigh in at 400+kg) or elephants.
 RimWorld (Video Game) / int_a8c6a317
featureApplicability
1.0
 RimWorld (Video Game) / int_a8c6a317
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a8c6a317
 RimWorld (Video Game) / int_a9317105
type
Age Without Youth
 RimWorld (Video Game) / int_a9317105
comment
Age Without Youth: Colonists and animals can't die from old age alone. While increasing age comes with increased chances of all manner of illnesses and frailties, including heart attacks, the few that are potentially fatal can be treated by a doctor. With good enough medical care, and a survivable enough colony, your elderly colonists are effectively immortal but will probably be permanently bedridden. Even replacing parts as they fall with cybernetic versions (especially the spine, since it's one of the first to go), eventually the colonist will get struck with both Alzheimer's and Dementia, both incurable barring Mech Serum abuse. Ideology DLC includes biosculpting research, which allows the player to both heal most age-related afflictions and to reverse aging, allowing colonists to be young and healthy forever, though.
 RimWorld (Video Game) / int_a9317105
featureApplicability
1.0
 RimWorld (Video Game) / int_a9317105
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a9317105
 RimWorld (Video Game) / int_a96b8b63
type
Space Marine
 RimWorld (Video Game) / int_a96b8b63
comment
Uranium: An extremely hard and dense metal useful for building hardy external walls, heavy armour-piercing blunt weapons, late-game Space Marine armour and endgame ship's parts.
 RimWorld (Video Game) / int_a96b8b63
featureApplicability
1.0
 RimWorld (Video Game) / int_a96b8b63
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a96b8b63
 RimWorld (Video Game) / int_a9c7258a
type
Absent Aliens
 RimWorld (Video Game) / int_a9c7258a
comment
Absent Aliens: Aliens don't exist in this setting. That said, humans on many worlds have undergone so much biological modification and cybernetic engineering that they look and think like aliens. This also explains strange flora and fauna like boomalopes and giant insect colonies which appear on many planets, as they were purpose-engineered animal species that got loose at some point. And this is before dealing with the the godlike archeotechs and their bizarre creations. The Biotech expansion addresses this, as you can encounter and even create your own genetically modified humans with strange and alien features, and the Pigskins the expansion adds are canonically uplifted pigs.
 RimWorld (Video Game) / int_a9c7258a
featureApplicability
1.0
 RimWorld (Video Game) / int_a9c7258a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_a9c7258a
 RimWorld (Video Game) / int_aa2bd65c
type
Mordor
 RimWorld (Video Game) / int_aa2bd65c
comment
Mordor: It doesn't matter how lush your colony's map used to be when a Toxic Fallout event happens - if it drags on for more than a few days, all that's left is a barren wasteland choked with dead trees and rotting animal carcasses. It takes a very long time for nature to recover after such a disaster, which can easily result in a colony wipe if you're dependent on hunting for survival or failed to construct roofs over your crop fields.
 RimWorld (Video Game) / int_aa2bd65c
featureApplicability
1.0
 RimWorld (Video Game) / int_aa2bd65c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_aa2bd65c
 RimWorld (Video Game) / int_aaf19fae
type
Doesn't Like Guns
 RimWorld (Video Game) / int_aaf19fae
comment
Doesn't Like Guns: Characters with the "Brawler" trait are more skilled at and deadly in melee combat, but will suffer mood penalties if forced to carry ranged weapons (they'll suffer a huge -20 mood debuff, the same as if a colonist's child/partner died or they were forced to eat raw human flesh).
 RimWorld (Video Game) / int_aaf19fae
featureApplicability
1.0
 RimWorld (Video Game) / int_aaf19fae
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_aaf19fae
 RimWorld (Video Game) / int_abb930ed
type
Sleeper Starship
 RimWorld (Video Game) / int_abb930ed
comment
Sleeper Starship: The chief means of space travel, as humanity is restricted to slower-than-light propulsion. The end goal of the game is to jury-rig one for your castaways to escape in.
 RimWorld (Video Game) / int_abb930ed
featureApplicability
1.0
 RimWorld (Video Game) / int_abb930ed
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_abb930ed
 RimWorld (Video Game) / int_abcb9af1
type
Eaten Alive
 RimWorld (Video Game) / int_abcb9af1
comment
Eaten Alive: This is the gimmick of the devourer monster from the Anomaly DLC. It leaps at its prey from several tiles away, swallowing it whole in one gulp. The victim will then take continuous acid burn damage inside the devourer until they're dead (a process which takes anywhere from 10 to 60 seconds, depending on pawn size) or freed by someone else attacking the devourer. Fortunately, once the devourer devours someone, it is immobilized for the duration of the digestion process, making it easy to retaliate against, and if it misses the attack it cannot perform the attack for another in-game hour (about 42 seconds).
 RimWorld (Video Game) / int_abcb9af1
featureApplicability
1.0
 RimWorld (Video Game) / int_abcb9af1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_abcb9af1
 RimWorld (Video Game) / int_abd29ad8
type
No-Sell
 RimWorld (Video Game) / int_abd29ad8
comment
No-Sell: Some people in Rimworld have the "Psychically Deaf" trait, and they aren't affected by psychic phenomena. They don't receive bad feelings from psychic drone or attacks from Psycasters, but they are unable to get good feelings from psychic sooth. Sufficiently strong armor can completely negate incoming attacks. For instance, top-tier Powered Armor makes the pawn wearing it practically Immune to Bullets, with only dedicated anti-armor guns and Energy Weapons being able to punch through the plating.
 RimWorld (Video Game) / int_abd29ad8
featureApplicability
1.0
 RimWorld (Video Game) / int_abd29ad8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_abd29ad8
 RimWorld (Video Game) / int_ac0e85d8
type
Constantly Lactating Cow
 RimWorld (Video Game) / int_ac0e85d8
comment
Constantly Lactating Cow: Milk-producing animals can be milked regularly, regardless of climate, season, or even if they're pregnant. However, most animals who produce milk only do so a wide number of days apart, apart from actual cows ironically.
 RimWorld (Video Game) / int_ac0e85d8
featureApplicability
1.0
 RimWorld (Video Game) / int_ac0e85d8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ac0e85d8
 RimWorld (Video Game) / int_ac781948
type
Cartoon Creature
 RimWorld (Video Game) / int_ac781948
comment
Cartoon Creature: While most of the wildlife you can encounter consist of real life animals, there's a few made-up genetically engineered species thrown in for extra sci-fi flavour. In most cases, there are enough clues to determine what the animal is derived from, like the muffalos being buffalo descended, the boomalopes being some sort of modified antelope, and the megascarabs being giant beetles. The major exception are the thrumbos, giant, woolly, beasts with a Brachiosaurus-like body shape and a sickle-shaped horn on their head. Their appearance is too vague to give any hint of their ancestry and their Flavour Text simply says they're of "unknown origin".
 RimWorld (Video Game) / int_ac781948
featureApplicability
1.0
 RimWorld (Video Game) / int_ac781948
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ac781948
 RimWorld (Video Game) / int_ac9f78d9
type
Jack of All Stats
 RimWorld (Video Game) / int_ac9f78d9
comment
Jack of All Stats: Among guns, the assault rifle is this. It doesn't shoot as far, nor is as precise as the sniper rifle, does not fire a burst as strong as the LMG, and doesn't do as much damage as the charge rifle. However, it is still good in all these categories, making it a good all-purpose weapon that is also relatively cheap to manufacture in bulk, giving you a higher chance to receive high-quality examples that are even better. Among armors, the Marine Armor offers a protection at the cost of a speed penalty that are intermediate between the Recon and Cataphract Armors. For animals, dromedaries do almost everything. They provide some milk (but not much), they're pack animals, and they're riding animals (but not as good as horses), as well as providing meat if needed; the only thing they don't do is wool. The downside of this is that dromedaries don't do anything particularly well.
 RimWorld (Video Game) / int_ac9f78d9
featureApplicability
1.0
 RimWorld (Video Game) / int_ac9f78d9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ac9f78d9
 RimWorld (Video Game) / int_ad94c7a0
type
Scars are Forever
 RimWorld (Video Game) / int_ad94c7a0
comment
Scars Are Forever: If an injury is left too long or poorly treated, it has a chance of leaving behind a permanent scar that slightly impairs the functionality of the injured limb or body part permanently and causes a permanent mood debuff from lingering pain (if your pawn has a Masochist trait, they will have a permanent mood buff from this, however).
 RimWorld (Video Game) / int_ad94c7a0
featureApplicability
1.0
 RimWorld (Video Game) / int_ad94c7a0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ad94c7a0
 RimWorld (Video Game) / int_afc52a86
type
Ninja Pirate Zombie Robot
 RimWorld (Video Game) / int_afc52a86
comment
Ninja Pirate Zombie Robot: It is entirely possible to create a colonist who is a hemophage with artificial body parts and equip them with powered armor, making them a Vampire Cyborg Space Marine.
 RimWorld (Video Game) / int_afc52a86
featureApplicability
1.0
 RimWorld (Video Game) / int_afc52a86
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_afc52a86
 RimWorld (Video Game) / int_afc8486b
type
Awesome Anachronistic Apparel
 RimWorld (Video Game) / int_afc8486b
comment
Awesome Anachronistic Apparel: Depending on personal preference, you can dress your characters in a wide range of old-fashioned clothing, from simple tribal clothing and masks, capes and plate mail armour to more elaborate noble clothing like ruffle shirts and corsets with the Royalty DLC. These clothes certainly give pawns more character, and the Title system introduced in Royalty will demand the player make such noble/royal clothing depending on the rank a pawn holds.
 RimWorld (Video Game) / int_afc8486b
featureApplicability
1.0
 RimWorld (Video Game) / int_afc8486b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_afc8486b
 RimWorld (Video Game) / int_afc8ddc7
type
Armor-Piercing Attack
 RimWorld (Video Game) / int_afc8ddc7
comment
Armor-Piercing Attack: Almost any attack can be this, depending on how its penetration value rates against the target's armor. Most weapons have penetration of at least 15%, meaning they punch clean through a 15% armor rating, and late-game charge guns can reach up to 90% penetration. Powered Armor is usually the only real option you have for reliably retaining at least some protection from even the most powerful weapons.
 RimWorld (Video Game) / int_afc8ddc7
featureApplicability
1.0
 RimWorld (Video Game) / int_afc8ddc7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_afc8ddc7
 RimWorld (Video Game) / int_affa0e5d
type
Bling-Bling-BANG!
 RimWorld (Video Game) / int_affa0e5d
comment
Bling-Bling-BANG!: You can make melee weapons from beautiful metal like gold or silver, but they are not so effective. Also, high-quality weapons tend to have engravings with randomly generated descriptions.
 RimWorld (Video Game) / int_affa0e5d
featureApplicability
1.0
 RimWorld (Video Game) / int_affa0e5d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_affa0e5d
 RimWorld (Video Game) / int_affcdc91
type
Evil Is Sterile
 RimWorld (Video Game) / int_affcdc91
comment
Evil Is Sterile: The Space Pirates, one of the only factions that are Always Chaotic Evil, are noted in the Flavor Text to be incapable of building or sowing, their technology consists almost entirely of the stuff they stole from their latest raids on more productive communities.
 RimWorld (Video Game) / int_affcdc91
featureApplicability
1.0
 RimWorld (Video Game) / int_affcdc91
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_affcdc91
 RimWorld (Video Game) / int_b1dcd2ee
type
Flesh Versus Steel
 RimWorld (Video Game) / int_b1dcd2ee
comment
Flesh Versus Steel: The Flavor Text for the megascarab states that the insectoids were genetically engineered and seeded across planets by some unknown party millennia ago to fend off mechanoid invasions. If you are unfortunate enough to have both an insectoid infestation and a mechanoid hive event at the same time, you can potentially get them to take care of each other, as they will always be hostile towards one another.
 RimWorld (Video Game) / int_b1dcd2ee
featureApplicability
1.0
 RimWorld (Video Game) / int_b1dcd2ee
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b1dcd2ee
 RimWorld (Video Game) / int_b2cdd776
type
Bottomless Magazines
 RimWorld (Video Game) / int_b2cdd776
comment
Bottomless Magazines: Most weapons do not have ammunition in the game, even throwable ones like grenades or Molotov cocktails can be spammed infinitely. Only the turrets and mortars need to be regularly reloaded, and only the mortar needs manually and individually crafted ammunition. Some more powerful handheld weapons, like the doomsday rocket launcher, are one-use; once you fire them once, the weapon itself disappears.
 RimWorld (Video Game) / int_b2cdd776
featureApplicability
1.0
 RimWorld (Video Game) / int_b2cdd776
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b2cdd776
 RimWorld (Video Game) / int_b38b6147
type
Science Fantasy
 RimWorld (Video Game) / int_b38b6147
comment
Science Fantasy: Due to the Archotechs being Sufficiently Advanced Aliens, a significant number of setting elements trend toward the fantastic. Psychic Powers, Sanguophages, shamblers, and the Archonexus are examples of what happens when science ends and sorcery begins.
 RimWorld (Video Game) / int_b38b6147
featureApplicability
1.0
 RimWorld (Video Game) / int_b38b6147
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b38b6147
 RimWorld (Video Game) / int_b489805d
type
Hollywood Autism
 RimWorld (Video Game) / int_b489805d
comment
Hollywood Autism: One of the childhood backstories, Aspergers Rebelnote In this case, a literal one causes a pawn to be unable to do doctor work, due to their Aspergers syndrome. (Which includes surgery, despite the innate +5 intellectual skill) and gives them a -3 to their Social skill.full backstory text<name> grew up as a rebel on an formerly-advanced rimworld devastated by war.Their Aspergers syndrome meant they struggled with social situations and was incapable of caring, but they learned hard skills like research and shooting very quickly.Skills:Intellectual: +5Shooting: +2Social: −3Incapabilities: ('caring' means doctor work)CaringPlant work
 RimWorld (Video Game) / int_b489805d
featureApplicability
1.0
 RimWorld (Video Game) / int_b489805d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b489805d
 RimWorld (Video Game) / int_b49e24b0
type
Honorable Elephant
 RimWorld (Video Game) / int_b49e24b0
comment
As you might expect, elephants are also another example. They're the second largest animal in the game (only behind the thrumbo and tied with the megasloth), but similar to the thrumbo will never go manhunter on a failed taming attempt and their training decay rate is more than a full day longer than either thrumbos or megasloths. They are also the only animal in the game that can haul stuff, fight for you, and act as a rideable pack mule on caravans.
 RimWorld (Video Game) / int_b49e24b0
featureApplicability
1.0
 RimWorld (Video Game) / int_b49e24b0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b49e24b0
 RimWorld (Video Game) / int_b4ac1655
type
Molotov Cocktail
 RimWorld (Video Game) / int_b4ac1655
comment
Molotov Cocktail: A favourite weapon for enemy sappers, for obvious reasons.
 RimWorld (Video Game) / int_b4ac1655
featureApplicability
1.0
 RimWorld (Video Game) / int_b4ac1655
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b4ac1655
 RimWorld (Video Game) / int_b5581324
type
Sub-Lightspeed Setting
 RimWorld (Video Game) / int_b5581324
comment
Sub-Lightspeed Setting: The reason the planets you crash on are so isolated is because the only means of interstellar travel is by Sleeper Starship.
 RimWorld (Video Game) / int_b5581324
featureApplicability
1.0
 RimWorld (Video Game) / int_b5581324
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b5581324
 RimWorld (Video Game) / int_b57a1db3
type
Cold Snap
 RimWorld (Video Game) / int_b57a1db3
comment
Cold Snap: One of the possible random weather events the AI storyteller can throw at you. When the temperature gets below zero degrees Celsius, there's a chance a cold snap can hit, causing the temperature to plummet for a period of a few days. This will cause all plant life to die (including any crops), kill off wildlife, and will result in potentially lethal hypothermia if your colonists aren't wearing warm clothing while outside. It will also cause indoor temperatures to drop to uncomfortable levels, even with heaters and warm clothing, so your colonists will have a "slept in the cold" mood debuff for the duration of the event.
 RimWorld (Video Game) / int_b57a1db3
featureApplicability
1.0
 RimWorld (Video Game) / int_b57a1db3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b57a1db3
 RimWorld (Video Game) / int_b58b4e3c
type
Too Dumb to Live
 RimWorld (Video Game) / int_b58b4e3c
comment
Too Dumb to Live: Colonists which have a mental break can end up doing incredibly stupid stuff to sabotage their own base, including punching chemfuel canisters, attacking dangerous wild animals, trying to kill another colonist, or setting everything on fire.
 RimWorld (Video Game) / int_b58b4e3c
featureApplicability
1.0
 RimWorld (Video Game) / int_b58b4e3c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b58b4e3c
 RimWorld (Video Game) / int_b5ba2c2b
type
It's Raining Men
 RimWorld (Video Game) / int_b5ba2c2b
comment
It's Raining Men: Your colonists will arrive in this manner in the default start via escape pods, and occasionally you'll get other colonists arriving via escape pods. Drop pod raids can hit your colony, involving a small group of pirates landing inside your colony walls, usually behind your main defensive lines. Advance far enough in the techtree and you can build drop pod launchers, allowing you to return the favour (or bribe factions you aren't on speaking terms with). In addition, reinforcements from the Empire will arrive in the same manner.
 RimWorld (Video Game) / int_b5ba2c2b
featureApplicability
1.0
 RimWorld (Video Game) / int_b5ba2c2b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b5ba2c2b
 RimWorld (Video Game) / int_b6e1d40b
type
Acceptable Breaks from Reality
 RimWorld (Video Game) / int_b6e1d40b
comment
Acceptable Breaks from Reality: The game ignores issues like blood type compatibility or tissue rejection when it comes to organ/limb transplantation or blood transfusions - if you have a replacement organ handy, regardless of its source, you can implant it into anyone without worrying about expansive post-treatment. Nor do you need to worry about preserving organs waiting for a recipient. Hemogen packs, the closest thing to blood packs in this game, are also noted to not have an expiration date, and can be extracted and stored with even neolithic technology. Handling these realistically would make the whole feature impossible to use otherwise. Clothing and armor are also one-size-fits-all, regardless of a colonist's size. There is a separate set of children's clothing, but a six-year-old and a twelve-year-old can wear the exact same item of children's clothing with no issues. Similarly, pre-manufactured prosthetic body parts can be fitted to anyone, and the game only has a single arm/leg prosthetic which can somehow be used on both the right or left arm/leg. Goods like chemfuel, penoxycyline, or packaged survival meals have an unlimited shelf life ingame as long as they're stored indoor, but their counterpart (fuel, medication, canned food) don't. However, their real shelf life is several years long, a duration so long compaired to an average Rimworld playthrough that treating them as non-perishable makes the game's code less complex without making the game much easier. Of course, considering the sci-fi setting, those items could be handwaved as hightech supplies which actually are supposed to have an unlimited shelf life. All ranged weapons seemingly have infinite ammunition, even weapons such as grenades. Children age at four times the normal rate of the in-game clock and are considered "adult" at just thirteen years old, because waiting for them to age to eighteen years old in game time (one year in-game time is slightly less than seventeen hours in real time), during which their skills are very limited, would be tremendously tedious; you could finish the game several times over in that timespan. Crops in the game don't have seeds to keep track of; to plant farmable produce, you just have to select the growing zone, choose what plant you want, and your colonists will sow it (although some specialized crops require a minimum "Plant" skill level). Deforestation also isn't an issue for this reason; trees will constantly sprout out of the ground at random and grow much more quickly than real trees do, making it functionally impossible to run out of wood. Only a few specialized plants like the Polux tree and Gauranlen tree have seeds.
 RimWorld (Video Game) / int_b6e1d40b
featureApplicability
1.0
 RimWorld (Video Game) / int_b6e1d40b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b6e1d40b
 RimWorld (Video Game) / int_b72ae7
type
Omnidisciplinary Scientist
 RimWorld (Video Game) / int_b72ae7
comment
Omnidisciplinary Scientist: Any pawn you assign to research becomes one of these by necessity. Doesn't matter if you tell them to look into agriculture, construction techniques, medicine, gunsmithing, Powered Armor tech or even spaceflight - given enough time, they'll figure it out, usually on their lonesome until your colony has grown large enough to support additional researchers.
 RimWorld (Video Game) / int_b72ae7
featureApplicability
1.0
 RimWorld (Video Game) / int_b72ae7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b72ae7
 RimWorld (Video Game) / int_b798d379
type
One Stat to Rule Them All
 RimWorld (Video Game) / int_b798d379
comment
One Stat to Rule Them All: The Consciousness stat directly affects almost every single stat that governs activities related to work and combat. Even minor reductions in consciousness significantly reduce a pawn's capabilities in just about anything, which makes sense of course - your fine motor skills won't be the best if you're only half conscious.
 RimWorld (Video Game) / int_b798d379
featureApplicability
1.0
 RimWorld (Video Game) / int_b798d379
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b798d379
 RimWorld (Video Game) / int_b7c53a22
type
Blood Knight
 RimWorld (Video Game) / int_b7c53a22
comment
Blood Knight: Colonists with the Bloodlust trait gain a morale boost when they kill an enemy or see an enemy die, but they are also more likely to get into social fights with other colonists.
 RimWorld (Video Game) / int_b7c53a22
featureApplicability
1.0
 RimWorld (Video Game) / int_b7c53a22
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b7c53a22
 RimWorld (Video Game) / int_b7e1dcc8
type
Empathic Weapon
 RimWorld (Video Game) / int_b7e1dcc8
comment
Empathic Weapon: Persona weapons have a sentient AI bound into them that can have various effects both beneficial or detrimental. Many persona weapons constantly talk to their wielder, with friendly AI lifting their mood and mad ones making them unhappy. Most bond permanently with the first pawn who picks them up, refusing to be wielded by anyone else. A large number of their possible traits turns them into Amplifier Artifacts in the hands of psychic pawns, which in combination with their ludicrous damage ratings makes them extremely valuable gear, even more so in light of most psycasts' rather short range forcing your psykers to get close to the enemy, anyway.
 RimWorld (Video Game) / int_b7e1dcc8
featureApplicability
1.0
 RimWorld (Video Game) / int_b7e1dcc8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b7e1dcc8
 RimWorld (Video Game) / int_b8c34249
type
Galactic Superpower
 RimWorld (Video Game) / int_b8c34249
comment
Galactic Superpower: Generally averted due to the lack of faster-than-light travel in the setting; most planets are largely on their own, with the exception of passing trade spaceships. However, the Ideology DLC added the closest equivalent to the game, or at least the remnants of one. The rimworld will be inhabited by a fragment of an "ultratech" interstellar civilization (with a randomized name) that once ruled over multiple star systems, but were largely destroyed by some unknown cataclysm. The tiny fragment is still by far the most powerful faction on the planet though.
 RimWorld (Video Game) / int_b8c34249
featureApplicability
-1.0
 RimWorld (Video Game) / int_b8c34249
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b8c34249
 RimWorld (Video Game) / int_b8f8b892
type
Promoted to Playable
 RimWorld (Video Game) / int_b8f8b892
comment
Promoted to Playable: While Mechanoids have been a feature in the game since before its release, they were always antagonists who existed to provide endgame-level challenges for a colony. With Biotech, the player is given a chance to
 RimWorld (Video Game) / int_b8f8b892
featureApplicability
1.0
 RimWorld (Video Game) / int_b8f8b892
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b8f8b892
 RimWorld (Video Game) / int_b983a56b
type
Came Back Wrong
 RimWorld (Video Game) / int_b983a56b
comment
Came Back Wrong: Pawns resurrected via resurrector mech serum have a small chance (increasing the more decayed the body was at the time of resurrection) to end up with resurrection psychosis, which causes increasingly frequent mental breaks, coma, and finally kills the character again. Treatments include healer mech serum (almost as rare as the resurrector mech serum) or letting them die and resurrecting them again, assuming you can get another resurrector mech serum. Also, the syndrome isn't revealed for 10 game days, making Save Scumming to avoid it much less viable. It's extremely recommended to keep dead bodies you hope to resurrect in the freezer to minimize the risk of psychosis.
 RimWorld (Video Game) / int_b983a56b
featureApplicability
1.0
 RimWorld (Video Game) / int_b983a56b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_b983a56b
 RimWorld (Video Game) / int_ba6cf869
type
Rape, Pillage, and Burn
 RimWorld (Video Game) / int_ba6cf869
comment
Rape, Pillage, and Burn: Raiders will attempt to burn crops, destroy property, and abduct wounded colonists if there aren't any active defenders to engage. If they destroy enough, they'll eventually get fed up and go home.
 RimWorld (Video Game) / int_ba6cf869
featureApplicability
1.0
 RimWorld (Video Game) / int_ba6cf869
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ba6cf869
 RimWorld (Video Game) / int_ba8b13ad
type
Catch-22 Dilemma
 RimWorld (Video Game) / int_ba8b13ad
comment
Catch-22 Dilemma: The Fabrication Bench can produce many advanced resources, including the rare advanced components, but requires two of these itself. Hence, you must acquire them from a quest, some events such as ship parts, or trade them with a friendly town.
 RimWorld (Video Game) / int_ba8b13ad
featureApplicability
1.0
 RimWorld (Video Game) / int_ba8b13ad
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ba8b13ad
 RimWorld (Video Game) / int_bb48f8ba
type
Timed Mission
 RimWorld (Video Game) / int_bb48f8ba
comment
The Planetkiller ending. This scenario has to be configured in the startup menu and is another "bad" ending. The story becomes a Timed Mission as an Earth-Shattering Kaboom is poised on the not-so distant horizon; if you fail to get off the planet within the time limit, the screen will fade to white as the narration tells you a near light-speed projectile strikes, instantly obliterating all life and reducing the world to a molten hellscape. Unlike the other above endings, it is not possible to continue after this ending, other than retrying from an earlier save point.
 RimWorld (Video Game) / int_bb48f8ba
featureApplicability
1.0
 RimWorld (Video Game) / int_bb48f8ba
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_bb48f8ba
 RimWorld (Video Game) / int_bba5445
type
Ammunition Conservation
 RimWorld (Video Game) / int_bba5445
comment
Ammunition Conservation: With the Careful Shooter trait, a character is careful not to waste ammunition, and lines up every shot before firing. Despite a penalty to the fire rate, the character more than makes up for it in accuracy. This is an unusual trait since the game does not have an ammunition mechanic.
 RimWorld (Video Game) / int_bba5445
featureApplicability
1.0
 RimWorld (Video Game) / int_bba5445
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_bba5445
 RimWorld (Video Game) / int_bcf69f60
type
Short-Range Shotgun
 RimWorld (Video Game) / int_bcf69f60
comment
Short-Range Shotgun: Chain shotguns can deal massive damage, but they also have very short effective ranges.
 RimWorld (Video Game) / int_bcf69f60
featureApplicability
1.0
 RimWorld (Video Game) / int_bcf69f60
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_bcf69f60
 RimWorld (Video Game) / int_bd0d6395
type
No Social Skills
 RimWorld (Video Game) / int_bd0d6395
comment
Genies are great researchers and craftsmen with fragile bodies and No Social Skills.
 RimWorld (Video Game) / int_bd0d6395
featureApplicability
1.0
 RimWorld (Video Game) / int_bd0d6395
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_bd0d6395
 RimWorld (Video Game) / int_bd2812b5
type
Ascend to a Higher Plane of Existence
 RimWorld (Video Game) / int_bd2812b5
comment
Ascend to a Higher Plane of Existence: The Archonexus ending. You've attracted the notice of an archotech, and are brought into a beautiful and terrible fractal vision...and then the game ends. Exactly what happens is up to player interpretation.
 RimWorld (Video Game) / int_bd2812b5
featureApplicability
1.0
 RimWorld (Video Game) / int_bd2812b5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_bd2812b5
 RimWorld (Video Game) / int_c03860d2
type
Womb Level
 RimWorld (Video Game) / int_c03860d2
comment
Womb Level: The Anomaly DLC adds an event called the "Pit Gate", where a giant sinkhole opens up near your base, from which horrible fleshy monsters emerge and attack. To stop this, your colonists have to venture into the sinkhole, where the tunnel walls are covered in living tissue, and kill the "dreadmeld", the controller of all the lesser flesh beasts.
 RimWorld (Video Game) / int_c03860d2
featureApplicability
1.0
 RimWorld (Video Game) / int_c03860d2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c03860d2
 RimWorld (Video Game) / int_c0b36b55
type
Prefers Raw Meat
 RimWorld (Video Game) / int_c0b36b55
comment
Prefers Raw Meat: Colonists with the "Cannibal" trait get a big mood buff if they're allowed to consume human flesh, but the buff they get will be bigger if they're allowed to eat human flesh raw (the chance of food poisoning is still present though).
 RimWorld (Video Game) / int_c0b36b55
featureApplicability
1.0
 RimWorld (Video Game) / int_c0b36b55
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c0b36b55
 RimWorld (Video Game) / int_c1105f41
type
Hold the Line
 RimWorld (Video Game) / int_c1105f41
comment
Hold the Line: Two of the (currently) three possible endings involve doing this. The vanilla ending involves building and launching a space ship whose reactor needs a long, 15-day activation sequence. Space pirates and mechanoids will notice this, and they will send powerful raids against your colony in very short intervals in an effort to take the ship for themselves or just destroy it, respectively. The second ending, introduced with the Royalty expansion, revolves around your royal overlord, the local Stellarch, paying your colony an extended visit, during which you need to defend them from their numerous enemies. This one is slightly easier because the Stellarch brings along some powerful bodyguards that can help shore up your defenses, but mechanically it's no different from the vanilla ending.
 RimWorld (Video Game) / int_c1105f41
featureApplicability
1.0
 RimWorld (Video Game) / int_c1105f41
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c1105f41
 RimWorld (Video Game) / int_c121be7b
type
Cycle of Hurting
 RimWorld (Video Game) / int_c121be7b
comment
Cycle of Hurting: Used as a balance element. A pawn who is in a melee and tries to run away will be slowed to a crawl every time the melee pawn attacks them. Fortunately (or not, depending which pawn is yours) this means a ranged pawn who gets stuck in a melee is trapped in one of these, as they move away only to get slowed down with each attack, letting the melee pawn catch up and make another attack, slowing them down again.
 RimWorld (Video Game) / int_c121be7b
featureApplicability
1.0
 RimWorld (Video Game) / int_c121be7b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c121be7b
 RimWorld (Video Game) / int_c145f69b
type
Subverted Trope
 RimWorld (Video Game) / int_c145f69b
comment
You can drop pod stacks of toxic wastepacks on factions you don't like to get rid of them, but this will seriously hurt your goodwill with the faction, they may send back toxic wastepacks of their own in retaliation (and far more than you sent them), and raid your base more frequently. However, if the faction you dropped the wastepacks on was only tribal level, they can't send them back.
 RimWorld (Video Game) / int_c145f69b
featureApplicability
1.0
 RimWorld (Video Game) / int_c145f69b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c145f69b
 RimWorld (Video Game) / int_c2c32a79
type
A Commander Is You
 RimWorld (Video Game) / int_c2c32a79
comment
A Commander Is You: The player faction — Elitist/Turtle. Regardless of playstyle and technological level, the player will always be outnumbered and forced to rely on static defense to even the odds. Pirates/Outlanders — Balanced/Generalist. Attack in moderate numbers and use mainly modern firearms. Some may use cruder firearms or melee weapons early on, though they progressively use stronger gear and employ a wider variety of strategies later on, such as besieging your colony with mortars or attacking with explosive weapons. Tribals — Spammer. Tribals only use primitive weaponry like bows, spears and clubs, and body armor is rarely used. However, their sheer numbers still make them a considerable threat. Neanderthals — Brute. A tribal subfaction in the Biotech DLC whose members are all of the neanderthaler xenotype. Slow and stupid, but they can take a beating and hit like a ton of bricks. Mechanoids — Elitist. Mechanoids attack in smaller groups but they feature thick metal armour and advanced weapons like charge lances and charge blasters. Mechanoids come in five classes with distinct strengths and weaknesses. Insects — Spammer/Brute. They spawn inside caves and mountains, often directly on top of constructed furniture or store rooms, and do so in huge numbers. They attack purely with melee, using both massive Megaspiders and much smaller worker drones. Their numbers will also steadily grow over time, and they will dig outward from their hives to expand their territory. Empire (Royalty DLC) –- Elitist. The Empire attacks in small numbers, but always come well equipped in mid to end game armor. Additionally, Imperial troopers are always skilled in either Shooting or Melee, making the Empire a formidable threat even in the endgame.
 RimWorld (Video Game) / int_c2c32a79
featureApplicability
1.0
 RimWorld (Video Game) / int_c2c32a79
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c2c32a79
 RimWorld (Video Game) / int_c2ef5a3d
type
Druid
 RimWorld (Video Game) / int_c2ef5a3d
comment
Druid: There exists on every single map a unique tree called an Anima tree. Having people meditate near it causes Anima Grass to grow around its base, and once enough grass has grown its possible to have a pawn link with it and gain the ability to casts Psycasts. It helps that the description of it read like a shoutout to Avatar.
 RimWorld (Video Game) / int_c2ef5a3d
featureApplicability
1.0
 RimWorld (Video Game) / int_c2ef5a3d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c2ef5a3d
 RimWorld (Video Game) / int_c3585f4a
type
Boom, Headshot!
 RimWorld (Video Game) / int_c3585f4a
comment
Boom, Headshot!: Every shot has a chance to hit the target in the head. The brain has very few hitpoints, so while pawns can survive a headshot, it's much more likely to be a One-Hit Kill instead, and even if they do survive, the resulting brain damage usually turns them into dead meat anyway unless your colony has access to some advanced medical assets. Notably, getting their headshot off is the only injury in the game that was visualized on pawns until the 1.3 update. Having an eye ripped or shot out puts a bandage over the affected socket.
 RimWorld (Video Game) / int_c3585f4a
featureApplicability
1.0
 RimWorld (Video Game) / int_c3585f4a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c3585f4a
 RimWorld (Video Game) / int_c3b760ed
type
ZigZaggedTrope
 RimWorld (Video Game) / int_c3b760ed
comment
One of the rarest and strongest construction materials is uranium, a radioactive, toxic metal. For some reason, this radioactive quality is ignored, and can be used to craft houses, beds, weapons and armor without anyone suffering from radiation poisoning. Not to mention that uranium is an extremely dense element (about 2.5 times the density of iron), making it rather impractical for most applications aside from blunt damage weapons. Weirdly, one of the bionic implants introduced by the Royalty DLC is a nuclear-powered stomach that does increase the pawn's risk of developing carcinomas.
 RimWorld (Video Game) / int_c3b760ed
featureApplicability
1.0
 RimWorld (Video Game) / int_c3b760ed
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c3b760ed
 RimWorld (Video Game) / int_c3bdfbb9
type
Let's You and Him Fight
 RimWorld (Video Game) / int_c3bdfbb9
comment
Some quests which ask you to build a monument also demand you to protect the structure for up to a few seasons, or face an attack as a punishment. As a result however, advanced players have learned how to use them to invoke Let's You and Him Fight on another threat. Whichever faction wins has been considerably weakened and is easy pickings for your defense. This strategy works with Mech Clusters as well.
 RimWorld (Video Game) / int_c3bdfbb9
featureApplicability
1.0
 RimWorld (Video Game) / int_c3bdfbb9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c3bdfbb9
 RimWorld (Video Game) / int_c4302351
type
Drop Pod
 RimWorld (Video Game) / int_c4302351
comment
Alternatively, rescue and heal enemy soldiers, then once they've recovered, pack them into a Drop Pod and send them to one of their faction's settlements. The release of just a few high-value prisoners (like, say, an enemy medic) can generate enough goodwill to make a faction nonhostile, for a time.
 RimWorld (Video Game) / int_c4302351
featureApplicability
1.0
 RimWorld (Video Game) / int_c4302351
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c4302351
 RimWorld (Video Game) / int_c513249
type
Harder Than Hard
 RimWorld (Video Game) / int_c513249
comment
Harder Than Hard: Losing is Fun is the hardest difficulty level. Compared to previous difficulty, raids are much tougher, selling prices are low, crop yields are low, and there are more diseases. Sea Ice is the hardest biome. This land is extremely cold, and there is no soil to grow plants or trees. Animals are almost nonexistent, so your colonists probably need to cannibalize raiders (or visitors...) to survive. Word of God states that this is the only biome not meant to be colonized on, although the option exists regardless. Naked Brutality is the hardest scenario. You can pick only one person, and they have absolutely nothing. The only saving grace (if it's even enough) is that they at least know some technologies like electricity. You can combine these three difficulty factors if you want, but it will become virtually impossible.note  You can't build heaters or campfires because there are no starting resources or trees, therefore your naked colonist can never survive very cold temperature of sea ice. It can however be done by immediately forming a caravan to leave for a nearby, more livable biome. Still not difficult enough? Pick up Ideology and choose one of the highly disadvantageous memes like Blindsight, Tree Connection or Transhumanist. Or take all three. It's not like you had any chance to survive, anyway.
 RimWorld (Video Game) / int_c513249
featureApplicability
1.0
 RimWorld (Video Game) / int_c513249
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c513249
 RimWorld (Video Game) / int_c5249b29
type
Nice Guy
 RimWorld (Video Game) / int_c5249b29
comment
Nice Guy: Colonists with the Kind trait will occasionally say nice things to improve the moods of other colonists, will never insult others and don't judge anyone by their appearance.
 RimWorld (Video Game) / int_c5249b29
featureApplicability
1.0
 RimWorld (Video Game) / int_c5249b29
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c5249b29
 RimWorld (Video Game) / int_c63e7d67
type
Invoked
 RimWorld (Video Game) / int_c63e7d67
comment
It is also invoked during a raid, where you can call an allied faction to help you out at the cost of goodwill points.
 RimWorld (Video Game) / int_c63e7d67
featureApplicability
1.0
 RimWorld (Video Game) / int_c63e7d67
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c63e7d67
 RimWorld (Video Game) / int_c6695a49
type
Mêlée à Trois
 RimWorld (Video Game) / int_c6695a49
comment
Mêlée à Trois: It's entirely possible to be raided by two or more mutually hostile factions simultaneously. If they spawn in at the same edge of the map, it'll result in either this trope or a massive Evil Versus Evil brawl, depending on whether or not the raiding parties catch sight of each other before they reach your base. Playing under Randy's supervision makes situations like these more likely due to his lack of restrictions on concurrent raids. Alternatively, humanoid raiding parties may get mauled by manhunter packs that were about to overrun your colony. This is also more likely to happen with Randy. Because insect hives were genetically engineered as bioweapons against mechanoids, they have Hard-Coded Hostility toward each other and will always attack each other on-sight. This makes it advantageous to use one to destroy the other where possible, leaving the survivors easy pickings for your colonists.
 RimWorld (Video Game) / int_c6695a49
featureApplicability
1.0
 RimWorld (Video Game) / int_c6695a49
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c6695a49
 RimWorld (Video Game) / int_c75df49a
type
Shout-Out
 RimWorld (Video Game) / int_c75df49a
comment
Shout-Out: Murderous elephants are unusually common and will appear even in regions that don't normally have them. The fiction primer also mentions "gravity dwarves" who are extremely short, stocky and strong and show a preference for living underground. In addition, the hardest difficulty level is labelled "losing is fun." Colonists with the "Cannibal" trait will mention "fava beans and a nice chianti" when they ate cooked human meat. Colonists with the "Transhumanist" trait will say "I asked for this." when they have many advanced body parts. Colonists with the opposing "Body Purist" trait at the same level of modification will declare "I asked for the exact opposite of this!" The endgame technology that lets your colonists escape the planet includes an engine known as the "Johnson-Tanaka Drive", which sounds suspiciously similar to Kearny-Fuchida. One of the random names for a trade ship is Stellaris Traders. The Zeushammers in the Royalty expansion are powered melee weapons that hit with a burst of shock damage that can stun enemies (in this case, mechanoids), similar to the thunder hammers of Warhammer 40,000.
 RimWorld (Video Game) / int_c75df49a
featureApplicability
1.0
 RimWorld (Video Game) / int_c75df49a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c75df49a
 RimWorld (Video Game) / int_c819533b
type
Rage Breaking Point
 RimWorld (Video Game) / int_c819533b
comment
Rage Breaking Point: Push a character hard enough and drive their morale down low enough and they may suffer a mental break, with effects that include attacking any people and objects in their path or going on a string of harsh insults against a nearby colonist.
 RimWorld (Video Game) / int_c819533b
featureApplicability
1.0
 RimWorld (Video Game) / int_c819533b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c819533b
 RimWorld (Video Game) / int_c89f0472
type
Troperiffic
 RimWorld (Video Game) / int_c89f0472
comment
Troperiffic: There are tons of references the game possesses by far. All you can do now is find them all.
 RimWorld (Video Game) / int_c89f0472
featureApplicability
1.0
 RimWorld (Video Game) / int_c89f0472
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c89f0472
 RimWorld (Video Game) / int_c8b2d0b0
type
Hot Blade
 RimWorld (Video Game) / int_c8b2d0b0
comment
Hot Blade: Ultratech plasma swords straddle the line between this and Flaming Sword. Their flavor text describes them as having a metal blade at its core that's wrapped in a plasma sheath to cut and burn targets simultaneously.
 RimWorld (Video Game) / int_c8b2d0b0
featureApplicability
1.0
 RimWorld (Video Game) / int_c8b2d0b0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c8b2d0b0
 RimWorld (Video Game) / int_c95d04f2
type
It Can Think
 RimWorld (Video Game) / int_c95d04f2
comment
It Can Think: The Flavor Text for the Apocriton states that, unlike most other mechanoids, it's one of the few with the intelligence to have genuine emotions and intellect. Unfortunately, the emotion it feels is "hatred" and the intellect is used to inflict as much suffering on its victims as possible.
 RimWorld (Video Game) / int_c95d04f2
featureApplicability
1.0
 RimWorld (Video Game) / int_c95d04f2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c95d04f2
 RimWorld (Video Game) / int_c9790040
type
Decadent Court
 RimWorld (Video Game) / int_c9790040
comment
Decadent Court: The Empire's various royals act like this, and can turn your own colonists into such with the appropriate royal titles. While the nobles themselves are useless in day to day affairs, and typically can make unreasonable demands for lavish throne rooms and meals, their titles give them access to Imperial troops and gifts of psionic powers that can save your colony from an impossible situation.
 RimWorld (Video Game) / int_c9790040
featureApplicability
1.0
 RimWorld (Video Game) / int_c9790040
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c9790040
 RimWorld (Video Game) / int_c9981efb
type
The Engineer
 RimWorld (Video Game) / int_c9981efb
comment
The Engineer: Raider groups may include sappers, who will try to bypass your defensive strongpoints by blowing up walls or tunneling through mountains to clear a path for their comrades. As of Ideology they pack special weapons that deal massive bonus damage to structures, making them even more dangerous than before. Worse, mechanoids get in on the fun as well with a new unit, the Termite.
 RimWorld (Video Game) / int_c9981efb
featureApplicability
1.0
 RimWorld (Video Game) / int_c9981efb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_c9981efb
 RimWorld (Video Game) / int_cadf2d2a
type
Death of a Thousand Cuts
 RimWorld (Video Game) / int_cadf2d2a
comment
Death of a Thousand Cuts: Critters like rats or squirrels deal Scratch Damage at best, but their tiny size makes them very hard to hit even with crowd control weaponry, and the numerous bites and scratches accumulate pain and blood loss quickly. Encountering a pack of manhunting squirrels, as hilarious as it may sound, can be more dangerous than a pride of rampaging lions.
 RimWorld (Video Game) / int_cadf2d2a
featureApplicability
1.0
 RimWorld (Video Game) / int_cadf2d2a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_cadf2d2a
 RimWorld (Video Game) / int_caf89e54
type
Taking You with Me
 RimWorld (Video Game) / int_caf89e54
comment
Taking You with Me: Boomrats and boomalopes go up in a fiery explosion when killed—attack them in melee at your peril. Conversely, improvised turrets can do this on enemies dumb enough to attack them with melee weapons (usually Tribals) as they spark and explode when they take too much damage.
 RimWorld (Video Game) / int_caf89e54
featureApplicability
1.0
 RimWorld (Video Game) / int_caf89e54
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_caf89e54
 RimWorld (Video Game) / int_cb92ce71
type
DefeatEqualsFriendship
 RimWorld (Video Game) / int_cb92ce71
comment
Defeat Equals Friendship: If your survivors take prisoners from an attack on the colony, they can be recruited into the community (unless the attacker has the "unwaveringly loyal" trait, which prevents recruitment). Starting with the Alpha 8 series of updates, you can also release prisoners for goodwill points with the factions they belong to, applying the trope on a larger scale. The same can be done with rampaging animals - beat them down, patch them up afterwards, and chances are good you'll have some new tamed animals for your colony.
 RimWorld (Video Game) / int_cb92ce71
featureApplicability
1.0
 RimWorld (Video Game) / int_cb92ce71
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_cb92ce71
 RimWorld (Video Game) / int_cc4b45f6
type
Word of God
 RimWorld (Video Game) / int_cc4b45f6
comment
Sea Ice is the hardest biome. This land is extremely cold, and there is no soil to grow plants or trees. Animals are almost nonexistent, so your colonists probably need to cannibalize raiders (or visitors...) to survive. Word of God states that this is the only biome not meant to be colonized on, although the option exists regardless.
 RimWorld (Video Game) / int_cc4b45f6
featureApplicability
1.0
 RimWorld (Video Game) / int_cc4b45f6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_cc4b45f6
 RimWorld (Video Game) / int_ccab244d
type
Kinetic Weapons Are Just Better
 RimWorld (Video Game) / int_ccab244d
comment
Kinetic Weapons Are Just Better: There are some high-tech energy weapons with high damage, but their usefulness is offset by their low rate of fire. For example, the charge rifle is similar to the assault rifle, with higher per-shot damage, but lower rate-of-fire and accuracy. Being much more difficult to acquire, the assault rifle is generally a better choice for a general purpose weapon.
 RimWorld (Video Game) / int_ccab244d
featureApplicability
1.0
 RimWorld (Video Game) / int_ccab244d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ccab244d
 RimWorld (Video Game) / int_ccc0d531
type
Settling the Frontier
 RimWorld (Video Game) / int_ccc0d531
comment
Settling the Frontier: The basic idea of the game, though it wasn't (necessarily) your colonists' intention since the starship they traveled on tore itself apart for some reason and they just barely got to the escape pods in time.
 RimWorld (Video Game) / int_ccc0d531
featureApplicability
1.0
 RimWorld (Video Game) / int_ccc0d531
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ccc0d531
 RimWorld (Video Game) / int_d028e0da
type
An Arm and a Leg
 RimWorld (Video Game) / int_d028e0da
comment
An Arm and a Leg: Limbs can be damaged, shot off or destroyed in the course of normal combat, and they can also be amputated to be replaced with prosthetics.
 RimWorld (Video Game) / int_d028e0da
featureApplicability
1.0
 RimWorld (Video Game) / int_d028e0da
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d028e0da
 RimWorld (Video Game) / int_d0c9634e
type
Animals Not to Scale
 RimWorld (Video Game) / int_d0c9634e
comment
Animals Not to Scale: The weight values given to many animals tend to be wildly different from what they are in real life. For example, the elephant only weighs 240 kilograms (about 529 pounds), while a rat weighs in at a hefty 12 kilograms (about 24 pounds).
 RimWorld (Video Game) / int_d0c9634e
featureApplicability
1.0
 RimWorld (Video Game) / int_d0c9634e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d0c9634e
 RimWorld (Video Game) / int_d0f5cc90
type
Flavor Text
 RimWorld (Video Game) / int_d0f5cc90
comment
Chemfuel can be processed from organic matter in biofuel refineries, which somehow turns it more fuel efficient than the material it was made from. This can result in chemfuel generators being used to power a hydroponics farm, the produce of which is used to make the chemfuel that power the generators, and the generators somehow produce more energy from this cycle. Then there's the infinite chemreactors, which produce 1,000 W worth of energy for every 300 W it consumes (the Flavor Text handwaves this by saying it "extracts atoms from the air" to somehow produce fuel through "a complex series of chemical reactions").
 RimWorld (Video Game) / int_d0f5cc90
featureApplicability
1.0
 RimWorld (Video Game) / int_d0f5cc90
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d0f5cc90
 RimWorld (Video Game) / int_d24ed873
type
Developer's Foresight
 RimWorld (Video Game) / int_d24ed873
comment
Developer's Foresight: Several ways to cheese the game and get powerful rewards easily have been designed against: Armor, weapons, and clothing: Armor and weapons are fairly expensive to buy, but are very common to obtain after defending from raids. Weapons have a hidden selling price multiplier that makes them less valuable to sell so that the colony doesn't become rich too easily. Clothing and armor also become tainted if someone dies wearing it, meaning you can't just take them off of raiders without incurring a mood penalty (unless you manage to down but not kill the raiders, and strip them while they are still alive but by default raiders have a chance of dying when they would otherwise be downed, which also makes capturing large numbers of enemies harder). Additionally, almost all gear that raiders use is severely damaged. Taking quests for The Empire often involves them sending mercenaries your way that can die without affecting faction relations. However, their weapons are biocoded, meaning you can't use their weapons, and the pawns themselves have acid implants that melt their gear if they die (or it's forcibly removed). Trying to take their weapons and armor before they die will also damage faction relations. Quests: Quests where you have to host a prisoner, colonist, or animal for a certain period of time could theoretically become very easily if you could just place them into cryptosleep caskets for the duration of the quest. However, the option to do so is disabled to prevent the quest from becoming trivial. If you decide to defend a crashed shuttle, you cannot control your allies or move them to a safer position. This is to prevent you from using a killbox to defend from the raiders. During most quests where a psychic user temporarily joins your colony, you cannot use their psychic powers or their special permits to summon supplies or mercenaries. The Archotech ending from Ideology requires you to ally with certain factions and trade colonies to them in exchange for map pieces. If you've destroyed or removed every faction that it's possible to ally with from that particular game then you instead trade the settlement to 'wild men.'
 RimWorld (Video Game) / int_d24ed873
featureApplicability
1.0
 RimWorld (Video Game) / int_d24ed873
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d24ed873
 RimWorld (Video Game) / int_d280a296
type
Teen Genius
 RimWorld (Video Game) / int_d280a296
comment
Teen Genius: The lowest possible age for pawns in the vanilla game is 15 years. Younger pawns start out with a lower average skill level, but its not impossible to find a teenager who's impressively proficient in complex tasks like crafting or even medicine. In extreme cases, the fate of the entire colony may rest on their shoulders if they're your only decent doctor for instance.
 RimWorld (Video Game) / int_d280a296
featureApplicability
1.0
 RimWorld (Video Game) / int_d280a296
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d280a296
 RimWorld (Video Game) / int_d2d520f4
type
Our Ghouls Are Creepier
 RimWorld (Video Game) / int_d2d520f4
comment
Our Ghouls Are Creepier: Ghouls are introduced in the Anomaly DLC. They are humans infused with a nanite substance known as "bioferrite", becoming savage, cannibalistic monsters that Feel No Pain and have superhuman strength. They are powerful melee combatants but being irreversibly transformed into a ghoul takes away the intelligence needed to wield weapons or do tasks. However, their physical resilience allows them to be further augmented with implants like bioferrite armour (making them more durable), bioferrite spikes (making their attacks stronger), an adrenal heart (making their speed much greater), or a corrosive heart (which lets them spit acid).
 RimWorld (Video Game) / int_d2d520f4
featureApplicability
1.0
 RimWorld (Video Game) / int_d2d520f4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d2d520f4
 RimWorld (Video Game) / int_d4bb4e51
type
Walking Shirtless Scene
 RimWorld (Video Game) / int_d4bb4e51
comment
Walking Shirtless Scene: The player can invoke this for colonists of an ideologion by tinkering with its preferred clothing settings. In fact, the Nudism meme specifies that believers should either be fully nude or wear "pants at most".
 RimWorld (Video Game) / int_d4bb4e51
featureApplicability
1.0
 RimWorld (Video Game) / int_d4bb4e51
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d4bb4e51
 RimWorld (Video Game) / int_d6f284a3
type
Anti-Frustration Features
 RimWorld (Video Game) / int_d6f284a3
comment
Anti-Frustration Features: There are a few, especially when compared to the obtuse complexity of Dwarf Fortress. Your colonists never have to worry about seeds or irrigation when growing crops. Steel never needs smelting from base ores to create—though this is partially justified by all the metal you mine being ruins from a preexisting civilization. Likewise, Gold and Silver are instantly turned into workable currency upon mining. Cotton plants and animal wool immediately create cloth when harvested. The butchering process automatically converts animal skin into leather. In the same vein, chocolate is immediately obtained from harvesting cocoa trees, instead of gaining cocoa beans which must be processed with a workbench in order to become edible. Ammunition, for personal weapons at least, isn't a thing: have ranged weapon, can shoot all day. Medical supplies can be used to treat all illnesses and injuries equally. Your colonists never have to worry about drinking regularly, nor do they have to concern themselves with sewage handling and treatment. Roofs can be built for free almost anywhere. Tools for mining, tilling the soil, chopping down trees, building structures and assembling electronics aren't represented. Enemy attacks at each difficulty will scale directly to your colony's wealth statistic, which is a measure of the value of all materials, colonists, and other things in your colony. This way, your colony won't be facing hordes of invaders or a slew of devastating events until it is theoretically able to handle those threats. Unless you're playing with Randy - in that case, all bets are off. Both Cassandra and Phoebe have a grace period of a couple days after a raid to allow your colony to treat your wounded and recover from losses without risk of another raid. Randy, however, does not have this restriction, and can launch multiple raids consecutively if you are unlucky enough. In the event of a large-scale wildfire, when the fires cover a significant percentage of the map there will be an automatic rainfall to extinguish the flames so that the map isn't rendered entirely burnt-out and lifeless. This has its roots in reality - very big wildfires have been known to create rainfall by releasing enough water vapor and shaking up the low atmosphere enough to create rainfall-bearing clouds. It also limits the framerate drop from processing all that fire damage. When building beds, you only need materials to craft the frame (wood, steel...), sheets and mattress are free instead of requiring wool or cloth. Unfinished items can be uncrafted and you'll get most of the raw material back, so you don't end up losing a bunch of valuable plasteel because the colonist that was making it died. Most items have a "make copy" button so you don't have to search through the architect menu to find where it is. After a colonist recovers from a Freak Out due to low mood, they will have a "Catharsis" status for the next 2.5 days that grants a massive +40 mood boost, which prevents them from potentially immediately having another mental break. In Royalty, even though your nobles will occasionally demand lavish luxuries your colonists aren't capable of providing, not having them will only worsen their mood — specifically unlike Dwarf Fortress, where not fulfilling a noble's demand can result in them having random pawns thrown to jail or executed. According to their ingame assets, several of the meals (not counting kibbles, packaged survival meals, and pemmican) seem to come with a tray and a plate/bowl. To cook a meal, you only need raw ingredients but no wood/steel/plasteel/glass (a resource which doesn't exist ingame) to craft the dishware. You also don't need resources to craft the tinfoil packaging of the packaged survival meals. There's no need to heat the various meals before eating them. Eating the same meal has exactly the same consequences regardless if it's right after been cooked on a stove, after been stored at room temperature during several hours, or after being retrieved from a freezer. Pemmican crafting is simplified compared to real life. In the game, you just need any meat and any vegetable. If the recipe were identical to its real life counterpart, its ingredients would be venison, berries, and animal fat (a resource which doesn't exist), making the food very difficult to obtain in non cold/temperate areas, especially with neolithic colonies (deers, elks, and caribous don't spawn in hot biomes, and berry bushes don't spawn in deserts and extreme deserts). Processed meals all have the same shelf life, regardless how close to spoilage were the raw ingredients before being cooked. The dye item is harvested from the tinctoria plant and serves to customize colonists' hair, facial hair, and clothes color. A single type of dye allows to obtain every color. That same dye can also be used to paint walls and floors, making it even more universally applicable. The various carpet floor types are available in several colors and are built from cloth. You don't require the dye resource to actually dye them.
 RimWorld (Video Game) / int_d6f284a3
featureApplicability
1.0
 RimWorld (Video Game) / int_d6f284a3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d6f284a3
 RimWorld (Video Game) / int_d83a56ca
type
Construct Additional Pylons
 RimWorld (Video Game) / int_d83a56ca
comment
Construct Additional Pylons: Electricity is needed to power all Industrial or post-Industrial technology, including electric workbenches, standing lights and temperature regulators. To use it, players must construct power generators to draw electricity from natural resources in the area. They include: Wood-Fired Generator: Available from the start, this generator is powered by wood. It's a good starting generator but loses usefulness as the colony becomes more established. Chemfuel-Powered Generator: Available from the start, although the Chemfuel that powers it is not. More resource-efficient than its little sibling, but the player can't use it consistently without maintaining some Boomalopes to milk Chemfuel from or researching Chemfuel Refining and building the necessary building to convert wood or food into Chemfuel. Wind Turbine: Available from the start. This generates power from the wind, but requires the player to keep its lines of wind clear or it won't work, so build concrete flooring or plant your crops underneath to ensure trees don't grow in its place. They also won't work if the wind doesn't blow, so go for batteries. Solar Panels: Unlocked through Research. These generate power as long as the sun's out, making them vulnerable to eclipses and in need of batteries to store their power. Watermill Generators: Unlocked through Research. These generate power from flowing water, be that rivers or the ocean. Their great weakness is that they need a certain level of flat land to build on that supports heavy structures and will reduce each other's power output if built too close together, though thankfully they can have bridges built through their areas of effect. Geothermal Generators: Unlocked through Research. They generate a lot of power, but can only be built over holes in the ground where heat and steam rise up. Fortunately, they're also the only generator that doesn't either lose power or require a special condition or fuel to keep going.
 RimWorld (Video Game) / int_d83a56ca
featureApplicability
1.0
 RimWorld (Video Game) / int_d83a56ca
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d83a56ca
 RimWorld (Video Game) / int_d87ba943
type
Combat Sadomasochist
 RimWorld (Video Game) / int_d87ba943
comment
Combat Sadomasochist: Colonists who have "Bloodlust" and "Masochist" trait are this. They can become ecstatic from killing enemies and receiving pain from their own injuries, respectively.
 RimWorld (Video Game) / int_d87ba943
featureApplicability
1.0
 RimWorld (Video Game) / int_d87ba943
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d87ba943
 RimWorld (Video Game) / int_d8b146b0
type
Barrier Warrior
 RimWorld (Video Game) / int_d8b146b0
comment
All but the most basic combat mechanoids require a massive investment in resources, time, and voluntarily drawing boss-level enemies to your base in order to upgrade your mechanitor technology. What you get is a wide range of mechanoids that die far too quickly for their costs, while underperforming in combat compared to even moderately skilled pawns. The Centurion can be useful thanks to its strong shield bubble, but it's slow as molasses and can only protect a small area around it, forcing you to bunch up your fighters, which is never a good idea.
 RimWorld (Video Game) / int_d8b146b0
featureApplicability
1.0
 RimWorld (Video Game) / int_d8b146b0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d8b146b0
 RimWorld (Video Game) / int_d9cf40fa
type
Screw This, I'm Outta Here
 RimWorld (Video Game) / int_d9cf40fa
comment
Screw This, I'm Outta Here: This is one possible break state for survivors with very low morale. They got so fed up with how things were going that they simply abandoned the colony and sought to make a new life elsewhere. This is also your likely choice if you decided to launch unfitting colonists to space with a Sleeper Starship instead of your best ones. The Caravan system also allows this. If that last siege was just too much, and your base is swarming with mechanoids, bugs, raiders or what have you, you can always just pack what you can with your colonists and leave for a nearby location on the world to try again instead of starting a new save. You get to keep colonists and research that way, and the Wealth reset makes sure you don't get hammered too hard in your new try.
 RimWorld (Video Game) / int_d9cf40fa
featureApplicability
1.0
 RimWorld (Video Game) / int_d9cf40fa
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_d9cf40fa
 RimWorld (Video Game) / int_da006328
type
Earn Your Title
 RimWorld (Video Game) / int_da006328
comment
Earn Your Title: The Empire has a vast and intricate network of noble titles designed in the image of a Feudal Future. If you take on a quest that involves doing something on their behalf, they can bestow these titles on your colonists as well. Titles come with a wide range of perks and privileges, some of which are handled by the Empire through the permit system while others are up to the player to accommodate.
 RimWorld (Video Game) / int_da006328
featureApplicability
1.0
 RimWorld (Video Game) / int_da006328
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_da006328
 RimWorld (Video Game) / int_daef39ee
type
Elaborate Underground Base
 RimWorld (Video Game) / int_daef39ee
comment
Elaborate Underground Base: You can go for one of these if the map you choose has sufficient mountainous terrain. Slower to construct since digging takes time, but the mountain can help your colony withstand mortars and force attacking enemies to run into your only entrance to get slaughtered in your kill zone (unless they brought sappers). However, tunneling increases the chance of burrowing insects appearing and making nests in your halls. They will attack colonists and chew through walls, but they also produce valuable, nutritious, and tasty insect jelly, so it's possible to farm them.
 RimWorld (Video Game) / int_daef39ee
featureApplicability
1.0
 RimWorld (Video Game) / int_daef39ee
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_daef39ee
 RimWorld (Video Game) / int_dc292b90
type
Ear Ache
 RimWorld (Video Game) / int_dc292b90
comment
Ear Ache: It's possible to lose ears in battle. Without ears, colonists can't do social-based work well, like recruiting prisoners or trading items with traders. The only way to fix this is to install bionic ears as replacements.
 RimWorld (Video Game) / int_dc292b90
featureApplicability
1.0
 RimWorld (Video Game) / int_dc292b90
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_dc292b90
 RimWorld (Video Game) / int_dc579c91
type
Contrived Coincidence
 RimWorld (Video Game) / int_dc579c91
comment
Contrived Coincidence: The main backstory, and most of the other default scenarios, have your colonists crash-landing on the rimworld after drifting through space in cryptosleep for decades. Nonetheless, many of the NPCs you will most likely encounter on the planet have some sort of background relationship to your colonists, and there's also the chance more people will crash land on the planet right next to your colony with some familial connection to one or more of your colonists.
 RimWorld (Video Game) / int_dc579c91
featureApplicability
1.0
 RimWorld (Video Game) / int_dc579c91
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_dc579c91
 RimWorld (Video Game) / int_dc61f525
type
Dig Attack
 RimWorld (Video Game) / int_dc61f525
comment
Dig Attack: Sappers are capable of digging through mountains, just like your miners. They'll also try to breach your defensive walls.
 RimWorld (Video Game) / int_dc61f525
featureApplicability
1.0
 RimWorld (Video Game) / int_dc61f525
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_dc61f525
 RimWorld (Video Game) / int_dcbddebe
type
Pregnant Badass
 RimWorld (Video Game) / int_dcbddebe
comment
Pregnant Badass: If one of your fighters gets pregnant, she'll move slower but will otherwise continue to kick all sorts of ass as usual. Just be careful when she's about due - that can and will take her out of the battle near instantly.
 RimWorld (Video Game) / int_dcbddebe
featureApplicability
1.0
 RimWorld (Video Game) / int_dcbddebe
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_dcbddebe
 RimWorld (Video Game) / int_ddcc22c3
type
Archaic Weapon for an Advanced Age
 RimWorld (Video Game) / int_ddcc22c3
comment
Archaic Weapon for an Advanced Age: You can find advanced things like killer robots or Charged-shot weapons, but your best early-to-midgame melee weapons are still longswords or spears. In Royalty, you can access very powerful late-game melee weaponry if you have good standing with the Empire or its enemies, giving you access to things like the Zeushammer.
 RimWorld (Video Game) / int_ddcc22c3
featureApplicability
1.0
 RimWorld (Video Game) / int_ddcc22c3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ddcc22c3
 RimWorld (Video Game) / int_de306ba6
type
Worst Aid
 RimWorld (Video Game) / int_de306ba6
comment
Worst Aid: In-universe, a particularly poor doctor may end up inflicting lethal damage to the neck for a leg-amputation, or they could successfully install a prosthetic arm... in the patient's hip. It can get even worse if your doctor gets drunk or takes drugs before starting the surgery.
 RimWorld (Video Game) / int_de306ba6
featureApplicability
1.0
 RimWorld (Video Game) / int_de306ba6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_de306ba6
 RimWorld (Video Game) / int_de3f31b9
type
Virtual Pet
 RimWorld (Video Game) / int_de3f31b9
comment
Virtual Pet: Pretty much any animal in the game can be tamed if a colonist is good enough at it, which means you can have a plethora of uncommon animals as pets, from friendly genetically engineered killer dogs to massive fluffy megasloths.
 RimWorld (Video Game) / int_de3f31b9
featureApplicability
1.0
 RimWorld (Video Game) / int_de3f31b9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_de3f31b9
 RimWorld (Video Game) / int_dff189b9
type
Veganopia
 RimWorld (Video Game) / int_dff189b9
comment
Veganopia: The high-impact Animal Personhood meme of Ideology practically outlaws meat consumption and the slaughtering of animals, resulting in a vegetarian colony (animal products tend to be acceptable). Things get interesting when pawns with this ideology meet Ranchers or even Human Primacists, who are two variants of the opposite extreme.
 RimWorld (Video Game) / int_dff189b9
featureApplicability
1.0
 RimWorld (Video Game) / int_dff189b9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_dff189b9
 RimWorld (Video Game) / int_e0904aa4
type
No Party Like a Donner Party
 RimWorld (Video Game) / int_e0904aa4
comment
No Party Like a Donner Party: One of the options available for butchering and preparing meat from corpses? Human. It's usually best reserved for an absolute last-ditch emergency to fend off starvation, as butchering and eating human meat impacts most characters' moods negatively (unless they're cannibals by nature themselves). If you start in a sufficiently freezing biome then resorting to this might be a requirement to survive.
 RimWorld (Video Game) / int_e0904aa4
featureApplicability
1.0
 RimWorld (Video Game) / int_e0904aa4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e0904aa4
 RimWorld (Video Game) / int_e1645c04
type
Set a Mook to Kill a Mook
 RimWorld (Video Game) / int_e1645c04
comment
Set a Mook to Kill a Mook: Since wild animals have a chance to go hostile when shot, it is possible with careful timing to shoot a herd of wild animals while a group of raiders (or a friendly caravan) is nearby, turning them on each other. It is also possible, with clever construction or luck, to funnel raiders into an insect hive or sleeping mechanoid cluster and let them wipe each other out. One can even manage to trick a mechanoid cluster or insect hive to attack each other, as they are automatically hostile because the insect hives were engineered to fight mechanoids. Psychic Insanity Lances exist to take advantage of this. Activating one will drive the target berserk and make them attack anyone nearby, including their allies. This is a particularly effective way to break apart a raid with someone who is wielding a rocket launcher. With the Royalty DLC installed, psychic pawns can have up to two powers that induce the Berserk state in other pawns, with one being single-target and the more powerful one having a decent area of effect. The latter in particular can neutralize entire raids almost on its own. A third power also allows them to drive all animals in an area into a manhunting rage, though this is of only minor use (few if any factions make serious use of battle animals, and turning the local wildlife against raiders is probably not going to particularly effective since you'll have to clean up afterards).
 RimWorld (Video Game) / int_e1645c04
featureApplicability
1.0
 RimWorld (Video Game) / int_e1645c04
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e1645c04
 RimWorld (Video Game) / int_e16cd24e
type
Know When to Fold 'Em
 RimWorld (Video Game) / int_e16cd24e
comment
Know When to Fold 'Em: Human raider groups will retreat when a random percentage between 40-70% of them are killed/downed. Be warned, if raiders attack from multiple sides, only one group will retreat while any other groups continue to attack, and any raiders in the middle of destroying a colony's stuff will not retreat. Insectoid, mechanoid, and manhunting animal raider groups will also never retreat.
 RimWorld (Video Game) / int_e16cd24e
featureApplicability
1.0
 RimWorld (Video Game) / int_e16cd24e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e16cd24e
 RimWorld (Video Game) / int_e1acc872
type
From Nobody to Nightmare
 RimWorld (Video Game) / int_e1acc872
comment
From Nobody to Nightmare: Any faction that has bases on the world mapnote in other words, any faction other than mechanoids and subterranean insectoids can be literally wiped off the face of the planet. It's a long and arduous task, but it's entirely possible for your colony to turn from a merry band of marooned misfits into merciless global (and probably genocidal) conquerors that take almost complete control of the world they crash-landed on just a few years prior. The same can of course be accomplished by a previously powerless neolithic tribe or any other origin you choose to play as. Bonus points if you pull it off with the Lone Adventurer start.
 RimWorld (Video Game) / int_e1acc872
featureApplicability
1.0
 RimWorld (Video Game) / int_e1acc872
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e1acc872
 RimWorld (Video Game) / int_e2d7b14c
type
Made of Explodium
 RimWorld (Video Game) / int_e2d7b14c
comment
Made of Explodium: The aptly named boomrats and boomalopes explode when killed. The latter can be milked for chemfuel for your generators if tamed, but for heaven's sake, don't keep them all together in a wooden barn. Mortar shells, unsurprisingly. If their item hitpoints reach zero for whatever reason (deterioration due to storage outside a building, or because someone shot at them, or because a fire broke out nearby), they'll explode with their appropriate effects. This scales with the shells' stack size, meaning a full stack of 25 high-ex shells going off in your base is something you want to avoid at almost any cost. If turrets or autocannons are attacked and destroyed, they will blow up. This is bad if any of your colonists are too close to it, but can be marginally helpful otherwise because the explosion will heavily damage, if not outright kill/incapacitate, whatever enemy was attacking it and any other enemies nearby. 'Royalty' introduces Unstable Power Cells, lesser versions of the Vanometric power cell that provide a significant amount of infinite energy, but blow up with enough force to disintegrate a Centipede if something so much as sneezes at it.
 RimWorld (Video Game) / int_e2d7b14c
featureApplicability
1.0
 RimWorld (Video Game) / int_e2d7b14c
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e2d7b14c
 RimWorld (Video Game) / int_e3319624
type
Badass Transplant
 RimWorld (Video Game) / int_e3319624
comment
Badass Transplant: Higher-tier prostheses that turn your existing colonists into Cyborgs with greater speed, strength, or accuracy, depending on what body part they replace.
 RimWorld (Video Game) / int_e3319624
featureApplicability
1.0
 RimWorld (Video Game) / int_e3319624
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e3319624
 RimWorld (Video Game) / int_e542d80a
type
Gonk
 RimWorld (Video Game) / int_e542d80a
comment
Gonk: Pawns with the Staggeringly Ugly trait are described as being so visually repulsive that other people have to make a conscious effort just to look at them. These poor souls have a very hard time making friends due to nobody wanting to socialize with them. Similarly to Abrasive pawns, it's usually best to assign them solitary jobs or stick them in the night shift.
 RimWorld (Video Game) / int_e542d80a
featureApplicability
1.0
 RimWorld (Video Game) / int_e542d80a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e542d80a
 RimWorld (Video Game) / int_e545e190
type
Nerf
 RimWorld (Video Game) / int_e545e190
comment
Alpacas, muffalos and dromedaries are by far some of if not the best animal species to tame and use as livestock. Alpacas provide valuable wool for clothing production at a fast rate (100 wool per 15 days, or 6.67 per day) and have a low handling threshold that lets almost any colony tame them; muffalos provide some of the best cold-resistant wool in the game at a rate of 100 wool per 25 days (or 4 per day) and produce a lot of meat when butchered; dromedaries provide milk, which can be a vital component of meals in the hotter climates of the game where they're found in large herds, and also produce a lot of meat when butchered. All three also count as pack animals, raising the carrying capacity of any caravan they're attached to, making them invaluable for trading with other factions or mining clumps of rare resources found around the world map. Before Patch 1.1 muffalos and dromedaries were even better, being the only tamable animals in the game that provided meat, milk, fur and carrying capacity for caravans, before they were quietly nerfed (muffalos lost their milk while dromedaries lost their fur) seemingly to make room for the yak as the new all-rounder animal.
 RimWorld (Video Game) / int_e545e190
featureApplicability
1.0
 RimWorld (Video Game) / int_e545e190
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e545e190
 RimWorld (Video Game) / int_e68b72
type
The Load
 RimWorld (Video Game) / int_e68b72
comment
The Load: The game has few internal restrictions on the trait combinations pawns can spawn with. This can result in hilariously useless colonists, with some being literally incapable of doing anything productive. One of the loading screen hints specifically mentions this, but not without reminding the player that slackers like these are part of the challenge. Conceited nobles are similar. They refuse to perform any manual labor at all while demanding lavish meals, ostentatious throne rooms and gorgeous bedrooms. They can be useful as negotiators if they have the appropriate skills, but even that can fall flat if the pawn has the wrong life story. However, which pawns get elevated to nobility is solely the player's choice, so if you created yourself a conceited noble, it's your own damn fault.
 RimWorld (Video Game) / int_e68b72
featureApplicability
1.0
 RimWorld (Video Game) / int_e68b72
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e68b72
 RimWorld (Video Game) / int_e6c8cd60
type
Fed to Pigs
 RimWorld (Video Game) / int_e6c8cd60
comment
Fed to Pigs: Pigs and other non-herbivorous animals will eat human corpses as long as they are not rotting. Setting up a walk-in freezer connected to the pigsty/pasture is a popular method for corpse disposal that also cuts down on animal feed costs in winter.
 RimWorld (Video Game) / int_e6c8cd60
featureApplicability
1.0
 RimWorld (Video Game) / int_e6c8cd60
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e6c8cd60
 RimWorld (Video Game) / int_e70c45f0
type
All Animals Are Dogs
 RimWorld (Video Game) / int_e70c45f0
comment
All Animals Are Dogs: Downplayed. Most animals can be tamed, but only dogs and a few other particularly intelligent animals can be trained to do certain tasks.
 RimWorld (Video Game) / int_e70c45f0
featureApplicability
1.0
 RimWorld (Video Game) / int_e70c45f0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e70c45f0
 RimWorld (Video Game) / int_e794cb54
type
Powered by a Forsaken Child
 RimWorld (Video Game) / int_e794cb54
comment
Powered by a Forsaken Child: In Biotech, you must use Subcores to provide the computational power for higher-tier mechanoid servants. Producing Standard and High Subcores requires scanning a humanoid in a scanning machine. The process for Standard Subcores leaves the subject with Scanning Sickness, rendering them unable to be scanned again and suffering penalties to consciousness and manipulation until it wears off. Scanning for High Subcores, meanwhile, is always fatal.
 RimWorld (Video Game) / int_e794cb54
featureApplicability
1.0
 RimWorld (Video Game) / int_e794cb54
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e794cb54
 RimWorld (Video Game) / int_e7b0229a
type
Laser-Guided Amnesia
 RimWorld (Video Game) / int_e7b0229a
comment
Laser-Guided Amnesia: The Anomaly DLC introduces a "Mind Wipe" mechanic, which makes a pawn forget all of their past allegiances. This makes prisoners much easier to recruit, and is the only way to legitimately recruit prisoners with the "unwaveringly loyal" trait, as they will forget they ever were loyal''.
 RimWorld (Video Game) / int_e7b0229a
featureApplicability
1.0
 RimWorld (Video Game) / int_e7b0229a
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e7b0229a
 RimWorld (Video Game) / int_e9d21924
type
Comically Inept Healing
 RimWorld (Video Game) / int_e9d21924
comment
Comically Inept Healing: Poorly-treated wounds may produce permanent scars, impairing a character's abilities and making the affected body part more vulnerable to future damage. Low skill doctors performing an operation are likely to carve up their "patients" like jack-o-lanterns. A Running Gag in the community is the tendency of unskilled doctors to decapitate patients in the process of installing a peg leg.
 RimWorld (Video Game) / int_e9d21924
featureApplicability
1.0
 RimWorld (Video Game) / int_e9d21924
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_e9d21924
 RimWorld (Video Game) / int_eb4086e3
type
Big Creepy-Crawlies
 RimWorld (Video Game) / int_eb4086e3
comment
Mountain bases are virtually impervious to mortar bombardment and drop pod attacks, easy to defend from ground assaults, and mostly unaffected by outside temperatures. You pay for these perks with most of your pawns going nuts after being stuck underground for too long, and the not-insignificant threat of massive swarms of Big Creepy-Crawlies tunneling into your base out of nowhere, setting up nests and overrunning your colony from within.
 RimWorld (Video Game) / int_eb4086e3
featureApplicability
1.0
 RimWorld (Video Game) / int_eb4086e3
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eb4086e3
 RimWorld (Video Game) / int_eb4ee9eb
type
Guns Are Worthless
 RimWorld (Video Game) / int_eb4ee9eb
comment
Guns Are Worthless: Downplayed; guns are quite effective against enemies using melee weapons like knifes at range, but the delay between each shot means that melee attackers can close in and skilled archers can match their rate of fire. Notably, in a 1v1 battle between a hostile animal and a gunman, the animal has a surprisingly decent chance of winning, often able to charge into melee range to pummel your pawn to death before they are able to down them. It's a smart idea to forgo low-tier firearms like revolvers and autopistols and give your colonists bows instead, which have a significant range advantage and can be crafted at a Crafting Spot for a small amount of wood, no machining or advanced technology necessary (and as the performance gap between high and low-quality weapons is also significant, premium bows will outperform low-tier rifles too).
 RimWorld (Video Game) / int_eb4ee9eb
featureApplicability
1.0
 RimWorld (Video Game) / int_eb4ee9eb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eb4ee9eb
 RimWorld (Video Game) / int_eb81c601
type
Big Damn Heroes
 RimWorld (Video Game) / int_eb81c601
comment
Big Damn Heroes: A random event allows your colony to rescue a refugee being pursued by raiders. Should they survive, the refugee becomes a new colonist. You can also get quests to help injured people or captives of other factions. It is also invoked during a raid, where you can call an allied faction to help you out at the cost of goodwill points. The man in black, who may arrive to help when all your colonists are incapacitated, always carries a revolver and a flak vest.
 RimWorld (Video Game) / int_eb81c601
featureApplicability
1.0
 RimWorld (Video Game) / int_eb81c601
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eb81c601
 RimWorld (Video Game) / int_eb8ec7c8
type
Jerkass
 RimWorld (Video Game) / int_eb8ec7c8
comment
Jerkass: Any colonist with the Abrasive trait is likely to rub wrongly against the others and hit them with a mood penalty. It's generally recommended if possible to put these guys working on the night shift.
 RimWorld (Video Game) / int_eb8ec7c8
featureApplicability
1.0
 RimWorld (Video Game) / int_eb8ec7c8
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eb8ec7c8
 RimWorld (Video Game) / int_ec0a7691
type
The Natives Are Restless
 RimWorld (Video Game) / int_ec0a7691
comment
The Natives Are Restless: Low-tech human tribes populate most planets, and many (though not all) of them start out hostile to your colony. They'll often send out raiding parties to cause what havoc they can. Players can also play as them, if they choose one of the default starting options which became available as of Alpha 14.
 RimWorld (Video Game) / int_ec0a7691
featureApplicability
1.0
 RimWorld (Video Game) / int_ec0a7691
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ec0a7691
 RimWorld (Video Game) / int_ec9d3eb7
type
Explosive Stupidity
 RimWorld (Video Game) / int_ec9d3eb7
comment
Explosive Stupidity: Insecure storage of explosive materials will sooner or later end up in a big explosion. Even secure storages aren't immune to the occasional pawn deciding to calm themselves by destroying your chemfuel pile. Or the antigrain warhead.
 RimWorld (Video Game) / int_ec9d3eb7
featureApplicability
1.0
 RimWorld (Video Game) / int_ec9d3eb7
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ec9d3eb7
 RimWorld (Video Game) / int_ecaab580
type
Technology Levels
 RimWorld (Video Game) / int_ecaab580
comment
Technology Levels: The game's Tech Tree is divided into six eras, arranged in ascending order: neolithic, medieval, industrial, spacer, ultra and archotechnote only available for research in modded games, all of which follow the exact same paths even when you're playing a lost neolithic tribe that's been out of touch with Earth-like tech for centuries, if not millennia. Researching a technology outside your colony's current tech level incurs a +100% research time penalty, as well as a substantial increase to the rate they can forage while travelling on the world map. Outside of those, however, there is no meaningful distinction
 RimWorld (Video Game) / int_ecaab580
featureApplicability
1.0
 RimWorld (Video Game) / int_ecaab580
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ecaab580
 RimWorld (Video Game) / int_ecb70eb4
type
Video Game Cruelty Potential
 RimWorld (Video Game) / int_ecb70eb4
comment
Videogame Cruelty Potential: As with other base-building games like Dwarf Fortress, there is no end to the amount of cruelty you can get up to. There is absolutely nothing stopping a willing player from, through careful choosing and weeding out "undesirable" traits, creating a colony filled mostly with psychopaths and the like. There is nothing at all stopping a player from inflicting horrifying fiery deaths upon enemies using incendiary launchers and molotov cocktails, as well as mulching them in various deadfall traps and blowing them apart with various improvised bombs. And that's not factoring in that a clever player can trigger mechanoid attacks on incoming raiders. Speaking of horrible traps, nothing stops the player from abusing the enemy A.I pawns to make them walk into obvious kill-boxes filled with turrets to blast them to smithereens or more terrifyingly, trap them into a maze and turning up(or down)the temperature to extreme levels to either scorch them to death or letting them die of hypothermia, only to use their burnt/frozen corpses as food for the colony animals and cannibals. For that matter, you can easily take enemy survivors, strip them naked, and lock them up in tiny rooms in the cold or heat and leave them to starve. When they go berserk, you can beat them unconscious and throw them back in the cell, and deny them medical treatment. Note that you can also do this to colonists as well. Wounded survivors of crashing escape pods can be brought back to the colony to be healed... or they can be stripped of their possessions and left to die in the wilderness. Or you can capture them and sell them as slaves to a passing trade caravan. As noted above, you can take a prisoner, execute them, and then have them butchered and served as a meal while making their skin into clothing. You can also do this to a colonist's beloved pet. That's right, you can harvest workable leather from fallen human raiders or even your colonists. You can craft an impressive quality leather armchair out of dead raiders that all your colonists will agree is beautiful and comfortable to sit in! One of the recommended methods for training doctors is to take prisoners from a raid, then replace their legs with peg legs and harvest their organs until they die. Even if you choose not to kill a captured prisoner in this way, you can still amputate both of their legs and install peg legs, remove their jaw and put in a denture, and harvest one kidney and one lung and send them on their way. As long as they are part of a permanently hostile faction such as pirates, you will not experience a decrease in relations. There is a small chance they may return as a raider, which makes them much easier to deal with. Plus, you'll be up one kidney and lung. You Bastard!. Take raiders prisoner, cannibalize whatever body parts they still have until they croak, then send these parts to their faction as a gift. Body parts are valuable, so the usual result will be said faction turning friendly because you sent them back their friends in bits and pieces. Feel free to roleplay this tactic any way you like. While your own colonists take a big mood penalty from eating human meat, there's nothing stopping you from feeding it to prisoners. With the right butcher (one who doesn't mind butchering humans, such as a psychopath, cannibal, or someone with the Bloodlust trait), you can force those you capture to eat the meat of their fallen comrades—in the form of extra-disgusting nutrient paste. The prisoners will of course revolt, so it might be useful to cut off a few limbs to make subduing them easier. Nothing says dehumanizing to your prisoners more than kibble made from human and insect meat. -35 mood, all from one serving of something that you shouldn't even feed dogs. Ideology allows to create a custom "ideoligion" which tenets enforce cannibalism, raiding, slavery, prisoners executions... Rituals, introduces in Ideology can be simple as parties or speeches, or you could perform human sacrifice to evil gods... As of Biotech it is possible to create and inject xenogerms into slaves and prisoners alike. This means that you can effectively force specific traits on to them so long as you have the right genes stored. You can disable their ability to be violent while reducing their tolerance to heat and cold and giving them a phobia of fire while taking away their need for sleep. The possibilities are endless. And one of the archite genes, deathless will let you turn your prisoners into endless blood banks, since they won't die so long as the head remains intact. This means you can remove all their organs without worrying about killing the prisoner, and you will be able to harvest their blood at a much faster rate. If you add a gene that increases the natural healing of the body, you will have more than enough blood to treat most cases of blood lose, and keep at least a couple sangouphages feed in your colony. "Body purist" colonists hate the idea of having any sort of artificial body parts. It's pretty unlikely you'd ever have to give any of them more than one for any actual life-threatening situations, but the game accounts for up to six attachments. Giving a body purist six artificial body replacements is almost certainly going to be an intentional choice, as it's far more likely they'd be dead before they would actually need that many parts. Doing so will give them a permanent -35 mood debuff, the second largest possible single mood debuff in the game (only behind extreme psychic drone).
 RimWorld (Video Game) / int_ecb70eb4
featureApplicability
1.0
 RimWorld (Video Game) / int_ecb70eb4
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ecb70eb4
 RimWorld (Video Game) / int_ed72657e
type
Rhino Rampage
 RimWorld (Video Game) / int_ed72657e
comment
Rhino Rampage: Rhinoceroses are one of the most dangerous animals on Rimworld. They are rather slow, but they have massive attack power and thick skin.
 RimWorld (Video Game) / int_ed72657e
featureApplicability
1.0
 RimWorld (Video Game) / int_ed72657e
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ed72657e
 RimWorld (Video Game) / int_eddfe7e5
type
Underground City
 RimWorld (Video Game) / int_eddfe7e5
comment
Underground City: Certainly an option if you land or settle in an area with Large Hills or Mountainous territory. It's very Difficult, but Awesome — you spend a lot of time digging to get the halls and rooms set up, even more time converting the stone chunks into blocks and using them to build the walls and floors, have to set up underground farms and storage to ensure your facilities remain stocked and colonists who don't have the Undergrounder trait will suffer Cabin Fever from being underground for too long, but it can be solid, defensible, very thematic and protects you from long-range attacks by mortars. There's also the insect infestations to beware, though patient players can tame insects for animals or harvest their insect jelly for a tasty, nutritious foodstuff. Ideology adds two Memes that favour this kind of build — Tunneler and Darkness, the former of which also disables any claustrophobia your pawns may suffer, and both of which provide a specialist role in Mining.
 RimWorld (Video Game) / int_eddfe7e5
featureApplicability
1.0
 RimWorld (Video Game) / int_eddfe7e5
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eddfe7e5
 RimWorld (Video Game) / int_ee302ebd
type
Barbarian Tribe
 RimWorld (Video Game) / int_ee302ebd
comment
The Rough Outlander Union and Fierce Tribe factions. You start out enemies with them and they will frequently send raids to target you. Even so, you can with time and effort build up positive relations with them, eventually making peace and even striking an alliance, and they will accept offers of trade if you do so. Compared to the Savage Tribe and Pirate Gang, this makes them easier to deal with.
 RimWorld (Video Game) / int_ee302ebd
featureApplicability
1.0
 RimWorld (Video Game) / int_ee302ebd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ee302ebd
 RimWorld (Video Game) / int_ee828827
type
Wizard Needs Food Badly
 RimWorld (Video Game) / int_ee828827
comment
Wizard Needs Food Badly: Colonists need food to function. Let them go hungry too long, and they'll starve to death (if they don't get killed by someone else after going berserk, as extreme hunger creates highly negative thoughts). The quality of the food they eat also affects their mood. Though it won't kill them immediately, colonists do need cleanliness badly. Dirt, blood, vomit, and animal filth will lower a room's attractiveness and result in reduced moods, a dirty hospital will risk infections and worsen surgery outcomes, and a dirty kitchen may cause food poisoning.
 RimWorld (Video Game) / int_ee828827
featureApplicability
1.0
 RimWorld (Video Game) / int_ee828827
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ee828827
 RimWorld (Video Game) / int_eef35d8d
type
A Handful for an Eye
 RimWorld (Video Game) / int_eef35d8d
comment
A Handful for an Eye: Melee combatants can fling sand or dirt into eyes of enemies. It can reduce the efficiency of their eyes.
 RimWorld (Video Game) / int_eef35d8d
featureApplicability
1.0
 RimWorld (Video Game) / int_eef35d8d
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_eef35d8d
 RimWorld (Video Game) / int_ef4fd7e0
type
Sci-Fi Kitchen Sink
 RimWorld (Video Game) / int_ef4fd7e0
comment
Sci-Fi Kitchen Sink: Zigzagged. There's two exceptions to the major tropes of sci-fi media; there are no aliens, period, and no faster-than-light travel spaceships. Other than that, everything typical of a space sci-fi setting you might expect is present; there is a Bug War, a Robot War, incredibly powerful AI which have consumed entire planets and developed technology so advanced that it's basically magic, psychic powers, the ability to turn your colonists into cyborgs, various genetically-modified Human Subspecies, a galaxy of terraformed worlds, ruins of Humongous Mecha can be found littered across the planet, there's a Galactic Superpower, and you can summon Kill Sat satellite lasers, among other common sci-fi media tropes.
 RimWorld (Video Game) / int_ef4fd7e0
featureApplicability
1.0
 RimWorld (Video Game) / int_ef4fd7e0
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ef4fd7e0
 RimWorld (Video Game) / int_f0012631
type
Saved to Enslave
 RimWorld (Video Game) / int_f0012631
comment
Saved to Enslave: The player can choose to play this straight or subvert it when a wounded pawn gets airdropped onto their land.
 RimWorld (Video Game) / int_f0012631
featureApplicability
1.0
 RimWorld (Video Game) / int_f0012631
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f0012631
 RimWorld (Video Game) / int_f1096733
type
Solar Flare Disaster
 RimWorld (Video Game) / int_f1096733
comment
Solar Flare Disaster: One of the random events in the game is a solar flare that knocks out all electrical devices for about a day or so. If you live in an inhospitable biome and rely on a greenhouse to grow crops and need coolers to keep food from going bad, then that can be very bad. It can also spell doom if it happens to a colony reliant on automated defenses while a raid is ongoing.
 RimWorld (Video Game) / int_f1096733
featureApplicability
1.0
 RimWorld (Video Game) / int_f1096733
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f1096733
 RimWorld (Video Game) / int_f16da697
type
Undying Loyalty
 RimWorld (Video Game) / int_f16da697
comment
Undying Loyalty: Some enemies will spawn with an "unwavering loyal" trait, making it impossible to recruit them normally if captured and imprisoned. There are two ways to bypass this, both only available by DLC content; the first is to enslave them, induce a mental break that turns them into a wild man/woman, and then they can be tamed and join the colony, but it's not clear if this is intended behaviour or a bug, and the second one is to induce a full mind-wipe ritual which makes them forgot what they were loyal too.
 RimWorld (Video Game) / int_f16da697
featureApplicability
1.0
 RimWorld (Video Game) / int_f16da697
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f16da697
 RimWorld (Video Game) / int_f36c4f98
type
Easily Forgiven
 RimWorld (Video Game) / int_f36c4f98
comment
Easily Forgiven: Ziggzagged. On a personal level, relationship modifiers take a long time to decay (one year by default). For instance, the negative moodlet for being insulted may fade after a few days, but the relationship between the two pawns will take much longer to recover. Same goes for incidents like botched surgeries, Friendly Fire, or break-ups between lovers. Relations on the faction level are much easier to handle. Slaughter a faction's people, raid their caravans and burn down their bases as much as you want, if you can get gifts to them (usually by cargo-podding), all it takes is launching a pile of useless junk their way for all previous transgressions to be forgiven. The only challenge tends to be getting all that stuff into pod launcher range.
 RimWorld (Video Game) / int_f36c4f98
featureApplicability
1.0
 RimWorld (Video Game) / int_f36c4f98
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f36c4f98
 RimWorld (Video Game) / int_f3763fcb
type
Jungle Drums
 RimWorld (Video Game) / int_f3763fcb
comment
Jungle Drums: Drum parties are a tribal-only ritual, comparable to a dance party from more advanced societies.
 RimWorld (Video Game) / int_f3763fcb
featureApplicability
1.0
 RimWorld (Video Game) / int_f3763fcb
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f3763fcb
 RimWorld (Video Game) / int_f3cf30d9
type
Arbitrary Headcount Limit
 RimWorld (Video Game) / int_f3cf30d9
comment
Arbitrary Headcount Limit: Downplayed. The most common sources of new colonists you have are events and captives. The more colonists you get the less these events occur and the more likely a wounded enemy simply dies instead of being downed, 'capping' at 18 colonists (50 for Randy). Hitting the 'cap' doesn't disable events or recruitment entirely, though, and you can always buy slaves from traders, or in Biotech, just make babies. Recent versions include a game setting to disable the chance of automatic enemy death on downing, making it easier to have many colonists. In addition, if you have more colonists than the "soft cap" of 18, extremely violent events are more likely to occur, such as hive insect attacks, large raids, and disease outbreaks, in an attempt to kill off a few of your pawns each time.
 RimWorld (Video Game) / int_f3cf30d9
featureApplicability
1.0
 RimWorld (Video Game) / int_f3cf30d9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f3cf30d9
 RimWorld (Video Game) / int_f5129c45
type
Nondescript, Nasty, Nutritious
 RimWorld (Video Game) / int_f5129c45
comment
Nondescript, Nasty, Nutritious: Nutrient paste is perfectly nutritionally balanced, can't give food poisoning, and meals of it are considerably more resource-efficient than cooked meals (requiring 40% less raw food per meal). It also tastes awful, and gives all non-ascetic colonists who eat it a mild mood debuff. The debuff isn't as quite as bad as ones given for eating food raw, though.
 RimWorld (Video Game) / int_f5129c45
featureApplicability
1.0
 RimWorld (Video Game) / int_f5129c45
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f5129c45
 RimWorld (Video Game) / int_f6370d13
type
Organ Theft
 RimWorld (Video Game) / int_f6370d13
comment
Organ Theft: If you're squeamish about literally cannibalizing your prisoners but still want to use them as a "renewable resource," you can have doctors surgically remove certain organs such as their lungs, kidneys, and heart (the latter of which obviously kills them instantly). This causes a mood penalty for most colonists though.
 RimWorld (Video Game) / int_f6370d13
featureApplicability
1.0
 RimWorld (Video Game) / int_f6370d13
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f6370d13
 RimWorld (Video Game) / int_f642b1f9
type
You Bastard!
 RimWorld (Video Game) / int_f642b1f9
comment
One of the recommended methods for training doctors is to take prisoners from a raid, then replace their legs with peg legs and harvest their organs until they die. Even if you choose not to kill a captured prisoner in this way, you can still amputate both of their legs and install peg legs, remove their jaw and put in a denture, and harvest one kidney and one lung and send them on their way. As long as they are part of a permanently hostile faction such as pirates, you will not experience a decrease in relations. There is a small chance they may return as a raider, which makes them much easier to deal with. Plus, you'll be up one kidney and lung. You Bastard!.
 RimWorld (Video Game) / int_f642b1f9
featureApplicability
1.0
 RimWorld (Video Game) / int_f642b1f9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f642b1f9
 RimWorld (Video Game) / int_f7b32015
type
Sufficiently Advanced Alien
 RimWorld (Video Game) / int_f7b32015
comment
Sufficiently Advanced Alien: Archotech Intelligences have developed incredibly advanced technology, to the point that humans do not know how it functions, let alone how to replicate it. These include psionic technologies that can either soothe or drive people insane, hyper-advanced cybernetics and infinite power generators.
 RimWorld (Video Game) / int_f7b32015
featureApplicability
1.0
 RimWorld (Video Game) / int_f7b32015
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f7b32015
 RimWorld (Video Game) / int_f87886d2
type
Sharpened to a Single Atom
 RimWorld (Video Game) / int_f87886d2
comment
Sharpened to a Single Atom: Monoswords are implied to be this. High-quality examples have penetration values well in excess of 100% and enough raw damage output to sever limbs with every blow that connects. Great for killing things dead, not so great for taking prisoners - they'll either bleed out before you can arrest them, or be short a couple of limbs in the unlikely event that they survive.
 RimWorld (Video Game) / int_f87886d2
featureApplicability
1.0
 RimWorld (Video Game) / int_f87886d2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f87886d2
 RimWorld (Video Game) / int_f910567
type
This Is a Drill
 RimWorld (Video Game) / int_f910567
comment
This Is a Drill: A colonist with the Drill Arm from Royalty DLC can bore the body of enemies.
 RimWorld (Video Game) / int_f910567
featureApplicability
1.0
 RimWorld (Video Game) / int_f910567
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f910567
 RimWorld (Video Game) / int_f995429b
type
Ungovernable Galaxy
 RimWorld (Video Game) / int_f995429b
comment
Ungovernable Galaxy: The lack of FTL makes the Rimworld galaxy this by default. In the background there's mention of political blocs that consist of up to three planets, but beyond the occasional trader frieghter all planets are on their own.
 RimWorld (Video Game) / int_f995429b
featureApplicability
1.0
 RimWorld (Video Game) / int_f995429b
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f995429b
 RimWorld (Video Game) / int_f9a49c92
type
Random Event
 RimWorld (Video Game) / int_f9a49c92
comment
Random Event: A major component of the game is that periodic incidents will occur at regular to keep you on your toes and make the cast of keeping your colony healthy more interesting. These can be helpful events like random drop pods filled with loot falling nearby or a psychic soothe that makes some of your pawns feel better for several days, or (more often) nasty events like a sudden mechanoid invasion, a volcanic winter that makes farming impossible for months, or hordes of bloodthirsty raiders. The frequency and severity of these events varies between the three AI storytellers: Cassandra Classic sends progressively harder challenges at regular intervals (averaging around 8.5 such events in an in-game year), Phoebe Chillax spaces out the challenges much more and sends more "good" events, while Randy Random eschews any regularity, with challenges of any difficulty being thrown at you at any time.
 RimWorld (Video Game) / int_f9a49c92
featureApplicability
1.0
 RimWorld (Video Game) / int_f9a49c92
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_f9a49c92
 RimWorld (Video Game) / int_fb3576b2
type
The Dog Bites Back
 RimWorld (Video Game) / int_fb3576b2
comment
The Dog Bites Back: Hunting wildlife for food and leather is a great way to keep your colony stocked up. However, most animals have a small chance of becoming "manhunters" when injured, especially at close range, and running down the attacker without mercy. Worse, if there's a pack of that animal nearby, they may all become enraged simultaneously.
 RimWorld (Video Game) / int_fb3576b2
featureApplicability
1.0
 RimWorld (Video Game) / int_fb3576b2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fb3576b2
 RimWorld (Video Game) / int_fb9e2ffd
type
Team Pet
 RimWorld (Video Game) / int_fb9e2ffd
comment
Team Pet: The default scenario has your colonists spawn in with one tamed animal as a companion.
 RimWorld (Video Game) / int_fb9e2ffd
featureApplicability
1.0
 RimWorld (Video Game) / int_fb9e2ffd
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fb9e2ffd
 RimWorld (Video Game) / int_fbec97c9
type
Dog Food Diet
 RimWorld (Video Game) / int_fbec97c9
comment
Dog Food Diet: If your colonists don't detect any cooked meals in storage, they might eat kibble unless you restrict them from it. Eating it will keep them from going hungry, but they'll suffer a severe mood debuff (the debuff from eating kibble is more than eating an unbutchered animal corpse, rotten food, or raw insect meat, and just slightly less than eating a meal cooked from human flesh; a colonist eating kibble made from insect meat grants a staggering -35 mood debuff).
 RimWorld (Video Game) / int_fbec97c9
featureApplicability
1.0
 RimWorld (Video Game) / int_fbec97c9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fbec97c9
 RimWorld (Video Game) / int_fc225bec
type
Artistic License – Physics
 RimWorld (Video Game) / int_fc225bec
comment
Artistic License – Physics: Steel walls are flammable and will burn down. This was an intentional balance decision made in the early alphas to encourage people to research, cut, and use stone bricks instead of steel for their early bases. By contrast, wooden floors were not flammable until Alpha 17, which led to bizarre early building designs where wooden floors were being used to prevent the steel walls from catching fire. One of the rarest and strongest construction materials is uranium, a radioactive, toxic metal. For some reason, this radioactive quality is ignored, and can be used to craft houses, beds, weapons and armor without anyone suffering from radiation poisoning. Not to mention that uranium is an extremely dense element (about 2.5 times the density of iron), making it rather impractical for most applications aside from blunt damage weapons. Weirdly, one of the bionic implants introduced by the Royalty DLC is a nuclear-powered stomach that does increase the pawn's risk of developing carcinomas.
 RimWorld (Video Game) / int_fc225bec
featureApplicability
1.0
 RimWorld (Video Game) / int_fc225bec
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fc225bec
 RimWorld (Video Game) / int_fcaec6bf
type
Orbital Bombardment
 RimWorld (Video Game) / int_fcaec6bf
comment
The various superweapons (Orbital Bombardment Targeter, Orbital Power Beam Targeter, Tornado Generator and Antigrain Warhead) are all very powerful, generally capable of wiping out big threats in a single well-aimed shot, but they are one use only, and can only be sparsely found as a reward for some quests. Care must be taken to ensure they are used only if you really need them.
 RimWorld (Video Game) / int_fcaec6bf
featureApplicability
1.0
 RimWorld (Video Game) / int_fcaec6bf
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fcaec6bf
 RimWorld (Video Game) / int_fccd06b6
type
Beware the Nice Ones
 RimWorld (Video Game) / int_fccd06b6
comment
Beware the Nice Ones: Kind and Bloodlust are not mutually exclusive traits. A colonist who is nice to everyone may also get off to killing raiders.
 RimWorld (Video Game) / int_fccd06b6
featureApplicability
1.0
 RimWorld (Video Game) / int_fccd06b6
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fccd06b6
 RimWorld (Video Game) / int_fd0fdc9
type
Video Game Randomizer
 RimWorld (Video Game) / int_fd0fdc9
comment
Video Game Randomizer: Randy Random is the AI storyteller who forgoes normal difficulty progression and event scaling (contrasting Cassandra Classic and Phoebe Chillax, who both start off easy and gradually send more difficult challenges and have more predictable gaps between the challenges), potentially resulting in several raids in rapid succession, several drop pods full of goodies landing near your colony in rapid succession, a large raid at the very beginning of the game, or years passing when nothing notable happens.
 RimWorld (Video Game) / int_fd0fdc9
featureApplicability
1.0
 RimWorld (Video Game) / int_fd0fdc9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fd0fdc9
 RimWorld (Video Game) / int_fd2086a9
type
You Require More Vespene Gas
 RimWorld (Video Game) / int_fd2086a9
comment
You Require More Vespene Gas: Resource management is a central challenge of the game, especially from a storage standpoint since resources that don't get properly stored and/or refrigerated in some cases will rot away into nothingness. All the game's central mechanics — construction, crafting, cooking and electrical power management — involve resources gathered in various ways, including trade. Some of the most important include: Lumber: Wood is primarily harvested from trees and cacti, though Ideology adds two other ways — the non-edible crop fibercorn and Woodmaker Dryads — to get it without damaging trees, since some Memes forbid cutting down trees. Wood is a very easy to work with, neutral to look at substance and a primary ingredient of Neolithic technology and weapons, but also weak and highly flammable which reduces how much use it can be post-early game. Metal: Metal is generally gathered from metal deposits in rock formations or underground by miners. Their wide variety of uses means they're a central component of the colony at any time of the game. Steel: The most basic metal. Used in the construction of power generators and electric wiring. It can also be used in floors, with Concrete, Clean Tiles, Steel Tiles and Sterile Tiles all requiring at least a little Steel to use. Most guns require Steel in their construction. Steel is also useful for late-game colonies to convert into Components if they run short of them. Silver: The game's central trade resource. Silver is used in place of money when trading, but is also useful for making Sterile Tiles that assist with cleanliness in hospitals and Research rooms. Gold: A secondary trade resource, its high value is useful when trading for expensive items. Gold is also a prime component of late-game furniture, Advanced Components and certain endgame structures on ships to leave the planet. Uranium: An extremely hard and dense metal useful for building hardy external walls, heavy armour-piercing blunt weapons, late-game Space Marine armour and endgame ship's parts. Plasteel: Exceedingly rare and expensive, this material is a component of bionic body parts, advanced components and most late and end-game structures and craftable items. Stone Blocks: Converted from stone chunks, which themselves are drawn from the environment or mined. Stone Blocks can be used not only to make the same walls and fences as Wood and Steel, but also Stone Tile floors for more beautified indoor areas and flagstones for beauty-neutral, movement-efficient outdoor floors. They come in five versions — Granite, Limestone, Marble, Sandstone and Slate. Jade: Harvested like metals. Jade a weak component for walls and doors, but very beautiful, making it useful for crafting artistic Sculptures and Steles. Contrary to other metals, no buildings or items require jade as a mandatory ingredient. Component: Nondescript parts of various industrial era mechanical and electronic devices, required to build many industrial tech stuff (power plants, stoves, firearms, low tech prosthetics...), as well as maintaining buildings once they break down. Can be directly mined from special "rocks" (descripted as ancient leftovers from precursors) or crafted from steel once the Fabrication technology has been researched. Advanced Component: The spacer tech counterpart of the industrial Component, it's a rare resource which can't be found lying around and require to research the late-game technology "Advanced fabrication" to become craftable. Advanced Components serve to craft several spacer tech things like advanced weapons or armors, devices for the endgame ship, advanced prosthetics and implants... Crafting Advanced Components requires Components, Steel, Plasteel, and Gold. Textile: A broad family of materials which serve to craft clothing and some buildings, like armchairs and sandbags. Various textile resources give various properties (temperature and damage resistance) to the clothes built from them. Notable textile types include: Cloth: Harvested from cotton plants, available from the start of the game (even in a tribal start). Cloth apparels offer average protection against extreme temperatures but cloth is the textile offer the lowest damage resistance. However, despite the quality of cloth apparels, cloth is actually unvaluable because it's also a mandatory ingredient to craft various other things, notably carpets and industrial era medicine. Leather: Obtained along meat from butchering dead animals (and human pawns...), different creatures provide different leathers with different properties. Thrumbos provide the best leather of the game. Wool: Pawns affected to animal handling regularly shear wool-producing tamed animals (alpacas, bisons, megasloths, muffalos, sheeps). Wools provide poor protection against damage, good protection against cold, and moderate protection against heat. Megasloth wool is the second warmest textile in the game. Devilstrand: A red silk-like material extracted from devilstrand mushrooms, which can be grown by the colony once the "Devilstrand" tech has been researched. Devilstrand is the third most sturdy clothing material in the game, but the best which can be reliably produced by a self-sufficient colonynote The only better textiles in this regard are thrumbofur, which can only be found from the rarely-spawning thrumbo (they also are very hard to kill or tame, and their long life cycle means breeding tamed-ones for their leather isn't profitable) and hyperweave — see below. Devilstrand also offers the second best protection against heat and buildings built from devilstrand have a high beauty stat. It's also less flammable than other textiles. Synthread: An uncraftable textile, only obtainable from trade or random events. Despite its rarity, most of the other textiles have better stats. The starting pawns of the New Arrivals scenario are dressed in synthread apparels when the game begins. Hyperweave: The other uncraftable textile, only obtained from trading, quests, and events. Contrary to the lackluster synthread, its stats are only rivaled by thrumbofur (which offers better cold insolation and sharp armor but is inferior to hyperweave in other attributes). It is less flammable than most textiles, and is the most beautiful textile ingredients for buildings. Due to its rarity, the best use for hyperweave is to turn it into dusters, combining the insolation-armor properties of the duster item with the innate properties of hyperweave. Neutroamine: A chemical substance serving as an ingredient to craft Penoxycycline and industrial tech Medicine. Neutroamine can only be obtained through trade, quest rewards, or random events.
 RimWorld (Video Game) / int_fd2086a9
featureApplicability
1.0
 RimWorld (Video Game) / int_fd2086a9
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fd2086a9
 RimWorld (Video Game) / int_fd86da63
type
Crisis of Faith
 RimWorld (Video Game) / int_fd86da63
comment
Crisis of Faith: With Ideology active, unhappy pawns will gradually lose faith in their chosen ideoligion, eventually reaching a breaking point where they just give up on it and adopt a new one. The whole point of the conversion mechanic is to trigger such a crisis in nonbelievers by chipping away at their convictions until they're ready to accept your ideoligion as theirs.
 RimWorld (Video Game) / int_fd86da63
featureApplicability
1.0
 RimWorld (Video Game) / int_fd86da63
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fd86da63
 RimWorld (Video Game) / int_fd94c4ac
type
Theme Naming
 RimWorld (Video Game) / int_fd94c4ac
comment
Theme Naming: Faction pawns and NPC caravaneers in particular usually have this going. Among neolithic tribes, most pawns will either have animal names, South American native names, or be called "[insert random animal]hunter"note which can result in hilariously unimpressive names like Snailhunter. Pirates and bandits often have the scary-sounding call signs you'd expect from an Always Chaotic Evil band of raiders, and The Empire makes extensive use of names that evoke Ancient Grome. The only factions that break from this pattern are insectoids and mechanoids, for obvious reasons.
 RimWorld (Video Game) / int_fd94c4ac
featureApplicability
1.0
 RimWorld (Video Game) / int_fd94c4ac
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fd94c4ac
 RimWorld (Video Game) / int_fe5e40e2
type
Gondor Calls for Aid
 RimWorld (Video Game) / int_fe5e40e2
comment
Gondor Calls for Aid: If you're under imminent attack but have good enough relations with either other settlements or native tribes, you can radio for help (although this costs goodwill).
 RimWorld (Video Game) / int_fe5e40e2
featureApplicability
1.0
 RimWorld (Video Game) / int_fe5e40e2
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fe5e40e2
 RimWorld (Video Game) / int_fea715c1
type
Feudal Future
 RimWorld (Video Game) / int_fea715c1
comment
Royalty introduced a highly advanced feudalistic interstellar empire with old-fashioned clothes, tech-enhanced melee weapons and sanctioned psi powers, similar to those seen in Dune and Warhammer 40,000, while also granting buffs to the Mechanoids and giving them an increased prominence in the story, as well as an Avatar-esque World Tree that grants psi powers to the natives.
 RimWorld (Video Game) / int_fea715c1
featureApplicability
1.0
 RimWorld (Video Game) / int_fea715c1
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_fea715c1
 RimWorld (Video Game) / int_ff2f3468
type
Antimatter
 RimWorld (Video Game) / int_ff2f3468
comment
The Antigrain Warhead is a very rare mortar shell. It will cause a vast and devastating explosion. This explosion is big enough to annihilate an entire raiding party or mechanoid nest with a near miss.
 RimWorld (Video Game) / int_ff2f3468
featureApplicability
1.0
 RimWorld (Video Game) / int_ff2f3468
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_ff2f3468
 RimWorld (Video Game) / int_name
type
ItemName
 RimWorld (Video Game) / int_name
comment
 RimWorld (Video Game) / int_name
featureApplicability
1.0
 RimWorld (Video Game) / int_name
featureConfidence
1.0
 RimWorld (Video Game)
hasFeature
RimWorld (Video Game) / int_name
 RimWorld (Video Game) / int_name
itemName
RimWorld (Video Game)

The following is a list of statements referring to the current page from other pages.

 RimWorld (Video Game)
hasFeature
A Birthday, Not a Break / int_f269dd2f
 RimWorld (Video Game)
hasFeature
A World Half Full / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Absent Aliens / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Achey Scars / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Actual Pacifist / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Addiction-Powered / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Adminisphere / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Alcohol Is Gasoline / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
All Animals Are Domesticated / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
All Deserts Have Cacti / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
All Planets Are Earth-Like / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Alliance Meter / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Alternative Calendar / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Ammunition Conservation / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
An Interior Designer Is You / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Angst Coma / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Annoying Arrows / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Apocalypse Not / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Armor of Invincibility / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Artificial Limbs Are Stronger / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Ascend to a Higher Plane of Existence / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Attack the Injury / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Badass Longcoat / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Billy Needs an Organ / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Blade Below the Shoulder / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Bling-Bling-BANG! / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Bold Explorer / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Braids, Beads and Buckskins / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Bulletproof Vest / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Cabin Fever / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Came Back Wrong / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Career-Ending Injury / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Cartoon Creature / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Cattle Punk / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Chunky Salsa Rule / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Citadel City / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Clarke's Third Law / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Coitus Uninterruptus / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Combat Sadomasochist / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Comically Inept Healing / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Command & Conquer Economy / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Conditioned to Be Weak / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Constantly Lactating Cow / int_f269dd2f
 RimWorld (Video Game)
hasFeature
*Crack!* "Oh, My Back!" / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Cryonics Failure / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Cybernetics Eat Your Soul / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Dead Guy on Display / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Deliberately Painful Clothing / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Determined Homesteader / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Dining in the Buff / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Disaster Dominoes / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Disaster Scavengers / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Dismemberment Is Cheap / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Doesn't Like Guns / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Dog Food Diet / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Drop Pod / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
EMP / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Earth-Shattering Kaboom / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Elaborate Underground Base / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Electronic Eyes / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Emergency Food Supply Animal / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Emergent Narrative / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Escape Pod / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Evil Pays Better / int_c2caad4f
 RimWorld (Video Game)
hasFeature
Exploding Barrels / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Fantastic Drug / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Fantastic Livestock / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Fantastic Plastic / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Fantastic Religious Weirdness / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Farm Life Sim / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Fed to Pigs / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Flirting Under Fire / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Flowery Insults / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Full-Boar Action / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Full-Frontal Assault / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Future Food Is Artificial / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Future Primitive / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Gameplay Automation / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Genuine Human Hide / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Geo Effects / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Gold–Silver–Copper Standard / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Great Bow / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Grows on Trees / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Hard-Coded Hostility / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Harder Than Hard / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Hate Plague / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Healing Herb / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Heat Wave / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Hell-Bent for Leather / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Hellhole Prison / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Hide Your Children / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
High-Tech Hexagons / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
High Times Future / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Hollywood Autism / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Human Popsicle / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Human Resources / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Humans Are Psychic in the Future / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Hungry Jungle / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
I Just Shot Marvin in the Face / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Idiosyncratic Difficulty Levels / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Idiot Savant / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Indestructible Edible / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Kill Sat / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Killer Game Master / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Life-or-Limb Decision / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Literal Disarming / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Loads and Loads of Loading / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Lost Colony / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Lost Technology / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Low Culture, High Tech / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Luxury Prison Suite / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Man Bites Man / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Memetics in Fiction / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Mess on a Plate / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Minor Injury Overreaction / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Misaimed "Realism" / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Mole Men / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Moral Luck / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Morale Mechanic / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Multipurpose Monocultured Crop / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Mundane Dogmatic / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Nailed to the Wagon / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Nitpicky About Living Arrangements / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
No Conservation of Energy / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
No Party Like a Donner Party / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
No Plot? No Problem! / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
No Such Thing as Dehydration / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
No Transhumanism Allowed / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Nondescript, Nasty, Nutritious / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Official Fan-Submitted Content / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Only the Chosen May Wield / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Organ Theft / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Overdrawn at the Blood Bank / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Paint the Town Red / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Phlebotinum Dependence / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Pig Man / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Plug 'n' Play Prosthetics / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Polyamory / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Post-Stress Overeating / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Powerful, but Inaccurate / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Primitive Clubs / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Protection Racket / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Pyromaniac / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Rags to Riches / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Random Events Plot / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Random Number God / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Real-Time with Pause / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Resurrection Sickness / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Resurrective Immortality / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Robinsonade / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Ruins of the Modern Age / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Sanity Meter / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Saved to Enslave / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Schizophrenic Difficulty / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Seadog Peg Leg / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Self-Imposed Challenge / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Sentry Gun / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Set a Mook to Kill a Mook / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Settling the Frontier / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Signature Sound Effect / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Sleeper Starship / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Slippy-Slidey Ice World / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Solar Flare Disaster / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Space Opera / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Space Western / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Starter Equipment / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Sub-Lightspeed Setting / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Subsystem Damage / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Subterranean Sanity Failure / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Sufficiently Advanced Alien / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Survival Sandbox / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Sympathetic Slave Owner / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Technically-Living Vampire / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Technology Levels / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
The All-Seeing A.I. / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
The Food Poisoning Incident / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
The Joys of Torturing Mooks / int_f269dd2f
 RimWorld (Video Game)
hasFeature
The Natives Are Restless / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
The Night Owl / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
There Are No Tents / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Thirsty Desert / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Three-Quarters View / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Thriving Ghost Town / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Too Kinky to Torture / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Trail of Blood / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Transhumans in Space / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Tricked into Escaping / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
True Art Is Angsty / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
Underground City / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Undressing the Unconscious / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Ungovernable Galaxy / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Unspecified Apocalypse / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Untouchable Until Tagged / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Unusable Enemy Equipment / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Unwilling Roboticisation / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Video Game Cruelty Punishment / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Video Games of 2015–2019 / int_f269dd2f
 RimWorld (Video Game)
hasFeature
Video Game Caring Potential / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
We Will Use Manual Labor in the Future / int_c48d9d6f
 RimWorld (Video Game)
hasFeature
What Did I Do Last Night? / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Wild Card / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
Worst Aid / int_f42ccd4f
 RimWorld (Video Game)
hasFeature
You Have Researched Breathing / int_f269dd2f
 RimWorld
sameAs
RimWorld (Video Game)
 RimWorld
sameAs
RimWorld (Video Game)
 Rimworld
sameAs
RimWorld (Video Game)