Loading screen

Since 1.1, the loading screen for RimWorld during save loading and world generation now includes loading screen tips.
==Tips==
Below is the list of tips that appear in-game.
*You can dismiss letters by right-clicking on them.
*You can hold the shift key to queue orders on your colonists.
*You can right-click and drag to reorder colonists on the colonist bar.
*You can select previous/next colonist with the , and . keys.
*Many menus allow you to click and drag a setting to 'paint' it over many entries. This even works for things like outfits or food restrictions.
*In the work tab's manual priorities mode, 1 is first priority, while 4 is last priority.
*Each colonists' mood is displayed in the background of their icon in the colonist bar at the top of the screen.
*Shift-clicking the name of a work type in the Work tab changes settings for all colonists at once.
*Right-clicking a number in the Work tab using manual priorities will reduce the priority instead of increasing it.
*In a gunfight, always be behind cover!
*In a gunfight, spread your colonists out! Bunched-up targets are easy to hit.
*Smoke totally prevents turrets from detecting targets, but people can still shoot with reduced accuracy.
*When designing defences, assume enemies will get inside using drop pods or tunnels. Build internal defensive positions.
*Foggy or rainy weather reduces the accuracy of ranged weapons.
*You can analyze the chance a shot will hit by selecting the shooter and placing the mouse over the target.
*Turrets explode when they take a lot of damage. Don't put them too close together, and don't put your people too close to them.
*Some animals explode upon death. You can use transport pods to drop animals on enemies. Think about it.
*If you need help in a fight, call your allies using the comms console.
*Maddened animals will attack any human, including your enemies. You can use this.
*EMP bursts will temporarily disable turrets and shields.
*EMP bursts instantly break personal shields.
*The hunter stealth stat reduces the chance of animal attacks. It is affected by the hunter's animals and shooting skills.
*Animals are more likely to attack when harmed from close range. Long-range, slow-firing weapons are safest for hunting.
*Entire herds of animals may attack you when you try to hunt them. Accept the risk before hunting, or choose weaker prey.
*If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires.
*Carefully-slaughtered animals yield more meat and leather than those who were killed violently.
*Place a caravan packing spot to designate where you want your caravans to form up.
*Single-person caravans can be very useful in certain situations.
*Faster animals make faster caravans.
*Smaller caravans will be attacked less often because they're less visible.
*Before forming a caravan, collect the items you want to send in a stockpile near your caravan packing spot. This will make packing much faster.
*If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight.
*RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure.
*Some colonists are worse than useless. Bad allies are part of the challenge.
*If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue.
*Avoid using stone for doors. They open very slowly, which wastes your colonists' time.
*Put chairs in front of workbenches so workers can sit comfortably while working.
*Mechanical structures break down and require replacement components. Don't build things you don't need.
*Be careful what you construct on bridges. Bridges collapse easily under explosions, and your buildings will go with them.
*Clean rooms increase research speed, improve medical outcomes, and reduce food poisoning. Sterile tiles make rooms extra-clean.
*Building your whole colony in one structure saves resources, but also makes it difficult to contain fires.
*Terrain affects movement speed. Build floors to help your colonists get around quicker.
*Different terrain has different inherent cleanliness levels. Tiles are inherently clean; dirt is inherently dirty.
*You can give prisoners as gifts. Giving a prisoner back to his own faction will be highly appreciated.
*You can request specific types of trade caravans using the comms console.
*You can use transport pods to send gifts directly to other factions' bases - even your enemies. This improves faction relations.
*Keeping prisoners together saves space. However, prisoners kept together will try to break out together.
*Enemy faction bases are very well-defended. You don't need to attack them - but be well-prepared if you choose to try.
*Cute tame animals will nuzzle your colonists, improving their mood.
*Assign your herbivorous animals to areas with lots of grass. They'll eat the grass and spare you the need to feed them.
*If someone has a serious infection in a limb, you can remove the limb to save their life.
*Sloshing through water makes people unhappy. Build a bridge when you can.
*Luciferium can heal scars - even those on the eye or brain. It is, however, a permanent commitment.
*Work and movement speed are affected by lighting. Everything is slower in the dark.
*Deep underground caverns have a naturally stable temperature, even if it's very hot or cold outside.
*Mountain bases are easy to defend. The downside is that people go crazy spending too long underground. And giant insects.
*Prisoners will join much quicker and attempt fewer breakouts when they're in a good mood.
*You can have multiple researchers working simultaneously at multiple research tables.
*Geysers heat up rooms if enclosed. This can be dangerous, or useful.
*Explosions extinguish fires in their blast radius. This makes artillery shells useful for stopping fires when there is no other choice.
*Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations.
*Clean labs with sterile tile give research speed bonuses.
*You can change storyteller and playstyle at any time through the options menu.
*The more factions you are allied with, the more random traders and military aid you will receive.
*You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle.
*Set schedules with long stretches of one activity to minimize travel time.
==Royalty Tips==
These tips only appear if the Royalty DLC is installed.
*Some royal titles allow the holder to call for military aid. This can save you in a tough moment.
*Higher royal title holders have a special need for authority. They satisfy it by reigning from a throne.
*Higher level royal colonists won't eat food that is below their expectations, unless they're starving.
*Power armor, cataphract armor and psyfocus apparel will satisfy the apparel requirements of royal titles.
*If a royal title holder dies, their title goes to their chosen heir.
*You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual.
*The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it.
*You can upgrade and downgrade an installed psychic amplifier through surgery.
*The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire.
*The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers.
*Installing a new level of psychic amplifier grants knowledge of one psycast.
*Psycasts can give you significant advantage in combat.
*Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects.
*The invisibility psycast's effect doesn't wear off when you attack.
*Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe.
*Creatures with higher psychic sensitivity are affected more by psycasts.
*Fitting your psycasters with psyfocus gear will increase their psychic entropy limit and regeneration rate.
*When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures.
*Some mech clusters remain dormant until disturbed. Use that time to prepare your attack.
*The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor.
*You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator.
Category:RimWorld game