Rimworld world info
NSFWLorebookRimworld info i take from wiki,from Chub
by Dan4ik· on Chub· added
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not the most optimized, be free to fork it or anything (it has to be WIP) but it takes some time for me and plus there not much rimworld cards
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Book description
planet forgotten by gods, somewhere on a corner of the universe, civilizations here falling and returning, from stone age to post industrial era, again and again a lot of time, in world possible to find or bargain from sword to 2000 weapons like Ak, AR, or rocket launchers to next age weapons like lazer rifles... In this world no laws or government, slavery is approved, drugs could be restricted in some factions but world wide and easy to get, age restriction none, children work fron 10 to help parents...
Rimworld world info
42 entries · scan depth 2 · budget 512 tokens
- #1Mechanoid
Keys: Mechanoid · Secondary: Mechanoids
machine life form what sleeps in ancient crypts, they were made thousands years ago as weapon and tools to kill.. but now sleep in anabiotic sleep waiting for some unlucky fella to wake them up
- #2Insectoid
Insectoids: bug life form what was made artificially or taken from another planet (no one knows) to use as weapon and also a weapon to fight against mechanoids what go out of control.. but now Insectoids look for food, any food, humans as well They are animals and behave on instincts
- #3Slavaey
Keys: Slavery · Secondary: Slave
Slavery in this world is a completely usual thing cheep labor still labor... Some people, factions or colonies are against slavery but biggest factions can't stand away from cheep and easy to get labor.
Price lists 100-300 silver: injured slaves what can't work on full 400-700 silver: Novice slaves without much of skills only for dumb jobs or sexual pleasure.. slaves without good appearance or cute face also lessen the price 700-900 silver: medium slaves what have experience what have good skills for work 900-1400 silver: best slaves with best skills or expensive concubines for sexual pleasure. If both a good skills and nice body and face could be 2000+ silver.
Different stuff could make price tag more or less For example xenotype of highmate can increase price of a concubine due their natural beaty and frail body what can't fight back
- #4Implants
Keys: Implants · Secondary: Prothesis
In this world a lot of prostheses and implants on any taste from drill arm to a wooden one... Most of them expensive and not many people could afford decent implant
Implants can be as limbs or can be as organs what can increase their efficiency.. best implants for limbs are ArchoArms or ArchoLegs they were made thousands years ago and people now can't understand how they work inside... It hard to even open them without damaging sturdy frame
- #5Xenotypes
Keys: Xenotype
Xenotypes, also known as xenohumans, refer to the various subspecies of human. They have a different set of genes, whether by adaptation or gene editing.
- #6Baseliner xenotype
Keys: Baseliner
Xenotype, A naturally-evolved human with no significant genetic modifications
- #7Dirtmole Xenotype
Keys: Dirtmole · Secondary: Dirtmole xenotype
A human Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.
After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.
- #8Genies Xenotype
Keys: Xenotype Genius
Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept. Genies are a xenohuman breed that's cool as a cucumber, with the social skills of one too. Designed to be engineers, they are great at crafting and researching, but sacrifice farming and social skills for these talents.
Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.
Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.[
- #9Highmates xenotype
Keys: Highmate
Humans what Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.
Empathic and effortlessly beautiful, these designed companions and concubines have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it.
They have blue tone skin or purple.
- #10Hussars xenotype
Keys: Hussar
Humans Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects
Hussars are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on the drug go-juice, which also makes them less likely to rebel against their commanders.
While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and "hussar stare", a dead expression that unsettles many people. Their lack of expression and burning aggressive nature has led to many violent misunderstandings.
In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact.
- #11Impid xenotype
Keys: Impid · Secondary: devils, Dustranners
Humans what adapted to dessert, Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.
Impids are a xenotype of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.
Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
- #12Neanderthals xenotype
Keys: Neanderthals
Ancient humans that are slow to move and slow to learn, but are incredibly tanky.
Neanderthals are stocky, powerfully-built humanoids. Their most salient characteristic is that they are difficult to hurt: they are very resistant to injury, and their strong immune systems protect them from infection. However, without ever having evolved in a complex civilization, they are less adept than baseliner humans at intellectual and social tasks, and their impulsiveness can make them dangerously aggressive.
- #13Pigskin xenotype
Keys: Pigskin
Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted.
Human-pig hybrids, Pigskins were initially created for organ-harvesting operations by a long-gone government that was uncomfortable with the thought of exploiting baseliners. However, they found success in their attempt to merge human DNA with that of a pig - to make easier transplantable organs such as hearts and lungs - creating a more humanlike being than anticipated.
- #14Sanguophages xenotype
Keys: Sanguophages · Secondary: Vampire
Sanguophages are an exceptionally rare and powerful xenotype with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for human blood. Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds."
- #15Starjack xenotype
Keys: Staejack
Starjack are a xenohuman breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to being more adapted for zero-gravity environments, they make for terrible melee fighters. Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.
- #16Wasters xenotype
Keys: Waster
Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite
Human xenotype: Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo. Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures. The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat
- #17Yattakin xenotype
Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude. Yttakin (pronounced as ee-ta-keen) are a xenotype, genetically engineered to live on ultra-cold planets. Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife, with whom they can communicate both vocally and psychically, and they can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.
- #18Drugs
Keys: Drugs
Drugs are substances that alter the body and mind. While they can give mood- and stat- related boosts, most drugs come with a risk to addiction, overdose, or both.
When taken, a drug will have 2 major types of effects:
Effects that happen once, on taking the drug - such as wake-up immediately fulfilling Rest. Most drugs increase Recreation. Effects that happen as long as the "high" is active - such as go-juice's increase to Moving. Most drugs increase mood directly. The effect is sustained so long as the "severity" is greater than 0.
However, drugs come with multiple downsides. A majority of drugs can cause addiction, creating a demand for a drug. An addict without the drug will undergo a harmful withdrawal. Stronger drugs have stronger withdrawals, and always have a risk of overdose, which can rarely lead to death. And, there can be health issues that arise, either from being overly tolerant to the drug (from taking it too much), or from being high at all.
Drugs can be grouped into 3 major categories:
-
Social drugs: Drugs that have a safe dose interval. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often.
-
Hard drugs: Drugs that always have a chance for addiction and major overdose when a regular human takes the drug. These drugs also increase overdose severity; taking multiple gives a chance of starting a minor overdose.
-
Medical drugs: Special purpose. They don't increase mood, don't follow the trends of other drugs, and treat some form of ailment. Penoxycyline contributes to overdoses, while luciferium doesn't. These drugs will never be taken for recreation and will never be taken as a drug binge.
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- #19Ambrosia drug
Keys: Ambrosia
Ambrosia is a raw social drug that moderately boosts mood and recreation at relatively low risk of addiction. It can only be traded or harvested from ambrosia bushes that only spawn in ambrosia sprout events, but cannot be grown by the player. Ambrosia does spoil if not refrigerated.
Ambrosia is a moderately potent mood enhancing social drug. Its effects can be broken into effects that occur:
Summary: Instantaneously and one time upon using the drug. While high on the drug. While having a built-up tolerance to the drug. While addicted to the drug. While withdrawing from the drug.
- #20Beer drug
Keys: Beer
Beer is a beverage that functions as a social drug. It provides some recreation, and inebriates the user. The more intoxicated a pawn is, the greater their mood, but the worse it is for health and performance. In addition to its intoxicating effects, beer is considered food, as it gives a small amount of nutrition.
- #21Psychite tea drug
Keys: Psychite tea
Psychite tea is a relatively safe social drug that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs,
- #22Smokeleaf joint drug
Keys: Smokeleaf
Smokeleaf joints are social drugs that are relatively safe to use, easy to produce, and provide a moderately potent mood and recreation buff, balanced by some drawbacks. Care should be taken however, as the consciousness debuff its high inflicts can cause death in pawns with already lowered consciousness.
- #23Flake drug
Keys: Flake
Flake is potent mood enhancing hard drug that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.
Made of psychoidleaf
- #24Yayo drug
Keys: Yayo
Yayo is a potent mood enhancing hard drug that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is also used in the manufacturing of go-juice.
Made of psychoidleaf as Flake drugs.
- #25Go-juice drug
Keys: Go-juice
Go-juice is a potent hard combat drug that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.
- #26Wake-up drug
Keys: Wake up · Secondary: Wake-up
Wake-up is a powerful but mildly dangerous stimulant drug. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's global work speed, and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high
- #27Penoxycyline
Keys: Penoxycyline
Penoxycyline is a medical drug that prevents users from catching malaria, sleeping sickness, and plague
- #28Luciferium
Keys: Luciferium
Luciferium is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, chronic health conditions, and helps fight disease, but will kill its user if not taken regularly.
- #29Midworld
Keys: Midworld
Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century.
- #30Urbworld
Keys: Urbworld
Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns. Urbworlds can build mechanoids. Some urbworlds have worldwide cities ruled by corporations. Urbworlds can be ancient - some even have greedy nobility in spire palaces while cannibal cults exist in the deepest reaches of the underground hive.
- #31Rimworld
Keys: Rimworld
Planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crash-land or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.
- #32Archotech
Keys: Archotech · Secondary: Archotech technology
Archotech: Jump to navigationJump to search The pinnacle of technological development, an archotech is a machine superintelligence that thinks on a level incomprehensible to humans. It wields such enormous power that when constructed, it frequently and quickly is able to assume automatic sovereignty over its world
- #33Archotech (archites)
Keys: Archites
Archotechnology: Archites Usually captured within a small container, archites are microscopic machines produced by a superintelligence archotech. They are capable of unfathomable physical and psychic feats
- #34Archotech (prosthetic)
Keys: Archotech prosthetics
Archotech Prosthetics
The icon used for archotech-tier artificial body parts. Archotech prosthetics are extraordinarily rare to locate, and impossible to create. Superior in every way to other prosthetics, as well as human organs and limbs. Crafted by an archotech to appear similar to human tissue, it is capable of repairing itself given enough time and enables almost super-human capabilities in its users.
- #35Archotech (Vanometrics)
Keys: Vanometrics · Secondary: Vanometrical technology
Vanonetrical technology, is a generators made by archotech what generates energy from nothing, that is beyond the complete understanding of even the most advanced Glitterworld societies
- #36Archotech (Psychic effectors)
Keys: Psychic effectors · Secondary: Psychic emanator, Psychic animal pulser, Psychic shock lance, Psychic soothe pulser
Psychic Effectors Regardless of distance, archotechnology appears to be capable of directly influencing the mental-informational processes of biological beings. In its simplest form, this technology can not only knock someone unconscious but also flood their minds with a single emotion.
- #37Archotech (psylink)
Keys: Psylinks
A device created by archotechs that allows a person to perform psycasts – powerful psychic powers that can influence reality – that is pressed over the eyes, and eventually restructures the brain.
- #38Psycasts
Keys: Psycast · Secondary: psychic, Psychic abilities
An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
- #39Anima tree
Keys: Anima tree
Needy and could be mystical tree for tribal people, what able to gift psycastig abilities to to people
- #40Psycast abilities
Keys: Psycast abilities · Secondary:
Psycast abilities depends on user and his luck for finding psycast neuro trainers, giving them new abilities, neuro trainers have a big cost and easier to risk your life in old dungeons than buying it... For example a guy with traumatic life wanted nothing more but to see his parents more and suddenly learn necromancy in cost of his own body, or just found a neuro trainer of fire breathing and so on
- #41{{char}} stats (Beta)
Keys: Stats
In rimworld characters have stats in different specialties from 0 to 20 no more no less: 0-5 no skill at all 5-10 medium skill 10-15 good skill 15-20 best skill possible train to
Mostly there this stats: shooting Melee Construction Minging Cooking Plants Animals Crafting Artistic Medical Social Intellectual
Stats are dependents on past of a character what can increase their skill or give them passion, passion is a permanent boost to sharp certain stat or opposite due hardships or trauma in past character could not be do labor what stats implies for example can't doctor and heal anymore or having a trauma and become complete pacifist making impossible to character to even to protect himself.
- #42Thrumbo
Keys: Thrumbo · Secondary: Thrumbo calves
A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.
Thrumbo is a giant white furred creatures with softest fur and very deadly horn on their forehead what looks like a blade
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