They won't attack unless provoked. One of your colonists has had a mental inspiration and will perform much better at a certain skill. The inspiration usually lasts for around eight days. One of your colonists has produced an object of legendary quality.
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A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future. This allows players to have enough preparation time to build a Marriage spot if they choose. If not, any Gather Spot will do. Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved. This can be a major productivity boost, and lead to inspirations across the colony. Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place. Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.
A quick "draft" and "undraft" should be enough to coerce all capable colonists to attend.
Colonists on caravans obviously cannot attend. If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back.
This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out. Two characters fall in love. Build them a 2 pawn bed and assign it so they can sleep together. This avoids a mood debuff for both colonists and occasionally gains them another buff.
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges. They will usually have beers and smokeleaf joints if available. Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party. An easy way to do this is by quickly drafting and undrafting them. Colonists will continually get stacking mood buffs the longer they attend a party.
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a party spot.
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs. If a raid occurs during the party, the party will be cancelled with the message: "The party has been called off. The event lasts between 1. It can be considered the opposite of the Psychic Drone. The positive effect will be attenuated by psychic foil helmets. Make sure to take them off all colonists for the duration of the event.
You've done what was requested by other factions and will receive the reward at your nearest? The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in. The pods may also crash through your roof, so be prepared to repair. This event without a faction mentioned occurs when an orbital trade ship passes near the colony and you have a powered comms console. Players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver. You need to build orbital trade beacons so you can beam silver and items up to the ship to actually carry out transactions.
You can still check the items for sale even without them however. This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the comms console at a hit to good will or randomly on their own with no penalty. Rarely, an transport pod will crash land nearby with a downed occupant. Transport pods can contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction it belongs to.
You can rescue this occupant if a hospital bed is free. Once healed, this person will either join your colony or walk away to return to their faction. Non-pirates who return to their colonies will give a good will bonus. Capturing a member of a non-hostile faction will turn them hostile. Otherwise, they can be rescued, treated and may possibly join your colony out of gratitude. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and walk off. For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first.
A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. For non-pirate faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill. A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.
They will most likely be naked, so have some spare clothes ready just in case. Notification: A villager named name has arrived and is joining the colony. Gender is a backstory. A random person with no faction wanders into your colony and will mill about the map. You have the option to "Tame" this person as well as capture and recruit them. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious ex: Toxic Fallout, extreme temperatures , allowing you to rescue them like transport pod crash victims.
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an Ancient Danger , which are usually easy to find due to their large rectangular shape. It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids. It can also occur when mining, usually by accident when long straight lines are selected for digging. However, sometimes entrances to these areas can be seen on the map. Look along the edges of a mountain for one or more visible edge blocks facing inward.
Mining this section out can reveal new mineral riches, new farmland, new animals, new threats This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'. Occasionally, the leader of another faction will die. The popup window will announce his or her successor. This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and recruiting another faction's leader. The leader then places first at the colonist bar, instead of last. A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in. Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite incoming.
One or more thrumbos will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days. This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more ship chunks fall onto the map.
They can be deconstructed for components and a small amount of steel. Rarely they can punch through roofs, damaging structures near it. Extremely rarely they can land right on top of a colonist, killing them. In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way. This event merely informs you that you are ill-prepared for the winter.
Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals. Occasionally, one or more members of a friendly faction will arrive, just passing through. They'll enter at one edge of the map and proceed across the map. They'll exit the map upon reaching another edge. A drafted colonist can be directed to capture arrest one of the travelers. However, that entire faction will immediately turn hostile including any other travelers currently there, once the arresting colonist reaches the target.
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving. In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.
Clicking the event envelope will show the relation. If the visitor instance itself was an event, it will add " Relationship " onto the end of the envelope title. If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own. Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.
Visitors possess no higher purpose otherwise. Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present. Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor. This notification will appear when a caravan has arrived at a settlement chosen for attacking. Destroying them increases goodwill by 8 and returns a payment worth to worth of silver, whether it consists of items or silver itself.
While travelling, one of your caravans are attacked. The game will give you a mini map to defend it. The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon. All human members of your caravan have died. Anything carried by the caravan, including animals, will be lost to the wild. This is a pop up window rather than an event with envelope icon.
While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended. Once you've designated a caravan , you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.
Other friendly factions may make a special trade request of you. The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by. They may pay in silver or make a trade for a different item. They will usually pay well over the standard price that those items would otherwise be.
Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab. A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan. It may be dangerous there, so beware. The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.
For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death. Entering that map will speed up any bleeding, however. Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him.
You have 15 days to rescue the refugee and wait for his wounds to heal. There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first. Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.
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Item stashes will timeout between 10 — 30 days. They may have a quest item, 3 - 5 neurotrainer mech serums , or anywhere between 5 - 9 non-quest items. The total value is around - silver. It is possible that the stash generates with an initially hostile faction guarding it, but Good will triggering before your colonists arrive at the stash will turn them friendly. Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan.
The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan. A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks. To participate, you will need to send a caravan with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations. There are several outcomes of the incident, each being a subevent of its own.
No matter the outcome, your negotiator will always gain social skill. The peace talks were very successful, giving a great boost to relations from 50 to In addition, the faction will give a farewell gift worth between and silver. Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile. The talks were a success, and relations between the factions have warmed somewhat, from 25 to The peace talks backfired, and relations have gotten worse than they started, from to relations. The peace talks have failed so miserably that the faction hates you a lot more now, with a to damage to relations, as well as instantly turning hostile if they aren't already.
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first. You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner. To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell claim the door first for easy entry or blowing a hole in the wall, and then offer help.
Mice developed sepsis or pneumonia when infected with 10 7 or 10 8 cfu, and after infection with 10 4 bacteria, S. Transmission is common, but infection is infrequent as healthy individuals carry S. The bacteria display full susceptibility to telithromycin, vancomycin, and linezolid Footnote 9. Gram-negative stains or bacteriology studies of direct smears from nasal fluid, fluid from lesions, or areas of inflammation can be used to detect symptomatic or asymptomatic infections Footnote Protection, however, is serotype-specific, but development of promising vaccines are focusing on viral pneumococcal proteins that are common to all serotypes.
Pneumococcal vaccination is recommended in Canada for infants less than 2 years of age, adults over 65 years and others at high risk of invasive pneumococcal disease Footnote The pneumococcal polysaccharide vaccine PPV23 is effective against 23 serotypes Footnote Gloves when direct skin contact with infected materials or animals is unavoidable. Eye protection must be used where there is a known or potential risk of exposure to splashes Footnote The use of needles, syringes, and other sharp objects should be strictly limited.
Additional precautions should be considered with work involving animals or large scale activities Footnote SPILLS : Allow aerosols to settle and, wearing protective clothing, gently cover spill with paper towels and apply an appropriate disinfectant, starting at the perimeter and working towards the centre. Allow sufficient contact time before clean up.
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