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		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162478</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=162478"/>
		<updated>2025-06-02T01:16:17Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Summary */ Clarify tree reproduction mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br&amp;gt;The tree can be harvested for twisted meat and bioferrite.&amp;lt;br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The '''harbinger tree''' is a [[tree]] added by the [[Anomaly DLC]] that consumes [[meat]] and [[corpse]]s to fuel their own growth. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Harbinger trees can spawn randomly from an event after activating the [[Void monolith]], spawned by the [[void provocation]] psychic ritual, or can be planted via a [[Harbinger seed]] which can be acquired as a [[quest]] reward or bought from traders. The random event that spawns harbringer trees will not trigger if Ambient Horror is selected in [[AI Storytellers#Anomaly|Storyteller]] settings. &amp;lt;!-- https://discord.com/channels/684960023020961812/1250719912570261514 for confirmation that random harbinger tree event does not trip in ambient horror --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Harbinger trees consume [[corpse]]s, [[meat]] and [[skull]]s placed around them. They can eat both rotten and fresh corpses, as well as all forms of raw meat ([[insect meat|insect]], [[human meat|human]], [[twisted meat|twisted]]). Harbinger trees will not consume [[pemmican]] or [[meals]] of any type. The growth rate of a harbinger tree will be increased by 150% while it is actively consuming meat. Its consumption radius increases as the tree grows, linearly interpolated from 3.9 tiles at or below 15% growth to 5.9 tiles at or above 85% growth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Create Corpse Stockpile.png|frameless|none]] || When you select a harbinger tree, a UI button for creating a corpse stockpile appears.&lt;br /&gt;
&lt;br /&gt;
This button creates a [[dumping stockpile]] around the tree, within the consumption radius of the tree.&lt;br /&gt;
&lt;br /&gt;
By default, it accepts almost all fresh, or rotten corpses:&lt;br /&gt;
* Humanlike corpses, except [[unnatural corpse]]s&lt;br /&gt;
* Animal corpses&lt;br /&gt;
* Entity corpses&lt;br /&gt;
By default, it does not accept:&lt;br /&gt;
* [[Mechanoid]] corpses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When fully grown and harvested, they provide {{Icon Small|Twisted meat||30}} [[twisted meat]] and a base amount of {{Icon Small|Bioferrite||15}} [[bioferrite]]. Trees that are not harvested and destroyed through other means will drop twisted meat but no bioferrite. The amount of twisted meat dropped is unaffected by difficulty setting and pawn plants skill, but the amount of bioferrite harvested is affected by both.  &lt;br /&gt;
&lt;br /&gt;
A harbinger tree is not dangerous in any way and, despite the flavor text, does not cause any events or phenomena beyond consuming corpses and meat.&lt;br /&gt;
&lt;br /&gt;
Despite both being [[dendrovore]]s, [[thrumbo]]s will not eat harbinger trees, while [[alphabeaver]]s will.&lt;br /&gt;
&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
Each harbinger tree tracks the nutrition it has consumed, and upon reaching between 70 to 100 (the threshold is randomly selected for each tree), it will spawn a new sapling, regardless of whether the original tree is fully grown. A tree will continue to spawn saplings each time it hits the 70-100 nutrition threshold (resetting to 0 and rerolling the threshold each time). This can be used to build large forests of harbinger trees to destroy corpses and gain resources. A body size 1 human corpse provides a harbinger tree 5.2 nutrition, meaning that between 13.46 and 19.23 corpses are needed for each new harbinger tree. A single piece of meat has a nutrition of 0.05, requiring between 1,400 and 2,000 meat total to spawn a new tree. The new tree will preferentially spawn near the original tree but will spawn elsewhere on the map if a nearby tile is not available. The closest a new tree will spawn is within 4 orthogonal tiles of the original. A new tree will not spawn within 2 tiles of a wall but can spawn adjacent to player placed floors.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Bioferrite production analysis}}&lt;br /&gt;
Harbinger trees provide a low-tech, no power method to get rid of corpses without using fire or an [[electric crematorium]]. All gear worn by consumed corpses is destroyed, similar to cremation.&lt;br /&gt;
&lt;br /&gt;
This is vital for tribal or low-tech settlements who want to reduce the number of potential [[Shambler]]s on the map during a [[Death pall]] or similar event, as there is no limit to the number of times a corpse can be turned into a shambler. Note that shamblers can still reanimate from corpses in the process of being consumed by harbinger trees, however said shamblers will be weakened since non-vital bodyparts digested by harbinger trees will not regenerate on reanimation. &lt;br /&gt;
&lt;br /&gt;
Later on, harbinger trees can be used as a source of [[twisted meat]] for mid and late game recipes like the [[juggernaut serum]] without having to fight and butcher dangerous entities like [[fleshbeast]]s. It is impractical to farm harbinger trees using meat farmed from ranching or hunting, although colonies experiencing massive raids may be able to meet their serum production needs off the yield from harbinger trees alone. A single [[Fleshmass nucleus]] produces significantly more twisted meat in a more consistent manner, but requires regular suppression and defeating a [[Fleshmass heart]] to acquire.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Harbinger growth.png|'''Each stage of Harbinger tree's growth cycle including a chopped stump. Note that a neighboring tree immediately starts consuming the dropped [[Twisted meat]].'''&lt;br /&gt;
File:Harbinger_1.png|'''A freshly planted harbinger tree, with the corpse stockpile and consumption radius.'''&lt;br /&gt;
File:Harbinger_Hare.png|'''Harbinger tree consuming the desiccated corpse of a hare.'''&lt;br /&gt;
File:Harbinger_Rotten2.png|'''Harbinger tree consuming the rotten corpse of a turkey and a tortoise.'''&lt;br /&gt;
File:Harbinger_Meat.png|'''Harbinger tree consuming two stacks of muffalo meat.'''&lt;br /&gt;
File:Harbinger_25_Meat.png|'''Harbinger tree at 25% growth consuming a stack of muffalo meat.'''&lt;br /&gt;
File:Harbinger feeding.png|'''Harbinger tree consuming a variety corpses and displaying the small blood splats effect'''&lt;br /&gt;
File:Harbinger feeding big splats.png|'''Harbinger tree now displaying the large blood splats part of the animation'''&lt;br /&gt;
File:Harbinger chopped.png||'''The chopped stump of a fully grown Harbinger tree'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? &amp;lt;!-- Unknown but likely when BF was added to the tree - but CHECK don't assume --&amp;gt; - Description changed from ''{{Hover title|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering. [...]&amp;quot;}}'' changed to ''{{Hover title|A gnarled tree that grows a flesh-like covering around a bioferrite skeleton. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow. The tree can be harvested for twisted meat and bioferrite. In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.|&amp;quot;[...] a flesh-like covering around a bioferrite skeleton. [...] The tree can be harvested for twisted meat and bioferrite. [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=162242</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=162242"/>
		<updated>2025-05-28T05:23:56Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Pollution */ Detail mechanics of pollution retaliation with numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, or whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
When a wastepack is destroyed in any fashion, they will [[pollution|pollute]] 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.&lt;br /&gt;
&lt;br /&gt;
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.&lt;br /&gt;
&lt;br /&gt;
When dumped from a [[caravan]], a caravan that is carrying them is destroyed, or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of whatever faction has a faction base closest to the tile the wastepacks were dumped at, regardless of how far away that base is. The goodwill loss is proportional to the amount of waste dumped and it's proximity to any nearby faction bases: {{--|1}} goodwill for just a few packs nearby, {{--|60}} or more for multiple pods filled with wastepacks dumped directly on a base. Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.&lt;br /&gt;
&lt;br /&gt;
If the angered faction is hostile (including those made hostile by the wastepack dump), they may decide to retaliate. The percentage probability of retaliation is equal to the goodwill lost by the wastepack dump. Factions (except [[tribes]]) may retaliate by dropping wastepacks back at you, and hostile factions of any kind may send a [[raid]] in response to your &amp;quot;gifts&amp;quot;. Factions will randomly select (with equal probability) between the available responses, and the response will arrive after a random delay of one to three days. Multiple wastepack pod salvos done in short succession may result in back-to-back or even simultaneous raids. Both forms of retaliation are announced upon arrival with a &amp;quot;Pollution retaliation&amp;quot; letter.&lt;br /&gt;
&lt;br /&gt;
===Dissolving===&lt;br /&gt;
1 wastepack per stack will dissolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors.&lt;br /&gt;
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.&lt;br /&gt;
&lt;br /&gt;
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Storage===&lt;br /&gt;
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:&lt;br /&gt;
* To constantly run 8 [[bandwidth]] worth of [[mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...&lt;br /&gt;
* To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.&lt;br /&gt;
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.&lt;br /&gt;
&lt;br /&gt;
===Disposal===&lt;br /&gt;
[[File:Wastepack disposal by shuttle.jpg|thumb|400px|right|&amp;lt;small&amp;gt;An Empire shuttle full of wastepacks. credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
* '''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.&lt;br /&gt;
* '''Dumping it offsite.''' Dumping will always incur a goodwill loss for a single faction based on the current relationship status, distance from the nearest [[faction base]] and number of wastepacks dumped. You will receive significantly larger penalties for dumping closest to allies than for dumping closest to hostile or neutral factions (e.g 1 wastepack dumped directly on a hostile will give -1 goodwill but if dumped on an ally it will give -12 goodwill).&lt;br /&gt;
&lt;br /&gt;
You will always get at least -1 goodwill for dumping wastepacks. Even if you are situated on one pole of a 100% generated world and the nearest faction base is on the opposite pole and you dump a single wastepack one tile away from your base you will still receive a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Faction status !! Dumping distances in tiles !! Goodwill lost (25 wastepacks)&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 0 || 31&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 2 - 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Allied || 17+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 2 - 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 6 - 18 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || 19+ || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 0 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 2 - 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 5 - 16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hostile || 17+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a [[raid]]. Dumping within 4 tiles of your colony will increase the chance for acidic smog.&lt;br /&gt;
** '''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. &lt;br /&gt;
** '''[[Transport pod]]s''' can dump wastepacks far away. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{icon small|chemfuel}} [[chemfuel]] depending on how far you launch it.&lt;br /&gt;
** '''[[Shuttle]]s''' {{RoyaltyIcon}} store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).&lt;br /&gt;
* '''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
* '''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|seeds]] can be bought from traders. They clean only 20% as fast as a [[Wastepack atomizer]], and can only clean if there is no artificial buildings in the area, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.&lt;br /&gt;
&lt;br /&gt;
[[File:Diabolus killing drop pods.png|thumb|336px|right|Diabolus destroying wastepack pods]]&lt;br /&gt;
When a landed [[transport pod]] is destroyed, its contents are vanished, which allows you:&lt;br /&gt;
&lt;br /&gt;
* '''Bomb landed transport pods''', which exploitatively deletes wastepacks carried in them, leaving only [[steel slag chunk]]s and no pollution. Each pod can load 25 wastepacks. However this method costs a lot of [[steel]]s and [[component]]s to operate.&lt;br /&gt;
** While pods drop scattered around the target position, they always drop in the chosen, enclosed room.&lt;br /&gt;
** The most reliable way to destroy landed transport pods is the [[hellsphere cannon]] of a [[Diabolus]], which can destroy 25 pods and 625 wastepacks in one hit.&lt;br /&gt;
&lt;br /&gt;
A pawn can be ordered to carry any chosen item by forming caravans. Additionally, by exploitatively forming caravans, a pawn can carry in its inventory up to the total colony carrying capacity, allows rapidly disposing wastepacks. This enables the following methods:&lt;br /&gt;
&lt;br /&gt;
* '''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. This does not cause pollution.&lt;br /&gt;
* '''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.&lt;br /&gt;
* '''Pollute the [[undercave]]'''{{AnomalyIcon}}, which also helps you deal with [[fleshbeast]]s since they are not immune to [[toxic buildup]]. Pollution of the undercave does not pollute your colony in any way, and they cease to exist once its associated [[pit gate]] collapsed.&lt;br /&gt;
** Note once the polluted tiles reach the Dreadmeld's room, it will slowly die of toxic buildup, triggering the cave to collapse as normal when it does.&lt;br /&gt;
* '''Pollute the [[labyrinth]]'''{{AnomalyIcon}}, but you must destroy all wastepacks there, or the [[warped obelisk]] will teleport them back to your colony when you leave there.&lt;br /&gt;
* '''Pollute the [[metal hell]]'''{{AnomalyIcon}}, wastepacks dropped there do not come back with your pawns.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Letting a pawn die on the world map with wastepacks will not pollute terrain.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=162152</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=162152"/>
		<updated>2025-05-21T02:33:22Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Summary */ Fix graph labels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Will remove one of the Invoker's scars and has a 50% chance to remove a second. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years Transferred by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Recode| section=1|reason= Ideally we'd get a nice table or graph of ritual quality to years transferred whipped up. Every 4% ritual quality = 1 year transferred. }}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their[[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=162149</id>
		<title>Chronophagy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chronophagy&amp;diff=162149"/>
		<updated>2025-05-21T01:49:04Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Summary */ Add details and verify based on game files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason= General - Missing real summary. Also needs participant kinds and numbers}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Chronophagy &lt;br /&gt;
| image = Chronophagy.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&lt;br /&gt;
| research = Chronophagy &lt;br /&gt;
| ritual duration = 10000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Chronophagy''' is a [[psychic ritual]] that de-ages and removes some age related [[ailments]] of the invoker while aging the target.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
* The biological age of the invoker is reduced by some number of years, while the target is biologically aged by the same number. The number of years transferred is dependent on the quality of the ritual, as described in the table below. &lt;br /&gt;
** The ritual cannot reduce the Invoker's age below 13.&lt;br /&gt;
* Will remove one of the Invoker's scars and has a 50% chance to remove a second. Additionally, if the invoker has an ailment that can be acquired through aging, and is rejuvenated to an age that is below the minimum age of the ailment, then the ailment will be cured. This occurs regardless of how the ailment was acquired. Note that the minimum age is '''not''' the first birthday that an ailment can occur.&lt;br /&gt;
** For example, [[Alzheimer's]] has a minimum age of 33.6 years. If a pawn receives the ailment on their 34th birthday, they must be rejuvenated to the biological age of 33, the ailment will be removed.&lt;br /&gt;
** Curable ailments and the ages required to remove them are as follows: [[Alzheimer's]] at 33 years, [[Bad back]] at 39 years, [[Cataract]] at 47 years, [[Carcinoma]] at 22 years, [[Dementia]] at 67 years, [[Frail]] at 49 years, [[Artery blockage]] at 19 years, [[Hearing loss]] at 47 years. [[Asthma]] has no minimum reception age, and therefore cannot be cured by chronophagy.&lt;br /&gt;
* Target gain age-related ailments as if they had had each natural birthday, with the associated chances. See the pages of the relevant ailments for the chance to receive them each year.&lt;br /&gt;
** Brain damage is inflicted in the form of a psychic burn. The amount of damage based on their age before the ritual, and is affected by the [[Incoming Damage Multiplier]] of the pawn.&lt;br /&gt;
* Applies a {{--|3}} / {{--|6}} / {{--|10}} guilt thought for participants.{{Check Tag|Thought Template}} This thought is nullified by the [[Psychopath]] traits, being [[Inhumanized]], as well as [[Ideoligion#Psychic_rituals|Psychic rituals: Exalted]] precept.{{IdeologyIcon}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Base Brain Damage by Pre-Ritual Age&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=line|xAxisTitle=Pre-Ritual Age|yAxisTitle=Base brain damage (%)|x=0,70,90,100,140|y=1,1,5,8,10|yAxisMin=0}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Years Transferred by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Years transferred (%)|x=0,100|y=1,25}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Recode| section=1|reason= Ideally we'd get a nice table or graph of ritual quality to years transferred whipped up. Every 4% ritual quality = 1 year transferred. }}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Age Where Chronic Ailments Can First Appear&lt;br /&gt;
|-&lt;br /&gt;
! Age !! Ailment&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Artery Blockage&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Carcinoma&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Alzheimer's&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Bad Back&lt;br /&gt;
|-&lt;br /&gt;
| 49 || Cataracts, Hearing Loss&lt;br /&gt;
|-&lt;br /&gt;
| 51 || Frail&lt;br /&gt;
|-&lt;br /&gt;
| 69 || Dementia&lt;br /&gt;
|}&lt;br /&gt;
There are numerous benefits to not allowing colonists to grow old. The older a pawn is, the higher their chance to develop [[Ailments#Chronic|chronic ailments]], and the lower their[[Fertility]]{{BiotechIcon}} and [[Immunity Gain Speed]]. Pawns closer in age have an easier time forming [[romance]]s, and pawns between 18 and 25 and with partners similar in age to themselves are most likely to engage in [[lovin']]. The [[Ideoligion#Transhumanist|transhumanist]] ideology{{IdeologyIcon}} includes a need for age reversal after pawns reach age 25.&lt;br /&gt;
&lt;br /&gt;
In general, keeping pawns under the age of 41 protects them from the majority of chronic ailments, although keeping them under 34 also protects from Alzheimer's. Carcinomas can be treated without needing to resort to [[Healer mech serum]] or [[Bionics|bionic]] replacements.&lt;br /&gt;
&lt;br /&gt;
Conversely, there are downsides to allowing pawns to become younger than 18 through the use of Chronophagy. Age 13 pawns have numerous [[Children#Stats|statistics]] lower than a fully grown pawn, notably a [[Global Work Speed]] of .83, a move speed of 0.95x, and a higher risk of [[Overdose]] and [[Drugs#Addiction|Addiction]] from reduced body size. Pawns under 16 cannot have children of their own.  &lt;br /&gt;
&lt;br /&gt;
For most colonies, Chronophagy will transfer at minimum 4 years of age if the invoker has no psychic sensitivity adjustments and a psychic ritual spot with no void sculptures or shard beacons. At 100% ritual quality, Chronophagy will transfer 25 years of age&lt;br /&gt;
Chronophagy has a 5 day cooldown, allowing for 12 uses per in-game year, assuming that the colony can also provide a sufficient number of prisoners and produce the required {{Icon small|bioferrite||20}} [[bioferrite]] per ritual. If bioferrite is in surplus, then Skip Abductions can to provide easy access to prisoners. Not all prisoners will survive numerous Chronophagy rituals especially if they are still suffering from Dark Psychic Shock from skip abduction or already at an old age, but younger prisoners can easily be the target of 2 or more Chronophagy rituals before expiring. Most colonies should find it trivial to keep their members between the ages of 18 and 40, or between 18 and 25 if Transhumanist. A 30 member transhumanist colony can reasonably hit the 7 year range for their pawns by carefully timing rituals so that only 4-5 colonists will require a Chronophagy in any given year.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Induce a distant archotech to transfer entropy from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.|&amp;quot;[...] from one to another. This will cause the invoker's age to decrease by several years, and for the target to age an equal amount. Target will also suffer Psychic Shock.&amp;quot;}}'' changed to ''{{Hover title|Induce a distant archotech to transfer entropy from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.|&amp;quot;[...] from one person to another. This causes the target to age rapidly while the invoker becomes younger, potentially healing scarring or age-related illnesses. The target will suffer brain damage, causing them to fall into a coma for several days.&amp;quot;}}''. {{Check Tag|Verify old version existed}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Dodge_Chance&amp;diff=132741</id>
		<title>Melee Dodge Chance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Dodge_Chance&amp;diff=132741"/>
		<updated>2023-04-01T18:54:47Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Post-processing curve */ Correct postprocessing curve bound type (inclusive vs exclusive)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 0.8&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Base score==&lt;br /&gt;
First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers:&lt;br /&gt;
* [[Skill::Melee| ]][[Skills#Melee|Melee]]: skill level (0 to 20)&lt;br /&gt;
* [[Moving]]: [[Moving Importance::18|1800%]] importance. [[Moving Limit::-|No]] Max.&lt;br /&gt;
** For example, each [[bionic leg]] gives +12.5% or +0.125 Moving, which at 18x yields +2.25.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::8|800%]] importance, [[Sight Limit::1.4|140%]] limit&lt;br /&gt;
** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and 0.1875 x 8 yields +1.5.&lt;br /&gt;
* Traits&lt;br /&gt;
** [[Nimble]]: +15.0&lt;br /&gt;
** [[Brawler]] does not have any direct effect.&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist role]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist's Beserk Trance]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
&lt;br /&gt;
==Post-processing curve==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
{{graph:Chart|width=300|height=300|xAxisTitle=Base Score|yAxisTitle=Dodge Chance|type=line|x=0,5,20,60|y=0,0,0.3,0.5|yAxisFormat=%}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The above graph shows how your base score M corresponds to the final Dodge Chance.&lt;br /&gt;
* From a base score of M ≤ 5, Dodge Chance is 0%&lt;br /&gt;
* From a base score of 5 &amp;lt; M ≤ 20, Dodge Chance increases by 2% per increase in base score.&lt;br /&gt;
* From a base score of 20 &amp;lt; M ≤ 60, Dodge Chance increases by 0.5% per increase in base score.&lt;br /&gt;
* Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).&lt;br /&gt;
&lt;br /&gt;
In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point exceeding that yields 1/4 the benefit. For a normal pawn with melee 5, replacing a leg with an [[archotech leg]] would yield +4.5 base score and +9% dodge chance; but if it had melee 20, then the new leg would yield only +2.25% dodge chance.&lt;br /&gt;
&lt;br /&gt;
A maxed-out pawn with two [[archotech eye]]s (150% Sight, capped at 140% -&amp;gt; +3.2 base chance), two [[archotech leg]]s and a [[bionic heart]] (158% Moving -&amp;gt; +10.44 base chance), the Nimble trait (+15), and level 20 melee has a base dodge chance of M=48.64 and a resulting Melee Dodge Chance of 44.32%.  [[go-juice|Go-juice]] raises it to 49%.  Adding in [[luciferium]], [[wake-up]], and [[fibrous mechanites]] yields M=73.5, which would translate into a 56.75% dodge chance if not for the hard cap at 50%.&lt;br /&gt;
&lt;br /&gt;
==Chance to dodge==&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xffrd0lab5uxads4&amp;topic_postId=xfgi1h63wlqxyp8k&amp;topic_revId=xfgi1h63wlqxyp8k&amp;action=single-view</id>
		<title>Topic:Xffrd0lab5uxads4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xffrd0lab5uxads4&amp;topic_postId=xfgi1h63wlqxyp8k&amp;topic_revId=xfgi1h63wlqxyp8k&amp;action=single-view"/>
		<updated>2023-04-01T18:53:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:2kai2kai2&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:2kai2kai2 (page does not exist)&quot;&gt;&lt;bdi&gt;2kai2kai2&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:2kai2kai2&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:2kai2kai2&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/2kai2kai2&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/2kai2kai2&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xffrd0lab5uxads4&amp;amp;topic_showPostId=xfgi1h63wlqxyp8k#flow-post-xfgi1h63wlqxyp8k&quot;&gt;commented&lt;/a&gt; on &quot;Melee Dodge Base Values &amp;lt;0 and =5&quot; (&lt;em&gt;Yes, I believe you&amp;#039;re correct that negative values likewise have a 0% chance. 5 should also get a 0% chance due to how postprocessing cur...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Dodge_Chance&amp;diff=132723</id>
		<title>Melee Dodge Chance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Dodge_Chance&amp;diff=132723"/>
		<updated>2023-03-31T20:53:20Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Add post processing curve graph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 0.8&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Base score==&lt;br /&gt;
First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers:&lt;br /&gt;
* [[Skill::Melee| ]][[Skills#Melee|Melee]]: skill level (0 to 20)&lt;br /&gt;
* [[Moving]]: [[Moving Importance::18|1800%]] importance. [[Moving Limit::-|No]] Max.&lt;br /&gt;
** For example, each [[bionic leg]] gives +12.5% or +0.125 Moving, which at 18x yields +2.25.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::8|800%]] importance, [[Sight Limit::1.4|140%]] limit&lt;br /&gt;
** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and 0.1875 x 8 yields +1.5.&lt;br /&gt;
* Traits&lt;br /&gt;
** [[Nimble]]: +15.0&lt;br /&gt;
** [[Brawler]] does not have any direct effect.&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist role]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist's Beserk Trance]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
&lt;br /&gt;
==Post-processing curve==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
{{graph:Chart|width=300|height=300|xAxisTitle=Base Score|yAxisTitle=Dodge Chance|type=line|x=0,5,20,60|y=0,0,0.3,0.5|yAxisFormat=%}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The above graph shows how your base score M corresponds to the final Dodge Chance.&lt;br /&gt;
* From a base score of 0 ≤ M &amp;lt; 5, Dodge Chance is 0%&lt;br /&gt;
* From a base score of 5 ≤ M &amp;lt; 20, Dodge Chance increases by 2% per increase in base score.&lt;br /&gt;
* From a base score of 20 ≤ M &amp;lt; 60, Dodge Chance increases by 0.5% per increase in base score.&lt;br /&gt;
* Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).&lt;br /&gt;
&lt;br /&gt;
In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point exceeding that yields 1/4 the benefit. For a normal pawn with melee 5, replacing a leg with an [[archotech leg]] would yield +4.5 base score and +9% dodge chance; but if it had melee 20, then the new leg would yield only +2.25% dodge chance.&lt;br /&gt;
&lt;br /&gt;
A maxed-out pawn with two [[archotech eye]]s (150% Sight, capped at 140% -&amp;gt; +3.2 base chance), two [[archotech leg]]s and a [[bionic heart]] (158% Moving -&amp;gt; +10.44 base chance), the Nimble trait (+15), and level 20 melee has a base dodge chance of M=48.64 and a resulting Melee Dodge Chance of 44.32%.  [[go-juice|Go-juice]] raises it to 49%.  Adding in [[luciferium]], [[wake-up]], and [[fibrous mechanites]] yields M=73.5, which would translate into a 56.75% dodge chance if not for the hard cap at 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chance to dodge==&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Melee_Hit_Chance&amp;diff=106076</id>
		<title>Melee Hit Chance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Melee_Hit_Chance&amp;diff=106076"/>
		<updated>2022-08-02T07:19:09Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Chance to hit */ Expand table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Outdated and not enough information on how the chance is calculated}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1.00&lt;br /&gt;
| min value = 0.01&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Base chance to hit a target in melee.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skills#Melee|Melee]][[Skill::Melee| ]]: &lt;br /&gt;
* [[Sight]]: [[Sight Importance::12|12x]] importance,  no allowed defect. [[Sight Limit::1.5|150%]] limit&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::12|12x]] importance,  no allowed defect. [[Manipulation Limit::1.5|150%]] limit&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** [[Traits#Brawler|Brawler]]: +4&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist role]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
* [[Ideoligion#Melee specialist|Melee specialist's Beserk Trance]]{{IdeologyIcon}}: +8.0&lt;br /&gt;
* [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}: +3.0&lt;br /&gt;
&lt;br /&gt;
==Post-processing curve==&lt;br /&gt;
{{Stub|section=1|reason=compare [[Melee Dodge Chance]]}}&lt;br /&gt;
==Chance to hit==&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | '''Chance to hit'''&lt;br /&gt;
|-&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Melee Hit Chance Value  !! Post-Processed Melee Hit Chance %&amp;lt;ref&amp;gt;Rimworld/Data/Core/Defs/Stats/Stats_Pawns_Combat.xml MeleeHitChance&amp;lt;/ref&amp;gt; || Increase From Previous Value&lt;br /&gt;
|-&lt;br /&gt;
| -20 || {{%|{{Melee Hit Chance/curve|-20}}|1}} || -&lt;br /&gt;
|-&lt;br /&gt;
| -19 || {{%|{{Melee Hit Chance/curve|-19}}|1}} || {{%|{{Melee Hit Chance/curve|-19}} - {{Melee Hit Chance/curve|-20}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -18 || {{%|{{Melee Hit Chance/curve|-18}}|1}} || {{%|{{Melee Hit Chance/curve|-18}} - {{Melee Hit Chance/curve|-19}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -17 || {{%|{{Melee Hit Chance/curve|-17}}|1}} || {{%|{{Melee Hit Chance/curve|-17}} - {{Melee Hit Chance/curve|-18}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -16 || {{%|{{Melee Hit Chance/curve|-16}}|1}} || {{%|{{Melee Hit Chance/curve|-16}} - {{Melee Hit Chance/curve|-17}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -15 || {{%|{{Melee Hit Chance/curve|-15}}|1}} || {{%|{{Melee Hit Chance/curve|-15}} - {{Melee Hit Chance/curve|-16}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -14 || {{%|{{Melee Hit Chance/curve|-14}}|1}} || {{%|{{Melee Hit Chance/curve|-14}} - {{Melee Hit Chance/curve|-15}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -13 || {{%|{{Melee Hit Chance/curve|-13}}|1}} || {{%|{{Melee Hit Chance/curve|-13}} - {{Melee Hit Chance/curve|-14}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -12 || {{%|{{Melee Hit Chance/curve|-12}}|1}} || {{%|{{Melee Hit Chance/curve|-12}} - {{Melee Hit Chance/curve|-13}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -11 || {{%|{{Melee Hit Chance/curve|-11}}|1}} || {{%|{{Melee Hit Chance/curve|-11}} - {{Melee Hit Chance/curve|-12}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -10 || {{%|{{Melee Hit Chance/curve|-10}}|1}} || {{%|{{Melee Hit Chance/curve|-10}} - {{Melee Hit Chance/curve|-11}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -9 || {{%|{{Melee Hit Chance/curve|-9}}|1}} || {{%|{{Melee Hit Chance/curve|-9}} - {{Melee Hit Chance/curve|-10}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -8 || {{%|{{Melee Hit Chance/curve|-8}}|1}} || {{%|{{Melee Hit Chance/curve|-8}} - {{Melee Hit Chance/curve|-9}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -7 || {{%|{{Melee Hit Chance/curve|-7}}|1}} || {{%|{{Melee Hit Chance/curve|-7}} - {{Melee Hit Chance/curve|-8}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -6 || {{%|{{Melee Hit Chance/curve|-6}}|1}} || {{%|{{Melee Hit Chance/curve|-6}} - {{Melee Hit Chance/curve|-7}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -5 || {{%|{{Melee Hit Chance/curve|-5}}|1}} || {{%|{{Melee Hit Chance/curve|-5}} - {{Melee Hit Chance/curve|-6}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -4 || {{%|{{Melee Hit Chance/curve|-4}}|1}} || {{%|{{Melee Hit Chance/curve|-4}} - {{Melee Hit Chance/curve|-5}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -3 || {{%|{{Melee Hit Chance/curve|-3}}|1}} || {{%|{{Melee Hit Chance/curve|-3}} - {{Melee Hit Chance/curve|-4}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -2 || {{%|{{Melee Hit Chance/curve|-2}}|1}} || {{%|{{Melee Hit Chance/curve|-2}} - {{Melee Hit Chance/curve|-3}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| -1 || {{%|{{Melee Hit Chance/curve|-1}}|1}} || {{%|{{Melee Hit Chance/curve|-1}} - {{Melee Hit Chance/curve|-2}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{%|{{Melee Hit Chance/curve|0}}|1}} || {{%|{{Melee Hit Chance/curve|0}} - {{Melee Hit Chance/curve|-1}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{%|{{Melee Hit Chance/curve|1}}|1}} || {{%|{{Melee Hit Chance/curve|1}} - {{Melee Hit Chance/curve|0}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{%|{{Melee Hit Chance/curve|2}}|1}} || {{%|{{Melee Hit Chance/curve|2}} - {{Melee Hit Chance/curve|1}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{%|{{Melee Hit Chance/curve|3}}|1}} || {{%|{{Melee Hit Chance/curve|3}} - {{Melee Hit Chance/curve|2}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{%|{{Melee Hit Chance/curve|4}}|1}} || {{%|{{Melee Hit Chance/curve|4}} - {{Melee Hit Chance/curve|3}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{%|{{Melee Hit Chance/curve|5}}|1}} || {{%|{{Melee Hit Chance/curve|5}} - {{Melee Hit Chance/curve|4}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{%|{{Melee Hit Chance/curve|6}}|1}} || {{%|{{Melee Hit Chance/curve|6}} - {{Melee Hit Chance/curve|5}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{%|{{Melee Hit Chance/curve|7}}|1}} || {{%|{{Melee Hit Chance/curve|7}} - {{Melee Hit Chance/curve|6}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{%|{{Melee Hit Chance/curve|8}}|1}} || {{%|{{Melee Hit Chance/curve|8}} - {{Melee Hit Chance/curve|7}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{%|{{Melee Hit Chance/curve|9}}|1}} || {{%|{{Melee Hit Chance/curve|9}} - {{Melee Hit Chance/curve|8}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{Melee Hit Chance/curve|10}}|1}} || {{%|{{Melee Hit Chance/curve|10}} - {{Melee Hit Chance/curve|9}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{%|{{Melee Hit Chance/curve|11}}|1}} || {{%|{{Melee Hit Chance/curve|11}} - {{Melee Hit Chance/curve|10}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{Melee Hit Chance/curve|12}}|1}} || {{%|{{Melee Hit Chance/curve|12}} - {{Melee Hit Chance/curve|11}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{%|{{Melee Hit Chance/curve|13}}|1}} || {{%|{{Melee Hit Chance/curve|13}} - {{Melee Hit Chance/curve|12}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{Melee Hit Chance/curve|14}}|1}} || {{%|{{Melee Hit Chance/curve|14}} - {{Melee Hit Chance/curve|13}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{%|{{Melee Hit Chance/curve|15}}|1}} || {{%|{{Melee Hit Chance/curve|15}} - {{Melee Hit Chance/curve|14}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{%|{{Melee Hit Chance/curve|16}}|1}} || {{%|{{Melee Hit Chance/curve|16}} - {{Melee Hit Chance/curve|15}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 17 || {{%|{{Melee Hit Chance/curve|17}}|1}} || {{%|{{Melee Hit Chance/curve|17}} - {{Melee Hit Chance/curve|16}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 18 || {{%|{{Melee Hit Chance/curve|18}}|1}} || {{%|{{Melee Hit Chance/curve|18}} - {{Melee Hit Chance/curve|17}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 19 || {{%|{{Melee Hit Chance/curve|19}}|1}} || {{%|{{Melee Hit Chance/curve|19}} - {{Melee Hit Chance/curve|18}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{Melee Hit Chance/curve|20}}|1}} || {{%|{{Melee Hit Chance/curve|20}} - {{Melee Hit Chance/curve|19}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 21 || {{%|{{Melee Hit Chance/curve|21}}|1}} || {{%|{{Melee Hit Chance/curve|21}} - {{Melee Hit Chance/curve|20}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 22 || {{%|{{Melee Hit Chance/curve|22}}|1}} || {{%|{{Melee Hit Chance/curve|22}} - {{Melee Hit Chance/curve|21}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 23 || {{%|{{Melee Hit Chance/curve|23}}|1}} || {{%|{{Melee Hit Chance/curve|23}} - {{Melee Hit Chance/curve|22}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{Melee Hit Chance/curve|24}}|1}} || {{%|{{Melee Hit Chance/curve|24}} - {{Melee Hit Chance/curve|23}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{Melee Hit Chance/curve|25}}|1}} || {{%|{{Melee Hit Chance/curve|25}} - {{Melee Hit Chance/curve|24}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 26 || {{%|{{Melee Hit Chance/curve|26}}|1}} || {{%|{{Melee Hit Chance/curve|26}} - {{Melee Hit Chance/curve|25}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 27 || {{%|{{Melee Hit Chance/curve|27}}|1}} || {{%|{{Melee Hit Chance/curve|27}} - {{Melee Hit Chance/curve|26}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 28 || {{%|{{Melee Hit Chance/curve|28}}|1}} || {{%|{{Melee Hit Chance/curve|28}} - {{Melee Hit Chance/curve|27}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 29 || {{%|{{Melee Hit Chance/curve|29}}|1}} || {{%|{{Melee Hit Chance/curve|29}} - {{Melee Hit Chance/curve|28}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{Melee Hit Chance/curve|30}}|1}} || {{%|{{Melee Hit Chance/curve|30}} - {{Melee Hit Chance/curve|29}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 31 || {{%|{{Melee Hit Chance/curve|31}}|1}} || {{%|{{Melee Hit Chance/curve|31}} - {{Melee Hit Chance/curve|30}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 32 || {{%|{{Melee Hit Chance/curve|32}}|1}} || {{%|{{Melee Hit Chance/curve|32}} - {{Melee Hit Chance/curve|31}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 33 || {{%|{{Melee Hit Chance/curve|33}}|1}} || {{%|{{Melee Hit Chance/curve|33}} - {{Melee Hit Chance/curve|32}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 34 || {{%|{{Melee Hit Chance/curve|34}}|1}} || {{%|{{Melee Hit Chance/curve|34}} - {{Melee Hit Chance/curve|33}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 35 || {{%|{{Melee Hit Chance/curve|35}}|1}} || {{%|{{Melee Hit Chance/curve|35}} - {{Melee Hit Chance/curve|34}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 36 || {{%|{{Melee Hit Chance/curve|36}}|1}} || {{%|{{Melee Hit Chance/curve|36}} - {{Melee Hit Chance/curve|35}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 37 || {{%|{{Melee Hit Chance/curve|37}}|1}} || {{%|{{Melee Hit Chance/curve|37}} - {{Melee Hit Chance/curve|36}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 38 || {{%|{{Melee Hit Chance/curve|38}}|1}} || {{%|{{Melee Hit Chance/curve|38}} - {{Melee Hit Chance/curve|37}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 39 || {{%|{{Melee Hit Chance/curve|39}}|1}} || {{%|{{Melee Hit Chance/curve|39}} - {{Melee Hit Chance/curve|38}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 40 || {{%|{{Melee Hit Chance/curve|40}}|1}} || {{%|{{Melee Hit Chance/curve|40}} - {{Melee Hit Chance/curve|39}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 41 || {{%|{{Melee Hit Chance/curve|41}}|1}} || {{%|{{Melee Hit Chance/curve|41}} - {{Melee Hit Chance/curve|40}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{Melee Hit Chance/curve|42}}|1}} || {{%|{{Melee Hit Chance/curve|42}} - {{Melee Hit Chance/curve|41}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 43 || {{%|{{Melee Hit Chance/curve|43}}|1}} || {{%|{{Melee Hit Chance/curve|43}} - {{Melee Hit Chance/curve|42}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 44 || {{%|{{Melee Hit Chance/curve|44}}|1}} || {{%|{{Melee Hit Chance/curve|44}} - {{Melee Hit Chance/curve|43}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 45 || {{%|{{Melee Hit Chance/curve|45}}|1}} || {{%|{{Melee Hit Chance/curve|45}} - {{Melee Hit Chance/curve|44}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 46 || {{%|{{Melee Hit Chance/curve|46}}|1}} || {{%|{{Melee Hit Chance/curve|46}} - {{Melee Hit Chance/curve|45}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 47 || {{%|{{Melee Hit Chance/curve|47}}|1}} || {{%|{{Melee Hit Chance/curve|47}} - {{Melee Hit Chance/curve|46}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 48 || {{%|{{Melee Hit Chance/curve|48}}|1}} || {{%|{{Melee Hit Chance/curve|48}} - {{Melee Hit Chance/curve|47}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 49 || {{%|{{Melee Hit Chance/curve|49}}|1}} || {{%|{{Melee Hit Chance/curve|49}} - {{Melee Hit Chance/curve|48}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{Melee Hit Chance/curve|50}}|1}} || {{%|{{Melee Hit Chance/curve|50}} - {{Melee Hit Chance/curve|49}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 51 || {{%|{{Melee Hit Chance/curve|51}}|1}} || {{%|{{Melee Hit Chance/curve|51}} - {{Melee Hit Chance/curve|50}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 52 || {{%|{{Melee Hit Chance/curve|52}}|1}} || {{%|{{Melee Hit Chance/curve|52}} - {{Melee Hit Chance/curve|51}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 53 || {{%|{{Melee Hit Chance/curve|53}}|1}} || {{%|{{Melee Hit Chance/curve|53}} - {{Melee Hit Chance/curve|52}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 54 || {{%|{{Melee Hit Chance/curve|54}}|1}} || {{%|{{Melee Hit Chance/curve|54}} - {{Melee Hit Chance/curve|53}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 55 || {{%|{{Melee Hit Chance/curve|55}}|1}} || {{%|{{Melee Hit Chance/curve|55}} - {{Melee Hit Chance/curve|54}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 56 || {{%|{{Melee Hit Chance/curve|56}}|1}} || {{%|{{Melee Hit Chance/curve|56}} - {{Melee Hit Chance/curve|55}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 57 || {{%|{{Melee Hit Chance/curve|57}}|1}} || {{%|{{Melee Hit Chance/curve|57}} - {{Melee Hit Chance/curve|56}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 58 || {{%|{{Melee Hit Chance/curve|58}}|1}} || {{%|{{Melee Hit Chance/curve|58}} - {{Melee Hit Chance/curve|57}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 59 || {{%|{{Melee Hit Chance/curve|59}}|1}} || {{%|{{Melee Hit Chance/curve|59}} - {{Melee Hit Chance/curve|58}}|1}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{Melee Hit Chance/curve|60}}|1}} || {{%|{{Melee Hit Chance/curve|60}} - {{Melee Hit Chance/curve|59}}|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Melee_Hit_Chance/curve&amp;diff=106075</id>
		<title>Template:Melee Hit Chance/curve</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Melee_Hit_Chance/curve&amp;diff=106075"/>
		<updated>2022-08-02T07:05:09Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Create curve calculator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{#expr: floor({{formatnum:{{{1|}}}}}/10)}}&lt;br /&gt;
| -2 = {{#expr: ({{{1|}}} + 20) * 0.005 + 0.05}}&lt;br /&gt;
| -1 = {{#expr: ({{{1|}}} + 10) * 0.04 + 0.1}}&lt;br /&gt;
| 0 = {{#expr: {{{1|}}} * 0.03 + 0.5}}&lt;br /&gt;
| 1 = {{#expr: ({{{1|}}} - 10) * 0.01 + 0.8}}&lt;br /&gt;
| 2 | 3 = {{#expr: ({{{1|}}} - 20) * 0.003 + 0.9}}&lt;br /&gt;
| 4 | 5 = {{#expr: ({{{1|}}} - 40) * 0.001 + 0.96}}&lt;br /&gt;
| #default = {{#ifexpr: {{{1|}}} &amp;gt;= 60 | 0.98 | 0.05}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Modified Melee Skill !! Curve Point&lt;br /&gt;
|- &lt;br /&gt;
| -20 || 0.05&lt;br /&gt;
|- &lt;br /&gt;
| -10 || 0.10&lt;br /&gt;
|- &lt;br /&gt;
| 0.0 || 0.50&lt;br /&gt;
|- &lt;br /&gt;
| 10 || 0.80&lt;br /&gt;
|- &lt;br /&gt;
| 20 || 0.90&lt;br /&gt;
|- &lt;br /&gt;
| 40 || 0.96&lt;br /&gt;
|- &lt;br /&gt;
| 60 || 0.98&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Testing ====&lt;br /&gt;
* -23: {{Melee Hit Chance/curve|-23}}&lt;br /&gt;
* -20: {{Melee Hit Chance/curve|-20}}&lt;br /&gt;
* -15: {{Melee Hit Chance/curve|-15}}&lt;br /&gt;
* -3: {{Melee Hit Chance/curve|-3}}&lt;br /&gt;
* 0: {{Melee Hit Chance/curve|0}}&lt;br /&gt;
* 8: {{Melee Hit Chance/curve|8}}&lt;br /&gt;
* 15: {{Melee Hit Chance/curve|15}}&lt;br /&gt;
* 25: {{Melee Hit Chance/curve|25}}&lt;br /&gt;
* 50: {{Melee Hit Chance/curve|50}}&lt;br /&gt;
* 59: {{Melee Hit Chance/curve|59}}&lt;br /&gt;
* 60: {{Melee Hit Chance/curve|60}}&lt;br /&gt;
* 99999: {{Melee Hit Chance/curve|99999}}&lt;br /&gt;
* asdf: {{Melee Hit Chance/curve|asdf}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105935</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105935"/>
		<updated>2022-07-29T22:57:13Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Daylight math details */ Enumerate steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
The following is a simplified explanation of the procedure by which the game determines the light intensity supplied by the sun at a given latitude, day of the year, and time of day.&lt;br /&gt;
&lt;br /&gt;
# The latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; can be calculated as the vector &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. Note that this is always orthogonal to the Z-axis (the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;.&lt;br /&gt;
# The latitude fraction equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
# The unmodified sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; is the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; ''latitude_fraction'', sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt;.&lt;br /&gt;
# [[wikipedia:Unit vector|Normalize]] the unmodified sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Rotate the normalized sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; an amount towards latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; based on the graph on the right, but not passing it (if applicable).&lt;br /&gt;
# The unmodified daylight intensity is equal to the [[wikipedia:Dot product|dot product]] of the latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; and sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; (both should have magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;).&lt;br /&gt;
# The final daylight intensity scales based on the unmodified daylight intensity, with &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; linearly corresponding with 0% to 100% light intensity and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped at 100% light intensity.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105902</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105902"/>
		<updated>2022-07-28T21:40:07Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Plant growth time table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
The following is a simplified explanation of the procedure by which the game determines the light intensity supplied by the sun at a given latitude, day of the year, and time of day.&lt;br /&gt;
&lt;br /&gt;
First, the latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; can be calculated as the vector &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. Note that this is always orthogonal to the Z-axis (the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, [[wikipedia:Unit vector|normalize]] the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Using latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; and sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; (both should have magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight intensity is based on the [[wikipedia:Dot product|dot product]] of the two, with &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; linearly corresponding with 0% to 100% light intensity and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped at 100% light intensity.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105901</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105901"/>
		<updated>2022-07-28T21:15:38Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Daylight timing and latitude */ Add plant growth time table and explanation of daylight math details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
The following is a simplified explanation of the procedure by which the game determines the light intensity supplied by the sun at a given latitude, day of the year, and time of day.&lt;br /&gt;
&lt;br /&gt;
First, the latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; can be calculated as the vector &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. Note that this is always orthogonal to the Z-axis (the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, [[wikipedia:Unit vector|normalize]] the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Using latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; and sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; (both should have magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight intensity is based on the [[wikipedia:Dot product|dot product]] of the two, with &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; linearly corresponding with 0% to 100% light intensity and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped at 100% light intensity.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105900</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105900"/>
		<updated>2022-07-28T11:09:48Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Day Length Table */ Note that day is just &amp;gt;30% light so 100% light is not guaranteed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight Math Details ====&lt;br /&gt;
While somewhat dense, the following is a simplification of the procedure by which the game evaluates daylight. Generally the preceding table containing data generated in this way can be used instead.&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is the normal vector at the latitude and &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; is the sun position vector (both of magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight percentage is based on the scalar product of the two, with a linear relationship between &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; (corresponding to 0% and 100% daylight) with &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped to 100% daylight.&lt;br /&gt;
&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
&lt;br /&gt;
The latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is always orthogonal to the Z-axis (note that the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value, meaning its possible values form a semicircle along the Y-axis. This means it can be represented as &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, normalize the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards the latitude normal vector based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105899</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105899"/>
		<updated>2022-07-28T11:04:58Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Light */ Add daylight table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight Math Details ====&lt;br /&gt;
While somewhat dense, the following is a simplification of the procedure by which the game evaluates daylight. Generally the preceding table containing data generated in this way can be used instead.&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is the normal vector at the latitude and &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; is the sun position vector (both of magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight percentage is based on the scalar product of the two, with a linear relationship between &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; (corresponding to 0% and 100% daylight) with &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped to 100% daylight.&lt;br /&gt;
&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
&lt;br /&gt;
The latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is always orthogonal to the Z-axis (note that the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value, meaning its possible values form a semicircle along the Y-axis. This means it can be represented as &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, normalize the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards the latitude normal vector based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105898</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105898"/>
		<updated>2022-07-28T10:59:15Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Daylight Math */ Fix day offset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight Math ====&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is the normal vector at the latitude and &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; is the sun position vector (both of magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight percentage is based on the scalar product of the two, with a linear relationship between &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; (corresponding to 0% and 100% daylight) with &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped to 100% daylight.&lt;br /&gt;
&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
&lt;br /&gt;
The latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is always orthogonal to the Z-axis (note that the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value, meaning its possible values form a semicircle along the Y-axis. This means it can be represented as &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, normalize the vector &amp;lt;code&amp;gt;{cos((''day_percent'' - 0.5) &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), sin((''day_percent'' - 0.5) &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards the latitude normal vector based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=105860</id>
		<title>Shooting Accuracy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=105860"/>
		<updated>2022-07-27T02:04:02Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Full Post-Processing Curve Table */ Align reference tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{about|the pawn [[stat]] of this name|all factors affecting shooting accuracy|Weapons#Accuracy{{!}}Weapons}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentOne&lt;br /&gt;
| description = Base chance to not miss per square of shot distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Shooting| ]][[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** [[Traits#Trigger happy|Trigger Happy]]: -5.0&lt;br /&gt;
** [[Traits#Careful shooter|Careful Shooter]]: +5.0&lt;br /&gt;
* [[Gunlink]] {{RoyaltyIcon}} +3.0&lt;br /&gt;
* [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]: +8.0&lt;br /&gt;
* [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}: +7.0&lt;br /&gt;
* [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}: +4.0&lt;br /&gt;
* [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}: +3.0&lt;br /&gt;
&lt;br /&gt;
* Post-processing curve&lt;br /&gt;
&lt;br /&gt;
Shooting accuracy is capped at 99.9% per tile, though this value is only achievable with both the [[Royalty]] and [[Ideology DLC]]s.&lt;br /&gt;
* +20 from 20 [[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* +12 from 200% [[Sight]]&lt;br /&gt;
* +0 from 100% [[Manipulation]]&lt;br /&gt;
* +5 from Careful Shooter&lt;br /&gt;
* +3 from [[Gunlink]] {{RoyaltyIcon}}&lt;br /&gt;
* +8 from [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]&lt;br /&gt;
* +7 from [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}&lt;br /&gt;
* +4 from another [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}&lt;br /&gt;
* +3 from a nearby [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
This results in a total of 62, which the post-processing curve translates into a 99.9% value.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.7249)&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.5239).&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table&amp;lt;ref&amp;gt;\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml&amp;lt;/ref&amp;gt;==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile&lt;br /&gt;
|-&lt;br /&gt;
| -20 || 70.000%&lt;br /&gt;
|-&lt;br /&gt;
| -10 || 80.000%&lt;br /&gt;
|-&lt;br /&gt;
| -6 || 83.000%&lt;br /&gt;
|-&lt;br /&gt;
| -4 || 85.000%&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 87.000%&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 89.000%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 93.000%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 94.000%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 95.000%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 96.000%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 97.000%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 97.500%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 98.000%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 98.333%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 98.666%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 99.000%&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 99.250%&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 99.500%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 99.650%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 99.800%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 99.900%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=105859</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=105859"/>
		<updated>2022-07-26T23:14:35Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Daylight timing and latitude */ All the math used to determine natural light.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{For|the standard furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - With the exception of [[Decorative Plants|decorative plants]], plants only grow when the light level is at least 51%.&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This effects...&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced movement speed, scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%.&lt;br /&gt;
:* [[Decorative Plants|Decorative plants]] will grow in any light 30% or more.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=&amp;quot;number&amp;quot; | Radius Lit &amp;gt;=30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch lamp]] || {{Q|Torch lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp]] || {{Q|Standing lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing lamp (red)]]/[[Standing lamp (green)|(green)]]/[[Standing lamp (blue)|(blue)]] || {{Q|Standing lamp (blue)|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun lamp]] || {{Q|Sun lamp|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Campfire]] || {{Q|Campfire|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Brazier]] {{RoyaltyIcon}} || {{Q|Brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darklight brazier]] {{RoyaltyIcon}}{{IdeologyIcon}} || {{Q| Darklight brazier|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Darktorch]]{{IdeologyIcon}} || {{Q| Darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus darktorch]]{{IdeologyIcon}} || {{Q| Fungus darktorch|Light Radius}} tiles&lt;br /&gt;
|-&lt;br /&gt;
| [[Standing darklamp]]{{IdeologyIcon}} || {{Q| Standing darklamp|Light Radius}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, there are a variety of objects that incidentally generate light including, but not limited to, the [[electric crematorium]], [[electric smelter]], [[heater]], [[wood-fired generator]], and [[chemfuel powered generator]].&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight Math ====&lt;br /&gt;
Where &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is the normal vector at the latitude and &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt; is the sun position vector (both of magnitude &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;), the daylight percentage is based on the scalar product of the two, with a linear relationship between &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; (corresponding to 0% and 100% daylight) with &amp;lt;code&amp;gt;0.7&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; being clamped to 100% daylight.&lt;br /&gt;
&lt;br /&gt;
[[File:Sun_position_rotation.png|thumb|right|Rotation towards latitude normal vector (latitude to degrees rotation)]]&lt;br /&gt;
&lt;br /&gt;
The latitude normal vector &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is always orthogonal to the Z-axis (note that the Y-axis passes through the planet's poles, not the Z-axis) with a positive X-value, meaning its possible values form a semicircle along the Y-axis. This means it can be represented as &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt;. For example, the latitude normal vector at the equator would be &amp;lt;code&amp;gt;{1, 0, 0}&amp;lt;/code&amp;gt; while at 45° N it would be &amp;lt;code&amp;gt;{0.707, 0.707, 0}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To calculate the sun position vector &amp;lt;code&amp;gt;P&amp;lt;/code&amp;gt;, normalize the vector &amp;lt;code&amp;gt;{sin(''day_percent'' &amp;amp;times; 360°), -cos(''day_of_year''/60 &amp;amp;times; 360°) &amp;amp;times; latitude_fraction(''latitude''), cos(''day_percent'' &amp;amp;times; 360°)}&amp;lt;/code&amp;gt; then rotate it an amount towards the latitude normal vector based on the graph on the right, but not passing it (if applicable). The function &amp;lt;code&amp;gt;latitude_fraction(''latitude'')&amp;lt;/code&amp;gt; equals &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; below latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.5&amp;lt;/code&amp;gt; above latitude &amp;lt;code&amp;gt;75&amp;lt;/code&amp;gt;, and is linearly interpolated between.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{For|the player-built flooring|Floors#Types of Flooring{{!}}Floors}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! [[Fertility]] !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Broken asphalt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || 100% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Packed dirt&lt;br /&gt;
| 100% || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || 140% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || 70% || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature.&lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3450W max. The [[Condition causer#Weather controller|&amp;quot;weather controller&amp;quot; condition causer]] can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|[[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunderstorms, or artificially with the [[Psycasts#Flashstorm|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Sun_position_rotation.png&amp;diff=105858</id>
		<title>File:Sun position rotation.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Sun_position_rotation.png&amp;diff=105858"/>
		<updated>2022-07-26T22:34:00Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Represents the total offset rotated towards the latitude normal vector in &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;SunPosition()&amp;lt;/code&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Represents the total offset rotated towards the latitude normal vector in &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;SunPosition()&amp;lt;/code&amp;gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright self}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Melee_Weapons_Table&amp;diff=105762</id>
		<title>Template:Melee Weapons Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Melee_Weapons_Table&amp;diff=105762"/>
		<updated>2022-07-24T00:02:36Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Expand to separate each quality if applicable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Awful {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Poor {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Normal {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Good {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Excellent {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Masterwork {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Legendary {{DPS}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Average cooldown&lt;br /&gt;
! Damage type {{ref label|Blunt|A|A}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Average {{AP}}&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Value {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! style='text-align: left' | Unarmed human&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 2.29&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 2 s&lt;br /&gt;
| Blunt&lt;br /&gt;
| –&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Mode::Melee]]&lt;br /&gt;
  | named args = yes&lt;br /&gt;
  | ?Name = ?Name&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Melee Weapons Table Row&lt;br /&gt;
  | limit = 500&lt;br /&gt;
  | sort = Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Body|B|B}} [[Material]] cannot be changed for these. They also do not come in varying [[quality]] levels. The average {{DPS}} is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Quality|C|C}} These do not come in varying [[quality]] levels.&lt;br /&gt;
:{{note label|Jade|D|D}} A [[jade knife]] can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Ultra|E|E}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. All but the [[Eltex Staff]] come in &amp;quot;[[Persona weapon|persona]]&amp;quot; variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;[[Persona weapon#Freewielder|freewielder]]&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them.&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the {{DPS}}.&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Melee_Weapons_Table_Row&amp;diff=105761</id>
		<title>Template:Melee Weapons Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Melee_Weapons_Table_Row&amp;diff=105761"/>
		<updated>2022-07-23T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Expand to separate each quality if applicable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#vardefine: no_quality | }}&lt;br /&gt;
! {{Icon Small|{{{?Name}}}}}&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | [[{{{?Name}}}]]{{#switch: {{Q|{{{?Name}}}|From DLC}} | Royalty (DLC) = &amp;amp;nbsp;{{RoyaltyIcon}} | Ideology (DLC) = &amp;amp;nbsp;{{IdeologyIcon}} }}{{#ifeq: {{Q|{{{?Name}}}|Type}} | Medical Items | &amp;amp;nbsp;{{ref label|Body|B|B}}{{#vardefine: no_quality | 1}} }}{{#ifeq: {{Q|{{{?Name}}}|Class}} | Ultra Weapons | &amp;amp;nbsp;{{ref label|Ultra|E|E}} }}{{#switch: {{{?Name}}}&lt;br /&gt;
  | Beer | Thrumbo horn | Elephant tusk | Wood =&amp;amp;nbsp;{{ref label|Body|B|B}}{{#vardefine: no_quality | 1}}&lt;br /&gt;
  | Club =&amp;amp;nbsp;{{ref label|Quality|C|C}}{{#vardefine: no_quality | 1}}&lt;br /&gt;
  | Jade knife =&amp;amp;nbsp;{{ref label|Jade|D|D}}&lt;br /&gt;
  | Plasmasword | Persona Plasmasword =&amp;amp;nbsp;{{ref label|Plasma|F|F}}&lt;br /&gt;
}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Awful}}}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Poor}}}}&lt;br /&gt;
| {{True Melee DPS Calculator|{{{?Name}}}||Normal}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Good}}}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Excellent}}}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Masterwork}}}}&lt;br /&gt;
| {{#if: {{#var: no_quality}} | - | {{True Melee DPS Calculator|{{{?Name}}}||Legendary}}}}&lt;br /&gt;
| {{#expr: ({{Q|{{{?Name}}}|Attack 1 Cooldown}}*{{#var: attack1InitialSelectionWeight}} + {{#if: {{Q|{{{?Name}}}|Attack 2 Cooldown}} | {{Q|{{{?Name}}}|Attack 2 Cooldown}}*{{#var: attack2InitialSelectionWeight}} | 0 }} + {{#if: {{Q|{{{?Name}}}|Attack 3 Cooldown}} | {{Q|{{{?Name}}}|Attack 3 Cooldown}}*{{#var: attack3InitialSelectionWeight}} | 0 }} + {{#if: {{Q|{{{?Name}}}|Attack 4 Cooldown}} | {{Q|{{{?Name}}}|Attack 4 Cooldown}}*{{#var: attack4InitialSelectionWeight}} | 0 }}) / ({{#var: attack1InitialSelectionWeight}} + {{#if: {{#var: attack2InitialSelectionWeight}} | {{#var: attack2InitialSelectionWeight}} | 0 }} + {{#if: {{#var: attack3InitialSelectionWeight}} | {{#var: attack3InitialSelectionWeight}} | 0 }} + {{#if: {{#var: attack4InitialSelectionWeight}} | {{#var: attack4InitialSelectionWeight}} | 0 }})round2}} s&lt;br /&gt;
| {{#if: {{#switch: Cut | {{Q|{{{?Name}}}|Attack 1 Type}} | {{Q|{{{?Name}}}|Attack 2 Type}} | {{Q|{{{?Name}}}|Attack 3 Type}} | {{Q|{{{?Name}}}|Attack 4 Type}} = Sharp}} | Sharp | {{#if: {{#switch: Stab | {{Q|{{{?Name}}}|Attack 1 Type}} | {{Q|{{{?Name}}}|Attack 2 Type}} | {{Q|{{{?Name}}}|Attack 3 Type}} | {{Q|{{{?Name}}}|Attack 4 Type}} = Sharp}} | Sharp | {{#if: {{#switch: Scratch | {{Q|Club|Attack 1 Type}} | {{Q|{{{?Name}}}|Attack 2 Type}} | {{Q|{{{?Name}}}|Attack 3 Type}} | {{Q|{{{?Name}}}|Attack 4 Type}} = Sharp}} | Sharp | Blunt}} }}&lt;br /&gt;
}}{{#switch: {{{?Name}}}&lt;br /&gt;
 | Plasmasword | Persona plasmasword = &amp;amp;nbsp;+ Burn&lt;br /&gt;
 | Zeushammer | Persona zeushammer = &amp;amp;nbsp;+ EMP&lt;br /&gt;
}}&lt;br /&gt;
| {{#var:trueAP}}%&lt;br /&gt;
| {{#if: {{Q|{{{?Name}}}|Market Value Base}} | {{Q|{{{?Name}}}|Market Value Base}} | {{Market Value Calculator|{{{?Name}}}|Steel}} }}&lt;br /&gt;
|-&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=105760</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=105760"/>
		<updated>2022-07-23T23:32:06Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Accuracy */ Clarify smoke &amp;amp; cover effects and cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
{{imagemargin|[[File:weapons_preview.png|right]]|32px}}'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
== Ranged weapons ==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level.&lt;br /&gt;
&lt;br /&gt;
The ranges are measured in tiles and correspond to:&lt;br /&gt;
* Touch = 3&lt;br /&gt;
* Short = 12&lt;br /&gt;
* Medium = 25&lt;br /&gt;
* Long = 40&lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range 15.9 and acc. stats 80-87-77-64, will never fire out at a range of 25 tiles, yet the medium range accuracy stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-(77)-(n/a) instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate.&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Stopping Power !! Warm-Up&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Cooldown&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long) !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Touch){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Short){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Medium){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Long){{ref label|DPS Targets|B}} !! Value {{icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]].&lt;br /&gt;
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.&lt;br /&gt;
&lt;br /&gt;
=== Quality modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
{{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info}}&lt;br /&gt;
Ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = [[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; [[Weather]] &amp;amp;times; [[Smoke]] &amp;amp;times; [[Cover]]&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* [[Shooting Accuracy]]: Is the stat of the shooting pawn.&lt;br /&gt;
* Range: Is the distance in tiles between the shooter and the target.&lt;br /&gt;
* Weapon Accuracy: Is the weapon accuracy of the weapon at that range, if it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the nearest two.&lt;br /&gt;
* [[Weather]]: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day.&lt;br /&gt;
* [[Smoke]]: If smoke occupies any tile directly between the shooter and target, it applies a 30% modifier (otherwise 100%).&lt;br /&gt;
* [[Cover]]: Cover modifier for the target, based on cover objects and shooting angle.&lt;br /&gt;
* [[Ideoligion#Combat_in_darkness|Combat in Darkness]] Preferred Precept{{IdeologyIcon}}: Up to +25%/-20% ranged accuracy &amp;amp; +10%/-10% melee accuracy in darkness/brightly lit environments, respectively. {{Check Tag|In what OoO?|Where is that in the order of operations?}}&lt;br /&gt;
&lt;br /&gt;
Related to accuracy, there are also [[friendly fire]] mechanics that prevent misses from hitting nearby allies within a certain radius.&lt;br /&gt;
&lt;br /&gt;
=== Stopping power ===&lt;br /&gt;
{{stub|section=1|reason=Lacking detail. How does stagger proc, what are its exact effects and durations, etc}}&lt;br /&gt;
Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short{{Check Tag|How short?}} period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed.&lt;br /&gt;
&lt;br /&gt;
A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers: {{#ask: [[Stopping Power::&amp;gt;0.500001]]}}.&lt;br /&gt;
&lt;br /&gt;
Of these, only the following are sufficient to stagger a human: {{#ask: [[Stopping Power::&amp;gt;{{Q|Human|Body Size}}]]}}.&lt;br /&gt;
&lt;br /&gt;
=== Unobtainable weapons ===&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
== Melee weapons ==&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Base melee stats ===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).  Other materials may do more or less average damage per second (DPS), as will better/worse [[quality|qualities]].&lt;br /&gt;
&lt;br /&gt;
{{Melee Weapons Table}}&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality modifiers ===&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee formulas ===&lt;br /&gt;
{{Rewrite|reason=Expand into explanation of Melee verb system and true DPS vs displayed DPS. Consider consulting with [[User:Jiquera]] on the wiki and [https://www.reddit.com/r/RimWorld/comments/lcjgil/the_melee_verb_system_why_it_didnt_fix_what_it/ Khitrir] on the unofficial RW discord}}&lt;br /&gt;
==== General formulas ====&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on weapons ====&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on pawns ====&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
{{See also|Persona weapons}}&lt;br /&gt;
Any weapons carried by non-colonists can arrive on the map &amp;quot;biocoded&amp;quot;, meaning that weapon is ''only'' usable by the specific pawn that the weapon is biocoded to. Biocoding on weapons cannot be changed or erased, but pawns recruited as colonists will still be able to use weapons biocoded to them.  These weapons are occasionally found on raiders, guests and other pawns, and cannot be sold. They can be [[Electric smelter|smelted]] and have a specific option in both the bill menu and in [[stockpile]]s to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.'''&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blind_smoke&amp;diff=105759</id>
		<title>Blind smoke</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blind_smoke&amp;diff=105759"/>
		<updated>2022-07-23T23:26:01Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Confirmed smoke effect is accuracy modifier, not offset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; Style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: grey; color: white;&amp;quot; |  [[File:Smoke.png]]&lt;br /&gt;
|}&lt;br /&gt;
'''Smoke''' is a temporary terrain object that inflicts [[Shooting Accuracy]] penalties on ranged attacks made through it.&lt;br /&gt;
&lt;br /&gt;
Smoke does no damage, and does not affect pawns in any way except by inflicting accuracy penalties. The smoke reduces hit chance by 70% for any projectile that paths through smoke (hit chance is multiplied by 0.3). Shooters will still be affected by smoke even when neither them nor the targets are standing in it, so long as there is smoke in between them. It does not affect melee attacks. It dissipates after around 30 seconds. [[Turret]]s, both player and enemy alike, cannot target through smoke - keeping at least one tile of smoke between a pawn and a turret will entirely prevent it from attacking. Enemies with smoke weapons equipped will automatically smoke themselves when a turret is detected.&lt;br /&gt;
&lt;br /&gt;
Unlike real smoke, it is not created by [[Fire]] instead it can only be created in the following ways:&lt;br /&gt;
* [[Smoke launcher]]&lt;br /&gt;
* [[Smoke shell]]&lt;br /&gt;
* [[IED smoke trap]]&lt;br /&gt;
* [[Smokepop pack]]&lt;br /&gt;
* [[Psycasts#Smokepop|Smokepop psycast]] {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
It can also be created with the &amp;quot;'''T: Explosion (smoke)'''&amp;quot; [[Development mode]] command. &lt;br /&gt;
&lt;br /&gt;
Despite the name, the [[Condition causer#Smoke spewer|&amp;quot;Smoke Spewer&amp;quot; condition causer]] found in [[Mechanoid cluster]]s {{RoyaltyIcon}} does not actually create smoke. It instead directly affects the map tile and the world map. &lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=105745</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=105745"/>
		<updated>2022-07-23T10:37:20Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Training */ Note animal hauling MTB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events.  Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!'''&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have half the [[Toxic Sensitivity]] of humans by default.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are restricted to a designated [[area]] or lead to a pen with a [[pen marker]]. Restricting animal movement using [[areas]] is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a +5 mood bonus to the animal's &amp;quot;owner&amp;quot;, and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also be easier to train (5x multiplier on chance). &lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. &lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. &lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
Ordering a [[Doctoring|surgeon]] to perform a &amp;quot;euthanize by cut&amp;quot; operation on an animal counts as carefully slaughtering them.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{see also|Pack animal}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Animal'''&lt;br /&gt;
! [[Property:Carrying Capacity|Pack Capacity]]&lt;br /&gt;
! [[Property:Mass - Adult|Mass]]&lt;br /&gt;
! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
|-{{Animal Caravan Row|Alpaca}}&lt;br /&gt;
|-{{Animal Caravan Row|Bison}}&lt;br /&gt;
|-{{Animal Caravan Row|Donkey}}&lt;br /&gt;
|-{{Animal Caravan Row|Dromedary}}&lt;br /&gt;
|-{{Animal Caravan Row|Elephant}}&lt;br /&gt;
|-{{Animal Caravan Row|Horse}}&lt;br /&gt;
|-{{Animal Caravan Row|Muffalo}}&lt;br /&gt;
|-{{Animal Caravan Row|Thrumbo}}&lt;br /&gt;
|-{{Animal Caravan Row|Yak}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze, meaning they don't usually require food during a [[caravan]]. (This may not b true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=105742</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=105742"/>
		<updated>2022-07-23T10:22:10Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Training */ Add throughput and switch from body size to the more useful filth rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events.  Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!'''&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have half the [[Toxic Sensitivity]] of humans by default.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are restricted to a designated [[area]] or lead to a pen with a [[pen marker]]. Restricting animal movement using [[areas]] is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a +5 mood bonus to the animal's &amp;quot;owner&amp;quot;, and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also be easier to train (5x multiplier on chance). &lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. &lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. &lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently. Apart from being able to move, animals also need an intact jaw in order to haul.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
Ordering a [[Doctoring|surgeon]] to perform a &amp;quot;euthanize by cut&amp;quot; operation on an animal counts as carefully slaughtering them.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{see also|Pack animal}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Animal'''&lt;br /&gt;
! [[Property:Carrying Capacity|Pack Capacity]]&lt;br /&gt;
! [[Property:Mass - Adult|Mass]]&lt;br /&gt;
! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
|-{{Animal Caravan Row|Alpaca}}&lt;br /&gt;
|-{{Animal Caravan Row|Bison}}&lt;br /&gt;
|-{{Animal Caravan Row|Donkey}}&lt;br /&gt;
|-{{Animal Caravan Row|Dromedary}}&lt;br /&gt;
|-{{Animal Caravan Row|Elephant}}&lt;br /&gt;
|-{{Animal Caravan Row|Horse}}&lt;br /&gt;
|-{{Animal Caravan Row|Muffalo}}&lt;br /&gt;
|-{{Animal Caravan Row|Thrumbo}}&lt;br /&gt;
|-{{Animal Caravan Row|Yak}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze, meaning they don't usually require food during a [[caravan]]. (This may not b true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row/doc&amp;diff=105741</id>
		<title>Template:Animals/Haul Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row/doc&amp;diff=105741"/>
		<updated>2022-07-23T10:20:00Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Correct missing Hunger Rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This row template is created for the [[Animals]] page.&lt;br /&gt;
&lt;br /&gt;
It's used to observe and compare the most valuable (feel free to add any) properties of the hauler-animals.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row/doc&amp;diff=105740</id>
		<title>Template:Animals/Haul Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row/doc&amp;diff=105740"/>
		<updated>2022-07-23T10:17:56Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Add throughput and switch from body size to the more useful filth rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This row template is created for the [[Animals]] page.&lt;br /&gt;
&lt;br /&gt;
It's used to observe and compare the most valuable (feel free to add any) properties of the hauler-animals.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row&amp;diff=105739</id>
		<title>Template:Animals/Haul Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Haul_Row&amp;diff=105739"/>
		<updated>2022-07-23T10:17:42Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Add throughput and switch from body size to the more useful filth rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
![[{{{?Name|{{{1}}} }}}]]&lt;br /&gt;
| {{#show: {{{?Name|{{{1}}} }}}|?Move Speed Base}}&lt;br /&gt;
| {{#show:{{{?Name|{{{1}}}}}}|?Carrying Capacity}}&lt;br /&gt;
| {{#expr: {{#show: {{{?Name|{{{1}}} }}}|?Move Speed Base}}*{{#show:{{{?Name|{{{1}}}}}}|?Carrying Capacity}}}} &amp;lt;!--Haul Throughput--&amp;gt;&lt;br /&gt;
| {{#expr: {{#show:{{{?Name|{{{1}}}}}}|?Wildness}} * 100}}% &lt;br /&gt;
| {{Q|{{{?Name|{{{1}}} }}}|Real Hunger Rate|-}}&lt;br /&gt;
| {{#show:{{{?Name|{{{1}}}}}}|?Animal Filth Rate}}&lt;br /&gt;
| {{#if:{{#vardefineecho:juv_age|{{#show:{{{?Name|{{{1}}}}}}|?Juvenile Age}}}}|{{#expr:{{#var:juv_age}}*60 round 2}}|-}}&lt;br /&gt;
| {{#if:{{#vardefineecho:mat_age|{{#show:{{{?Name|{{{1}}}}}}|?Maturity Age}}}}|{{#expr:{{#var:mat_age}}*60 round 2}}|-}}&lt;br /&gt;
| {{#show:{{{?Name|{{{1}}}}}}|?Min Comfortable Temperature}}&lt;br /&gt;
| {{#show:{{{?Name|{{{1}}}}}}|?Max Comfortable Temperature}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cover&amp;diff=105707</id>
		<title>Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cover&amp;diff=105707"/>
		<updated>2022-07-22T23:09:32Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Removed Image Needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason= Updating, cleanup and [[Template:Verified|Verification]] needed}}&lt;br /&gt;
{{For|a full list of objects that provide cover|Cover list}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Cover''' can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Chunk|Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Natural cover''' is anything that can protect you on a newly generated map.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.&lt;br /&gt;
&lt;br /&gt;
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. &lt;br /&gt;
&lt;br /&gt;
[[File:Cover_Angle.png|thumb|right|Cover effectiveness on tiles at each angle]]&lt;br /&gt;
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:&lt;br /&gt;
*'''a &amp;lt; 15°''' = 100% effectiveness&lt;br /&gt;
*'''15° &amp;lt; a &amp;lt; 27°''' = 80% effectiveness&lt;br /&gt;
*'''27° &amp;lt; a &amp;lt; 40°''' = 60% effectiveness&lt;br /&gt;
*'''40° &amp;lt; a &amp;lt; 52°''' = 40% effectiveness&lt;br /&gt;
*'''52° &amp;lt; a &amp;lt; 65°''' = 20% effectiveness&lt;br /&gt;
*'''a &amp;gt; 65°''' = 0% effectiveness&lt;br /&gt;
&lt;br /&gt;
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.&lt;br /&gt;
&lt;br /&gt;
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-left}}&lt;br /&gt;
!Contents:  !! High Cover !! Low Cover !! other/unknown&lt;br /&gt;
|-&lt;br /&gt;
! Artificial Cover&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Door|Door]]&lt;br /&gt;
* [[Cover#Walls|Walls]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Sandbags|Sand Bags]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Buildings|Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
! Natural Cover&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Mountain walls|Mountain walls]]&lt;br /&gt;
* [[Cover#Saguaro cactus|Saguaro cactus]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Rubble|Rubble]] &lt;br /&gt;
* [[Cover#Bushes|Bushes]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Animals|Animals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Natural cover ==&lt;br /&gt;
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.&lt;br /&gt;
Pawns using walls as cover will fire from behind the corner of the wall.&lt;br /&gt;
&lt;br /&gt;
Walls provide up to 75% cover, but is heavily affected by direction.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
[[Chunk]]s provide 50% cover.&lt;br /&gt;
&lt;br /&gt;
They are littered all over the map, in the form of [[Rock chunk|rock]] or [[steel slag chunk]]s. They will be used by attackers to gain an advantage over you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.&lt;br /&gt;
&lt;br /&gt;
Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:&lt;br /&gt;
* Create a [[dumping stockpile zone]] in the desired shape (typically 1 square wide).&lt;br /&gt;
* The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.&lt;br /&gt;
* Select chunks on the map using the &amp;quot;Haul things&amp;quot; option in the &amp;quot;Orders&amp;quot; tab of the [[Architect]] menu.&lt;br /&gt;
* Wait for them to be hauled.&lt;br /&gt;
* Place Colonists behind this line for cover during a firefight.&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
Trees provide 25% cover.&lt;br /&gt;
&lt;br /&gt;
===Saguaro cactus===&lt;br /&gt;
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.&lt;br /&gt;
&lt;br /&gt;
==Artificial cover==&lt;br /&gt;
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)&lt;br /&gt;
&lt;br /&gt;
=== Sandbags and Barricades ===&lt;br /&gt;
[[Sandbags]] and [[barricade]]s are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades both provide {{%|{{Q|Barricade|Cover Effectiveness}}}} cover. Barricades differ from Sandbagsin that they are made from solid materials such as [[stone]], [[wood]] and [[metals]], while sandbags use [[textiles]]. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.&lt;br /&gt;
&lt;br /&gt;
=== Door ===&lt;br /&gt;
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.&lt;br /&gt;
&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Nutrient paste dispenser]]&lt;br /&gt;
* [[Geothermal generator]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Solar generator]]&lt;br /&gt;
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)&lt;br /&gt;
* [[Research bench]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Shelf]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Plant pot]] (low cover)&lt;br /&gt;
* [[Torch lamp]] (low cover)&lt;br /&gt;
* [[Sun lamp]] (low cover)&lt;br /&gt;
* [[Standing lamp]] (low cover)&lt;br /&gt;
&lt;br /&gt;
== Not Cover ==&lt;br /&gt;
The following things ''do not'' provide cover.&lt;br /&gt;
&lt;br /&gt;
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)&lt;br /&gt;
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)&lt;br /&gt;
* minified items&lt;br /&gt;
* power conduit; power switch&lt;br /&gt;
* graves&lt;br /&gt;
* dead bodies&lt;br /&gt;
* spots (i.e. sleeping spot, crafting spot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cover&amp;diff=105706</id>
		<title>Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cover&amp;diff=105706"/>
		<updated>2022-07-22T22:55:24Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Add image for cover angles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason= Updating, cleanup and [[Template:Verified|Verification]] needed}}&lt;br /&gt;
{{Image wanted|reason = Colored display of friring angles showing effectiveness of cover e.g. green where 100% cover effectivess, red at 0% etc. See [[:File:Friendly_Fire_Radii.png]] for similar concept.}}&lt;br /&gt;
{{For|a full list of objects that provide cover|Cover list}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Cover''' can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Chunk|Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Natural cover''' is anything that can protect you on a newly generated map.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.&lt;br /&gt;
&lt;br /&gt;
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. &lt;br /&gt;
&lt;br /&gt;
[[File:Cover_Angle.png|thumb|right|Cover effectiveness on tiles at each angle]]&lt;br /&gt;
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:&lt;br /&gt;
*'''a &amp;lt; 15°''' = 100% effectiveness&lt;br /&gt;
*'''15° &amp;lt; a &amp;lt; 27°''' = 80% effectiveness&lt;br /&gt;
*'''27° &amp;lt; a &amp;lt; 40°''' = 60% effectiveness&lt;br /&gt;
*'''40° &amp;lt; a &amp;lt; 52°''' = 40% effectiveness&lt;br /&gt;
*'''52° &amp;lt; a &amp;lt; 65°''' = 20% effectiveness&lt;br /&gt;
*'''a &amp;gt; 65°''' = 0% effectiveness&lt;br /&gt;
&lt;br /&gt;
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.&lt;br /&gt;
&lt;br /&gt;
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-left}}&lt;br /&gt;
!Contents:  !! High Cover !! Low Cover !! other/unknown&lt;br /&gt;
|-&lt;br /&gt;
! Artificial Cover&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Door|Door]]&lt;br /&gt;
* [[Cover#Walls|Walls]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Sandbags|Sand Bags]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Buildings|Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
! Natural Cover&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Mountain walls|Mountain walls]]&lt;br /&gt;
* [[Cover#Saguaro cactus|Saguaro cactus]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Rubble|Rubble]] &lt;br /&gt;
* [[Cover#Bushes|Bushes]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Animals|Animals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Natural cover ==&lt;br /&gt;
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.&lt;br /&gt;
Pawns using walls as cover will fire from behind the corner of the wall.&lt;br /&gt;
&lt;br /&gt;
Walls provide up to 75% cover, but is heavily affected by direction.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
[[Chunk]]s provide 50% cover.&lt;br /&gt;
&lt;br /&gt;
They are littered all over the map, in the form of [[Rock chunk|rock]] or [[steel slag chunk]]s. They will be used by attackers to gain an advantage over you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.&lt;br /&gt;
&lt;br /&gt;
Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:&lt;br /&gt;
* Create a [[dumping stockpile zone]] in the desired shape (typically 1 square wide).&lt;br /&gt;
* The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.&lt;br /&gt;
* Select chunks on the map using the &amp;quot;Haul things&amp;quot; option in the &amp;quot;Orders&amp;quot; tab of the [[Architect]] menu.&lt;br /&gt;
* Wait for them to be hauled.&lt;br /&gt;
* Place Colonists behind this line for cover during a firefight.&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
Trees provide 25% cover.&lt;br /&gt;
&lt;br /&gt;
===Saguaro cactus===&lt;br /&gt;
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.&lt;br /&gt;
&lt;br /&gt;
==Artificial cover==&lt;br /&gt;
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)&lt;br /&gt;
&lt;br /&gt;
=== Sandbags and Barricades ===&lt;br /&gt;
[[Sandbags]] and [[barricade]]s are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades both provide {{%|{{Q|Barricade|Cover Effectiveness}}}} cover. Barricades differ from Sandbagsin that they are made from solid materials such as [[stone]], [[wood]] and [[metals]], while sandbags use [[textiles]]. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.&lt;br /&gt;
&lt;br /&gt;
=== Door ===&lt;br /&gt;
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.&lt;br /&gt;
&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Nutrient paste dispenser]]&lt;br /&gt;
* [[Geothermal generator]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Solar generator]]&lt;br /&gt;
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)&lt;br /&gt;
* [[Research bench]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Shelf]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Plant pot]] (low cover)&lt;br /&gt;
* [[Torch lamp]] (low cover)&lt;br /&gt;
* [[Sun lamp]] (low cover)&lt;br /&gt;
* [[Standing lamp]] (low cover)&lt;br /&gt;
&lt;br /&gt;
== Not Cover ==&lt;br /&gt;
The following things ''do not'' provide cover.&lt;br /&gt;
&lt;br /&gt;
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)&lt;br /&gt;
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)&lt;br /&gt;
* minified items&lt;br /&gt;
* power conduit; power switch&lt;br /&gt;
* graves&lt;br /&gt;
* dead bodies&lt;br /&gt;
* spots (i.e. sleeping spot, crafting spot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Cover_Angle.png&amp;diff=105705</id>
		<title>File:Cover Angle.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Cover_Angle.png&amp;diff=105705"/>
		<updated>2022-07-22T22:41:49Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Displays effectiveness of cover at different angles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Displays effectiveness of cover at different angles.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105659</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105659"/>
		<updated>2022-07-21T23:47:33Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Rewrite Sell or Smelt description and cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 180&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -700&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (217, 112, 33)&lt;br /&gt;
|heatpersecond = 9&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|thingCategories = BuildingsProduction&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 3500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 170&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.&lt;br /&gt;
&lt;br /&gt;
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high [[quality|qualities]] and hit points.  However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, [[biocoding]] or [[Apparel#Tainted_Apparel|tainting]] it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. &lt;br /&gt;
It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
For an unmodified, healthy pawn, smelting a [[steel slag chunk]] takes {{ticks|400}} of work, as does destroying items, while  smelting a [[weapon]] or piece of [[apparel]] takes {{ticks|1600}} of work. The [[Smelting Speed]] of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased [[manipulation]]. Therefore [[bionic arm|bionic]] and [[archotech arm]]s are the primary method of improving smelting rates. Additionally, [[traits]] that improve [[Global Work Speed]], such as Industrious are also useful in this regard. &lt;br /&gt;
=== Sell or Smelt === &lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
&lt;br /&gt;
As they cannot be sold, [[Apparel#Tainted_Apparel|tainted]] and [[biocoding|biocoded]] items should always be smelted. For other items, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources, meaning that above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105632</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105632"/>
		<updated>2022-07-21T10:01:06Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Sell or Smelt */ Frag &amp;amp; Incendiary grenades cannot be smelted, and EMP grenades &amp;amp; clubs do not have quality modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization (Analysis summary split)}}{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 180&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -700&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (217, 112, 33)&lt;br /&gt;
|heatpersecond = 9&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|thingCategories = BuildingsProduction&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 3500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 170&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.&lt;br /&gt;
&lt;br /&gt;
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high [[quality|qualities]] and hit points.  However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, [[biocoding]] or [[Apparel#Tainted_Apparel|tainting]] it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. &lt;br /&gt;
It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
For an unmodified, healthy pawn, smelting a [[steel slag chunk]] takes {{ticks|400}} of work, as does destroying items, while  smelting a [[weapon]] or piece of [[apparel]] takes {{ticks|1600}} of work. The [[Smelting Speed]] of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased [[manipulation]]. Therefore [[bionic arm|bionic]] and [[archotech arm]]s are the primary method of improving smelting rates. Additionally, [[traits]] that improve [[Global Work Speed]], such as Industrious are also useful in this regard. &lt;br /&gt;
=== Sell or Smelt === &lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
The specifics of which items to designate for smelting and which should be kept for sale vary significantly. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively.  Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
However, below can be found a table which compares the value of items of varying quality and of their smelted products. In parenthesis are hit point values at which the item will be worth the same to sell as the raw materials, meaning in a purely economic &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105625</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105625"/>
		<updated>2022-07-21T08:44:46Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Sell or Smelt */ Include percentages for comparing raw resources with sale cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization (Analysis summary split)}}{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 180&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -700&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (217, 112, 33)&lt;br /&gt;
|heatpersecond = 9&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|thingCategories = BuildingsProduction&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 3500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 170&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.&lt;br /&gt;
&lt;br /&gt;
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high [[quality|qualities]] and hit points.  However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, [[biocoding]] or [[Apparel#Tainted_Apparel|tainting]] it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. &lt;br /&gt;
It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
For an unmodified, healthy pawn, smelting a [[steel slag chunk]] takes {{ticks|400}} of work, as does destroying items, while  smelting a [[weapon]] or piece of [[apparel]] takes {{ticks|1600}} of work. The [[Smelting Speed]] of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased [[manipulation]]. Therefore [[bionic arm|bionic]] and [[archotech arm]]s are the primary method of improving smelting rates. Additionally, [[traits]] that improve [[Global Work Speed]], such as Industrious are also useful in this regard. &lt;br /&gt;
=== Sell or Smelt === &lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
The specifics of which items to designate for smelting and which should be kept for sale vary significantly. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively.  Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
However, below can be found a table which compares the value of items of varying quality and of their smelted products. In parenthesis are hit point values at which the item will be worth the same to sell as the raw materials, meaning in a purely economic &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 10}}|Frag grenades|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 10}}|Molotov cocktails|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105624</id>
		<title>Template:Hit Point Market Value Inverse/relative</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105624"/>
		<updated>2022-07-21T08:40:11Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#expr: {{Market Value Calculator|{{{2|}}}||{{{3|}}}}} * {{#if: {{{4|}}}|{{{4|}}}|1}}}} {{Icon Small|silver}} ({{#ifeq: {{Hit Point Market Value Inverse|{{{1|}}}|{{#expr: {{Market Value Calculator|{{{2|}}}||{{{3|}}}}} * {{#if: {{{4|}}}|{{{4|}}}|1}}}}}}|never|never|{{#expr: ({{Hit Point Market Value Inverse|{{{1|}}}|{{#expr: {{Market Value Calculator|{{{2|}}}||{{{3|}}}}} * {{#if: {{{4|}}}|{{{4|}}}|1}}}}}} * 100) round 1}}%}})&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105623</id>
		<title>Template:Hit Point Market Value Inverse/relative/quality table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105623"/>
		<updated>2022-07-21T08:30:34Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{1|}}} {{Icon Small|silver}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Awful|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Poor|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Normal|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Good|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Excellent|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Masterwork|{{{3|}}}}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Legendary|{{{3|}}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/doc&amp;diff=105622</id>
		<title>Template:Hit Point Market Value Inverse/relative/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/doc&amp;diff=105622"/>
		<updated>2022-07-21T08:30:24Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Created page with &amp;quot;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse/relative|target|item_name|quality|sell_modifier (default 1)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; :&amp;lt;code&amp;gt;''sell_price_at_quality'' {{Icon Small|silv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse/relative|target|item_name|quality|sell_modifier (default 1)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;''sell_price_at_quality'' {{Icon Small|silver}} (''percentage_hit_points_for_target''%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse/relative|20.9|Machine pistol|good|0.2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{Hit Point Market Value Inverse/relative|20.9|Machine pistol|good|0.2}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105621</id>
		<title>Template:Hit Point Market Value Inverse/relative</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105621"/>
		<updated>2022-07-21T08:22:11Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#expr: {{Market Value Calculator|{{{2|}}}||{{{3|}}}}} * {{#if: {{{4|}}}|{{{4|}}}|1}}}} {{Icon Small|silver}} ({{#expr: ({{Hit Point Market Value Inverse|{{{1|}}}|{{#expr: {{Market Value Calculator|{{{2|}}}||{{{3|}}}}} * {{#if: {{{4|}}}|{{{4|}}}|1}}}}}} * 100) round 1}}%)&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/doc&amp;diff=105620</id>
		<title>Template:Hit Point Market Value Inverse/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/doc&amp;diff=105620"/>
		<updated>2022-07-21T08:16:47Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This template calculates the minimum percentage hit points (0.0 to 1.0) at which an item would be worth ''n'' if its market value at full durability is ''m'':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|n|m}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returns &amp;lt;code&amp;gt;never&amp;lt;/code&amp;gt; if ''n'' &amp;gt; ''m''&lt;br /&gt;
&lt;br /&gt;
Note that this ignores all sell price modifiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|Relationship between hit points and value]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|64|64}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; because from &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; hit points, items have full market value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|5|50}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; because items have 10% of full market value when at 50% of hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|2|50}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; because items have 4% of full market value when at 20% of hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|80|75}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;never&amp;lt;/code&amp;gt; because the target market value is greater than the maximum market value&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105619</id>
		<title>Template:Hit Point Market Value Inverse/relative/quality table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105619"/>
		<updated>2022-07-21T07:54:49Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{1|}}} {{Icon Small|silver}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Awful}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Poor}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Normal}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Good}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Excellent}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Masterwork}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Legendary}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105618</id>
		<title>Template:Hit Point Market Value Inverse/relative/quality table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative/quality_table&amp;diff=105618"/>
		<updated>2022-07-21T07:53:27Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Awful}} | {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Poor}} | {{Hit Point Market Va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Awful}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Poor}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Normal}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Good}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Excellent}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Masterwork}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{{1|}}}|{{{2|}}}|Legendary}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105617</id>
		<title>Template:Hit Point Market Value Inverse/relative</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105617"/>
		<updated>2022-07-21T07:45:34Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Market Value Calculator|{{{2}}}||{{{3}}}}} {{Icon Small|silver}} ({{#expr: ({{Hit Point Market Value Inverse|{{{1}}}|{{Market Value Calculator|{{{2}}}||{{{3}}}}}}} * 100) round 1}}%)&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105616</id>
		<title>Template:Hit Point Market Value Inverse/relative</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/relative&amp;diff=105616"/>
		<updated>2022-07-21T07:43:54Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Market Value Calculator|{{{2}}}||{{{3}}}}} {{Icon Small|silver}} ({{#expr: {{Hit Point Market Value Inverse|{{{1}}}|{{Market Value Calculator|{{{2}}}||{{{3}}}}}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Market Value Calculator|{{{2}}}||{{{3}}}}} {{Icon Small|silver}} ({{#expr: {{Hit Point Market Value Inverse|{{{1}}}|{{Market Value Calculator|{{{2}}}||{{{3}}}}}}} * 100}}%)&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/quality&amp;diff=105615</id>
		<title>Template:Hit Point Market Value Inverse/quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/quality&amp;diff=105615"/>
		<updated>2022-07-21T05:25:55Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{Hit Point Market Value Inverse|{{{1}}}|{{Market Value Calculator|{{{2}}}||{{{3}}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt; {{documentation}} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Hit Point Market Value Inverse|{{{1}}}|{{Market Value Calculator|{{{2}}}||{{{3}}}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/doc&amp;diff=105614</id>
		<title>Template:Hit Point Market Value Inverse/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse/doc&amp;diff=105614"/>
		<updated>2022-07-21T05:00:29Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Initial documentation for the Hit Point Market Value Inverse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This template calculates the minimum percentage hit points (0.0 to 1.0) at which an item would be worth ''n'' if its market value at full durability is ''m'':&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|n|m}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returns &amp;lt;code&amp;gt;never&amp;lt;/code&amp;gt; if ''n'' &amp;gt; ''m''&lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|Relationship between hit points and value]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|64|64}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; because from &amp;lt;code&amp;gt;0.9&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt; hit points, items have full market value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|5|50}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; because items have 10% of full market value when at 50% of hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|2|50}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;0.2&amp;lt;/code&amp;gt; because items have 4% of full market value when at 20% of hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Hit Point Market Value Inverse|80|75}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Returns &amp;lt;code&amp;gt;never&amp;lt;/code&amp;gt; because the target market value is greater than the maximum market value&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse&amp;diff=105613</id>
		<title>Template:Hit Point Market Value Inverse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Hit_Point_Market_Value_Inverse&amp;diff=105613"/>
		<updated>2022-07-21T05:00:20Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Initial function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{#expr: floor(10 * {{{1|}}} / {{{2|}}})}} |&lt;br /&gt;
0 = {{#expr: 5 * {{{1|}}} / {{{2|}}}}} |&lt;br /&gt;
1 | 2 | 3 | 4 = {{#expr: (({{{1|}}} / {{{2|}}}) + 1.9) / 4}} |&lt;br /&gt;
5 | 6 | 7 | 8 | 9 = {{#expr: (({{{1|}}} / {{{2|}}}) + 0.5) * 3 / 5}} |&lt;br /&gt;
#default = {{#ifeq: {{{1|}}} | {{{2|}}} | 0.9 | never}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105606</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105606"/>
		<updated>2022-07-20T22:35:42Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Sell or Smelt */ Corrected material types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization (Analysis summary split)}}{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 180&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -700&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (217, 112, 33)&lt;br /&gt;
|heatpersecond = 9&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|thingCategories = BuildingsProduction&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 3500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 170&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.&lt;br /&gt;
&lt;br /&gt;
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high [[quality|qualities]] and hit points.  However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, [[biocoding]] or [[Apparel#Tainted_Apparel|tainting]] it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. &lt;br /&gt;
It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
For an unmodified, healthy pawn, smelting a [[steel slag chunk]] takes {{ticks|400}} of work, as does destroying items, while  smelting a [[weapon]] or piece of [[apparel]] takes {{ticks|1600}} of work. The [[Smelting Speed]] of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased [[manipulation]]. Therefore [[bionic arm|bionic]] and [[archotech arm]]s are the primary method of improving smelting rates. Additionally, [[traits]] that improve [[Global Work Speed]], such as Industrious are also useful in this regard. &lt;br /&gt;
=== Sell or Smelt === &lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
The specifics of which items to designate for smelting and which should be kept for sale are still undetermined. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively.  Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Full Value !! Poor Full Value !! Normal Full Value !! Good Full Value !! Excellent Full Value !! Masterwork Full Value !! Legendary Full Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 11}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 18}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 40}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 8}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material return !! Sell Quality^&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| 79.5(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| 81(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 76.3(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| 73(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 88(3); 71.2(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 71(2);60.3(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 86(1);67(2);59(3)&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 74(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 83(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| 73.7(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| 64.3(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 85(3)&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| 66(1);57.5(2);6(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
^ The hit points and quality where sale price for a [[Skills|Social]] 10 pawn would gain more silver than would be required to buy equivalent amount of materials(3 is normal quality; 7 is legendary). Assuming player sell for 60% of price and buy for 140% price.&amp;lt;/sup&amp;gt; &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105605</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=105605"/>
		<updated>2022-07-20T22:28:49Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Added material/item full value table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardization (Analysis summary split)}}{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 180&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -700&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (217, 112, 33)&lt;br /&gt;
|heatpersecond = 9&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|thingCategories = BuildingsProduction&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 3500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 170&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons and armor can be smelted to return 25% of their crafting cost. Items can also be destroyed by smelting,&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the smelter can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the smelter itself is sufficient.&lt;br /&gt;
&lt;br /&gt;
Some items sell for more silver than would be required to buy the same amount of materials obtained from smelting, especially at high [[quality|qualities]] and hit points.  However as some items have low sell value/smelted material ratios, and smelting returns the same materials regardless of quality, damage, [[biocoding]] or [[Apparel#Tainted_Apparel|tainting]] it can be used to extract moderate value from items of little or no worth otherwise. Both of these facts should be kept in mind while creating any automated smelting bills. &lt;br /&gt;
It is never recommended to destroy items, as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
For an unmodified, healthy pawn, smelting a [[steel slag chunk]] takes {{ticks|400}} of work, as does destroying items, while  smelting a [[weapon]] or piece of [[apparel]] takes {{ticks|1600}} of work. The [[Smelting Speed]] of pawns using the electric smelter is not dependent on any skills, instead it can only be increased above normal with increased [[manipulation]]. Therefore [[bionic arm|bionic]] and [[archotech arm]]s are the primary method of improving smelting rates. Additionally, [[traits]] that improve [[Global Work Speed]], such as Industrious are also useful in this regard. &lt;br /&gt;
=== Sell or Smelt === &lt;br /&gt;
&lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
The specifics of which items to designate for smelting and which should be kept for sale are still undetermined. It seems like most craftable melee weapons are better to smelt, while sniper rifles are generally better to sell, though this relationship may break down at high and low qualities respectively.  Very damaged (under 60% health remaining, the value of an item drops rapidly after 60 percent) items are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Full Value !! Poor Full Value !! Normal Full Value !! Good Full Value !! Excellent Full Value !! Masterwork Full Value !! Legendary Full Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Autopistol||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Revolver||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Pump shotgun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 11}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Machine pistol||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Bolt-action rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Assault rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Sniper rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|LMG||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Heavy SMG||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Frag grenades||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Molotov cocktails||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP grenades||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 18}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Chain shotgun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 40}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Minigun||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Incendiary launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|EMP launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smoke launcher||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge rifle||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Charge lance||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Shield belt||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 8}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract helmet||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak vest||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak pants||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Flak jacket||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Recon armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Marine armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 13}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Cataphract armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige recon armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige marine armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Prestige cataphract armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Locust armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Grenadier armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Awful}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Poor}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Normal}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Good}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Excellent}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Masterwork}} {{Icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Phoenix armor||Legendary}} {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material return !! Sell Quality^&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| 79.5(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| 81(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 76.3(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| 73(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 88(3); 71.2(4)&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 71(2);60.3(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| 86(1);67(2);59(3)&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 74(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 83(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| 73.7(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| 64.3(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| 85(3)&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| 66(1);57.5(2);6(3)&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
^ The hit points and quality where sale price for a [[Skills|Social]] 10 pawn would gain more silver than would be required to buy equivalent amount of materials(3 is normal quality; 7 is legendary). Assuming player sell for 60% of price and buy for 140% price.&amp;lt;/sup&amp;gt; &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Weapon_Stats_Table/Ranged&amp;diff=105604</id>
		<title>Template:Weapon Stats Table/Ranged</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Weapon_Stats_Table/Ranged&amp;diff=105604"/>
		<updated>2022-07-20T21:26:47Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: Use Market Value Calculator to correctly calculate value in a standardized way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#vardefine:name| {{{ 1 | {{PAGENAME}} }}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:damage|    {{formatnum:{{Q|{{#var:name}}|Damage Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:avgDPS |   {{formatnum:{{Q|{{#var:name}}|Maximum DPS}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:avgAP|     {{formatnum:{{Q|{{#var:name}}|Armor Penetration}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:accTouch|  {{formatnum:{{Q|{{#var:name}}|Accuracy (Touch) Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:accShort|  {{formatnum:{{Q|{{#var:name}}|Accuracy (Short) Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:accMedium| {{formatnum:{{Q|{{#var:name}}|Accuracy (Medium) Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:accLong|   {{formatnum:{{Q|{{#var:name}}|Accuracy (Long) Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value|     {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Quality&lt;br /&gt;
! Damage&lt;br /&gt;
! {{AP}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|Base weapon accuracy at Touch Range (3 tiles) | Accuracy&amp;lt;br/&amp;gt;(Touch)}}&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|Base weapon accuracy at Short Range (12 tiles) | Accuracy&amp;lt;br/&amp;gt;(Short)}}&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|Base weapon accuracy at Medium Range (25 tiles) | Accuracy&amp;lt;br/&amp;gt;(Medium)}}&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|Base weapon accuracy at Long Range (40 tiles) | Accuracy&amp;lt;br/&amp;gt;(Long)}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|Damage Per Second assuming all shots hit|DPS&amp;lt;br/&amp;gt;(Optimal)}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|DPS x Accuracy at Touch Range (3 tiles) assuming perfect shooter accuracy|DPS&amp;lt;br/&amp;gt;(Touch)}} &lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|DPS x Accuracy at Short Range (12 tiles) assuming perfect shooter accuracy|DPS&amp;lt;br/&amp;gt;(Short)}} &lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|DPS x Accuracy at Medium Range (25 tiles) assuming perfect shooter accuracy|DPS&amp;lt;br/&amp;gt;(Medium)}} &lt;br /&gt;
&amp;lt;th&amp;gt;{{H:title|link=no|DPS x Accuracy at Long Range (40 tiles) assuming perfect shooter accuracy|DPS&amp;lt;br/&amp;gt;(Long)}}&lt;br /&gt;
}}&lt;br /&gt;
! Market Value&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |'''Awful {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 0.9*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 0.9*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: 0.9*{{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accTouch|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accTouch|}}  round 0}}}}/100*0.9*{{#var:avgDPS }} round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accShort|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accShort|}}  round 0}}}}/100*0.9*{{#var:avgDPS }} round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accMedium|}} round 0}}}}/100*0.9*{{#var:avgDPS }} round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accLong|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.8*{{#var:accLong|}} round 0}}}}/100*0.9*{{#var:avgDPS }} round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Awful}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|'''Poor {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.0*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: {{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 0.9*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Poor}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; |'''Normal {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.0*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: {{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.0*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Normal}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!  style=&amp;quot;text-align:right;&amp;quot; |'''Good {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.0*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: {{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.1*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Good}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; |'''Excellent {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.0*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: {{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.2*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Excellent}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; |'''Masterwork {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.25*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.25*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accTouch|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accTouch|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accShort|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accShort|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accLong|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accLong|}} round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: 1.25*{{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.35*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Masterwork}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; |'''Legendary {{#var:name}}'''&lt;br /&gt;
| {{ #expr: 1.5*{{#var:damage|}} round 2}}&lt;br /&gt;
| {{#if: {{Q|{{#var:name}}|Armor Penetration}} | {{ #expr: 1.5*{{#var:avgAP|}} round 2}}%|-}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accTouch|}}  round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accShort|}}  round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accMedium|}} round 0}}}}%|-}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accLong|}}  round 0}}}}%|-}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td&amp;gt; {{ #expr: 1.5*{{#var:avgDPS|}} round 2}}&lt;br /&gt;
{{#if: {{Q|{{#var:name}}|Miss Radius}}||&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accTouch|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accShort|}}  round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accMedium|}} round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}&lt;br /&gt;
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accLong|}}   round 2}} &amp;gt; 100 | 100 | {{ #expr: 1.5*{{#var:accLong|}}   round 0}}}}/100*{{#var:avgDPS }}  round 2}} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
| {{Market Value Calculator|{{#var:name}}||Legendary}} {{icon small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;For the full effects of qualities, see [[Quality]].&amp;lt;/sup&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt; &amp;lt;noinclude&amp;gt;{{Weapon Quality Table/Ranged|Incendiary launcher}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table/Ranged|Assault rifle}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=83871</id>
		<title>Shooting Accuracy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=83871"/>
		<updated>2021-04-01T04:47:52Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also| Skills#Shooting}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentOne&lt;br /&gt;
| description = Base chance to not miss per square of shot distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Shooting| ]][[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** [[Traits#TriggerHappy|Trigger Happy]]: -5.0&lt;br /&gt;
** [[Traits#CarefulShooter|Careful Shooter]]: +5.0&lt;br /&gt;
* [[Gunlink]] {{RoyaltyIcon}} +3.0&lt;br /&gt;
* [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]: +8.0&lt;br /&gt;
* Post-processing curve&lt;br /&gt;
&lt;br /&gt;
It is capped at 99.9% per tile, though 99.8% seems to be the highest achievable value in vanilla.&lt;br /&gt;
* +20 from 20 [[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* +12 from 200% [[Sight]]&lt;br /&gt;
* +0 from 100% [[Manipulation]]&lt;br /&gt;
* +5 from Careful Shooter&lt;br /&gt;
* +3 from [[Gunlink]] {{RoyaltyIcon}}&lt;br /&gt;
* +8 from [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]&lt;br /&gt;
This results in a total of 48, which the post-processing curve translates into a 99.8% value.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.7249)&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.5239).&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&amp;lt;ref&amp;gt;\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile&lt;br /&gt;
|-&lt;br /&gt;
| -20 || 70.000%&lt;br /&gt;
|-&lt;br /&gt;
| -10 || 80.000%&lt;br /&gt;
|-&lt;br /&gt;
| -6 || 83.000%&lt;br /&gt;
|-&lt;br /&gt;
| -4 || 85.000%&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 87.000%&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 89.000%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 93.000%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 94.000%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 95.000%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 96.000%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 97.000%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 97.500%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 98.000%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 98.333%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 98.666%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 99.000%&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 99.250%&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 99.500%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 99.650%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 99.800%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 99.900%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=83870</id>
		<title>Shooting Accuracy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shooting_Accuracy&amp;diff=83870"/>
		<updated>2021-04-01T04:46:45Z</updated>

		<summary type="html">&lt;p&gt;2kai2kai2: /* Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also| Skills#Shooting}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentOne&lt;br /&gt;
| description = Base chance to not miss per square of shot distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Shooting| ]][[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
** [[Traits#TriggerHappy|Trigger Happy]]: -5.0&lt;br /&gt;
** [[Traits#CarefulShooter|Careful Shooter]]: +5.0&lt;br /&gt;
* [[Gunlink]] {{RoyaltyIcon}} +3.0&lt;br /&gt;
* [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]: +8.0&lt;br /&gt;
* Post-processing curve&lt;br /&gt;
&lt;br /&gt;
It is capped at 99.9% per tile, though 99.8% seems to be the highest achievable value in vanilla.&lt;br /&gt;
* +20 from 20 [[Skills#Shooting|Shooting]] skill&lt;br /&gt;
* +12 from 200% [[Sight]]&lt;br /&gt;
* +0 from 100%[[Manipulation]]&lt;br /&gt;
* +5 from Careful Shooter&lt;br /&gt;
* +3 from [[Gunlink]] {{RoyaltyIcon}}&lt;br /&gt;
* +8 from [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]&lt;br /&gt;
This results in a sum of 48, which the post-processing curve translates into a 99.8% value.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.7249)&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt; = 0.5239).&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&amp;lt;ref&amp;gt;\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile&lt;br /&gt;
|-&lt;br /&gt;
| -20 || 70.000%&lt;br /&gt;
|-&lt;br /&gt;
| -10 || 80.000%&lt;br /&gt;
|-&lt;br /&gt;
| -6 || 83.000%&lt;br /&gt;
|-&lt;br /&gt;
| -4 || 85.000%&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 87.000%&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 89.000%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 93.000%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 94.000%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 95.000%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 96.000%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 97.000%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 97.500%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 98.000%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 98.333%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 98.666%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 99.000%&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 99.250%&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 99.500%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 99.650%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 99.800%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 99.900%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>2kai2kai2</name></author>
	</entry>
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