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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=103242</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=103242"/>
		<updated>2022-04-25T09:44:36Z</updated>

		<summary type="html">&lt;p&gt;Albedo: ref image in text; bold key word, move Search word reference to top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Crashed ship parts#Psychic ship|psychic]]&amp;quot; or &amp;quot;[[Crashed ship parts#Defoliator ship|defoliator]]&amp;quot; (see below).&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
Upon landing a group of [[mechanoids]] will be surrounding the ship to defend it. The size of the group is dependent on colony wealth and storyteller difficulty (see [[raid points]]). They will spawn in a &amp;quot;sleeping&amp;quot; state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the ship part. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat.  Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move and work among the sleeping mechanoids, and can even fight the fire if they are not designated to &amp;quot;Flee&amp;quot; from danger.* Note that mechanoids are extremely resistant to the level of fire that open areas support (though not to extreme [[Ailments#Heatstroke|heat]] in closed areas), so these initial fires will not damage or wake them.&lt;br /&gt;
:  (* A non-drafted colonist either &amp;quot;Flees&amp;quot;, &amp;quot;Ignores&amp;quot; or &amp;quot;Attacks&amp;quot; when they see &amp;quot;danger&amp;quot; depending on a setting in the colonist's Info Panel, top-right, in the middle of the row of icons there. To fight these fires without waking the mech's, you want &amp;quot;Ignore&amp;quot;.) &lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone is highlighted here.]]&lt;br /&gt;
The &amp;quot;no build&amp;quot; zone is a bulged rectangle, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side (see image, right). Placing any item or structure within this radius, such as a wall, sandbag or spike trap, will trigger the ship and mechanoids as if it had been fired upon. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* 60 [[steel]]&lt;br /&gt;
* 10 [[plasteel]]&lt;br /&gt;
* &amp;amp;#8199;1 [[component]]&lt;br /&gt;
* &amp;amp;#8199;1 [[advanced component]]&lt;br /&gt;
&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
* '''Minor bug''': When the ship part is selected, there is a greyed-out &amp;quot;[[Deconstruct]]&amp;quot; button that, when mouse-hovered, states ''&amp;quot;You must defeat a mech cluster before you can deconstruct it&amp;quot;'' (sic).  This is misleading, as you cannot &amp;quot;deconstruct&amp;quot; a Crashed Ship Part, and there is no deconstruction return defined in the game code.&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a &amp;quot;low&amp;quot; -12, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
* Note that this event was once called a &amp;quot;'''poison ship'''&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}.&lt;br /&gt;
[[File:Poison ship 2.jpg|250px|thumb|left|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.]]&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* NOTE: As of the 1.1 update, [[mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
* Some version ? prior to 25 July 2020 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Poison_ship&amp;diff=103241</id>
		<title>Poison ship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Poison_ship&amp;diff=103241"/>
		<updated>2022-04-25T09:41:45Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Crashed_ship_parts#Defoliator_ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crashed ship parts#Defoliator ship]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=103010</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=103010"/>
		<updated>2022-04-22T22:12:02Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Siege */ comment on timing of siege &amp;quot;blueprint&amp;quot;&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;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[File:Termite.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Thump cannon]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base drop pods ===&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. These kind of raids will appear more frequently if the wealth is high enough.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint &amp;quot;blueprint&amp;quot; for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]]&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}}&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Blaster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Refused_classification&amp;diff=102995</id>
		<title>Refused classification</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Refused_classification&amp;diff=102995"/>
		<updated>2022-04-22T05:05:04Z</updated>

		<summary type="html">&lt;p&gt;Albedo: ,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On the 28th of February, 2022, RimWorld was '''refused classification''' by the Australian Classification Board. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. While preexisting owners did not lose access, new sales were banned and there was some loss of services as Steam shut down access to the store page and some community pages for Australian users. &lt;br /&gt;
&lt;br /&gt;
As of the 20 of April, 2022, this decision was reviewed and amended, and RimWorld was unanimously rated R 18+ (i.e. legal adults only, with proof of ID potentially required). This provides an avenue for future sales and hopefully will allow Steam to provide the lost services in the future.&lt;br /&gt;
&lt;br /&gt;
== Initial Statement from Ludeon: &amp;quot;Rimworld removed from sale in Australia on Steam,existing owners unaffected&amp;quot; ==&lt;br /&gt;
Hello everyone,&lt;br /&gt;
&lt;br /&gt;
Unfortunately, we've just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam.&lt;br /&gt;
&lt;br /&gt;
This does not seem to affect existing owners - it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected.&lt;br /&gt;
&lt;br /&gt;
We don't have a ton of information about this since it just happened within the last few hours, it's Friday evening, and most people we could ask are not at work.&lt;br /&gt;
&lt;br /&gt;
From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as “Refused Classification (RC)”, meaning it can't be sold in Australia.&lt;br /&gt;
&lt;br /&gt;
We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We're not sure why this decision was made in RimWorld's case.&lt;br /&gt;
&lt;br /&gt;
I'm sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we don’t yet know what that might require or how long it may take.&lt;br /&gt;
&lt;br /&gt;
Thanks for your understanding everyone.&lt;br /&gt;
&lt;br /&gt;
- Ty&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
The Australian Classification Board (ACB), in part, issued this statement, which refers generally to its guidelines but not specifically to the game.&lt;br /&gt;
&lt;br /&gt;
:  ''&amp;quot;The computer game is classified RC in accordance with the National Classification Code as computer games that 'depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified.'&amp;quot;'' ([https://www.eurogamer.net/articles/2022-03-01-rimworld-refused-classification-in-australia-banning-it-from-sale ref. Eurogamer.net])&lt;br /&gt;
&lt;br /&gt;
According to the ACB website, this category is defined as follows:&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Refused Classification (RC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot; ''Refused Classification (RC) is a classification category referring to films, computer games and publications that cannot be sold, hired, advertised or legally imported in Australia. RC-classified material contains content that is very high in impact and falls outside generally-accepted community standards.&amp;quot;'' ([https://www.classification.gov.au/classification-ratings/what-do-ratings-mean ref. ACB website])&lt;br /&gt;
&lt;br /&gt;
The ACB has a history of similar conservative reactions to such content, though RimWorld appears notably tame in contrast to the majority of such. This action can be appealed. ([https://en.wikipedia.org/wiki/List_of_banned_video_games_in_Australia ref. Wikipedia])&lt;br /&gt;
&lt;br /&gt;
== Review and Classification == &lt;br /&gt;
In response to an application by the original applicant, a review was performed by the ACB. This resulted in a R 18+ Rating. The reasoning provided was as follows: ([https://www.classification.gov.au/about-us/media-and-news/media-releases/rimworld-classified-r-18 classification.gov.au]).&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;In the Classification Review Board’s opinion RimWorld warrants an R 18+ classification because the themes and drug use have a high impact. The overall impact of the classifiable elements in the game was high. The Review Board also considered the appeal of the game to be skewed to an adult audience.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;The game includes fantasy drug use, but in the Review Board’s opinion, the game mechanic ultimately provides disincentives related to drug-taking behaviour, to the point where regular drug use leads to negative consequences such as overdose, addiction, and withdrawal. Players may choose for colonist pawns to consume drugs in certain scenarios, but this greatly hinders player progress, as characters will succumb to addiction and must deal with long-term negative impacts of their drug use. The drug use is depicted at a distance through a top-down perspective, in a highly stylised, simplified form. The game also contains high impact themes that are justified by the context of colonists surviving in an inhospitable fantasy world.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Refused_classification&amp;diff=102994</id>
		<title>Refused classification</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Refused_classification&amp;diff=102994"/>
		<updated>2022-04-22T05:04:27Z</updated>

		<summary type="html">&lt;p&gt;Albedo: x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On the 28th of February, 2022, RimWorld was '''refused classification''' by the Australian Classification Board. Refused games [https://www.classification.gov.au/classification-ratings/what-do-ratings-mean cannot be sold, hired, advertised or legally imported] in Australia. While preexisting owners did not lose access, new sales were banned and there was some loss of services as Steam shut down access to the store page and some community pages for Australian users. &lt;br /&gt;
&lt;br /&gt;
As of the 20 of April 2022, this decision was reviewed and amended, and RimWorld was unanimously rated R 18+ (i.e. legal adults only, with proof of ID potentially required). This provides an avenue for future sales and hopefully will allow Steam to provide the lost services in the future.&lt;br /&gt;
&lt;br /&gt;
== Initial Statement from Ludeon: &amp;quot;Rimworld removed from sale in Australia on Steam,existing owners unaffected&amp;quot; ==&lt;br /&gt;
Hello everyone,&lt;br /&gt;
&lt;br /&gt;
Unfortunately, we've just been informed that RimWorld has just been made unavailable for new purchases by Australian customers on Steam.&lt;br /&gt;
&lt;br /&gt;
This does not seem to affect existing owners - it only prevents new purchases. Anyone who already owns the game is still be able to play, receive updates and access community features like the forums and workshop. The Ideology and Royalty expansions are also not affected.&lt;br /&gt;
&lt;br /&gt;
We don't have a ton of information about this since it just happened within the last few hours, it's Friday evening, and most people we could ask are not at work.&lt;br /&gt;
&lt;br /&gt;
From the info we have, this happened because a few days ago, the Australian Classification Board classified a potential console version of RimWorld as “Refused Classification (RC)”, meaning it can't be sold in Australia.&lt;br /&gt;
&lt;br /&gt;
We did not expect this to affect the Steam version because in previous similar cases, as with Disco Elysium for example, an RC rating on a console version did not affect the availability of the PC version on Steam. We're not sure why this decision was made in RimWorld's case.&lt;br /&gt;
&lt;br /&gt;
I'm sorry this news was so sudden and for anyone who is frustrated by this. We are working to resolve this situation and make RimWorld available to everyone again as soon as possible, but we don’t yet know what that might require or how long it may take.&lt;br /&gt;
&lt;br /&gt;
Thanks for your understanding everyone.&lt;br /&gt;
&lt;br /&gt;
- Ty&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
The Australian Classification Board (ACB), in part, issued this statement, which refers generally to its guidelines but not specifically to the game.&lt;br /&gt;
&lt;br /&gt;
:  ''&amp;quot;The computer game is classified RC in accordance with the National Classification Code as computer games that 'depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified.'&amp;quot;'' ([https://www.eurogamer.net/articles/2022-03-01-rimworld-refused-classification-in-australia-banning-it-from-sale ref. Eurogamer.net])&lt;br /&gt;
&lt;br /&gt;
According to the ACB website, this category is defined as follows:&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Refused Classification (RC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot; ''Refused Classification (RC) is a classification category referring to films, computer games and publications that cannot be sold, hired, advertised or legally imported in Australia. RC-classified material contains content that is very high in impact and falls outside generally-accepted community standards.&amp;quot;'' ([https://www.classification.gov.au/classification-ratings/what-do-ratings-mean ref. ACB website])&lt;br /&gt;
&lt;br /&gt;
The ACB has a history of similar conservative reactions to such content, though RimWorld appears notably tame in contrast to the majority of such. This action can be appealed. ([https://en.wikipedia.org/wiki/List_of_banned_video_games_in_Australia ref. Wikipedia])&lt;br /&gt;
&lt;br /&gt;
== Review and Classification == &lt;br /&gt;
In response to an application by the original applicant, a review was performed by the ACB. This resulted in a R 18+ Rating. The reasoning provided was as follows: ([https://www.classification.gov.au/about-us/media-and-news/media-releases/rimworld-classified-r-18 classification.gov.au]).&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;In the Classification Review Board’s opinion RimWorld warrants an R 18+ classification because the themes and drug use have a high impact. The overall impact of the classifiable elements in the game was high. The Review Board also considered the appeal of the game to be skewed to an adult audience.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;The game includes fantasy drug use, but in the Review Board’s opinion, the game mechanic ultimately provides disincentives related to drug-taking behaviour, to the point where regular drug use leads to negative consequences such as overdose, addiction, and withdrawal. Players may choose for colonist pawns to consume drugs in certain scenarios, but this greatly hinders player progress, as characters will succumb to addiction and must deal with long-term negative impacts of their drug use. The drug use is depicted at a distance through a top-down perspective, in a highly stylised, simplified form. The game also contains high impact themes that are justified by the context of colonists surviving in an inhospitable fantasy world.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=102993</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=102993"/>
		<updated>2022-04-22T04:58:03Z</updated>

		<summary type="html">&lt;p&gt;Albedo: technically 2 diff boards, give them both credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
| type  = safe&lt;br /&gt;
| text  = The Australian Classification Board has reviewed their previous decision to [[Refused_classification|refuse classification]] to RimWorld, and has now classified it! &lt;br /&gt;
&amp;lt;br&amp;gt;Thank you to the ACB/ACRB, and to all those that voiced their support! &lt;br /&gt;
}}&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &amp;lt;!-- border=&amp;quot;1px&amp;quot; &amp;lt;!--for Testing --&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; colspan=&amp;quot;3&amp;quot;  align=&amp;quot;center&amp;quot; | &amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; rowspan=&amp;quot;2&amp;quot; | &amp;lt;!--buffer, do not remove --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;  align=&amp;quot;center&amp;quot; | &amp;lt;center&amp;gt; '''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&amp;amp;nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br&amp;gt; Read more at [[About RimWorld]].&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:46%;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
The current stable version is '''{{Current Version|link=1}}''', and a complete version history can be found on the [[:Category:Version]] page. For info on all releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog].&lt;br /&gt;
&lt;br /&gt;
Please visit the [[RimWorld Wiki:Community portal|Community Portal]], the wiki's central base of operations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can help update the wiki by [[Special:CreateAccount|signing up]] and making edit contributions:&lt;br /&gt;
* See [[Help:Wiki markup cheatsheet|Help:Wiki basics]] for a quick simple guide&lt;br /&gt;
* The [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]]&lt;br /&gt;
&lt;br /&gt;
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:22%;&amp;quot;|&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub|Fiction Primer]] [https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]&lt;br /&gt;
|style=&amp;quot;width:22%;&amp;quot;|&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:indiedb_icon.png|16px|link=https://www.indiedb.com/games/rimworld|IndieDB]] [https://www.indiedb.com/games/rimworld RimWorld on IndieDB]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:facebook_icon.png|16px|link=https://www.facebook.com/rimworldgame|Facebook]] [https://www.facebook.com/rimworldgame RimWorld on Facebook]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discord.gg/PFbB9vN|Discord]] [https://discord.gg/YEsP9SQhhW Rimworld Wiki Discord]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &amp;lt;!-- border=&amp;quot;1px&amp;quot; &amp;lt;--for Testing --&amp;gt;&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; colspan=&amp;quot;2&amp;quot; width=&amp;quot;45%&amp;quot; | &lt;br /&gt;
== Basics and Concepts ==&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; colspan=&amp;quot;2&amp;quot; width=&amp;quot;45%&amp;quot; |&lt;br /&gt;
== Game Objects ==&lt;br /&gt;
! class=&amp;quot;text-center&amp;quot; rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | &amp;lt;!--buffer, do not remove --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;23%&amp;quot;| &lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Basics]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Controls]]&lt;br /&gt;
:&amp;amp;#9642; [[Modding]]&lt;br /&gt;
:&amp;amp;#9642; [[Save file]]&lt;br /&gt;
:&amp;amp;#9642; [[User interface]]&lt;br /&gt;
:&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&lt;br /&gt;
:&amp;amp;#9642; [[Learning helper]]&lt;br /&gt;
:&amp;amp;#9642; [[Guides]]&lt;br /&gt;
::&amp;amp;#9642; [[Colony Building Guide]]&lt;br /&gt;
::&amp;amp;#9642; [[Quickstart Guides]]&lt;br /&gt;
:&amp;amp;#9642; [[Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Game Creation|'''Game&amp;amp;nbsp;Creation''']]&lt;br /&gt;
:&amp;amp;#9642; [[Scenario system]]	&lt;br /&gt;
:&amp;amp;#9642; [[AI Storytellers]]&lt;br /&gt;
::&amp;amp;#9642; [[Cassandra Classic]]&lt;br /&gt;
::&amp;amp;#9642; [[Phoebe Chillax]]&lt;br /&gt;
::&amp;amp;#9642; [[Randy Random]]&lt;br /&gt;
:&amp;amp;#9642; [[World generation]]	&lt;br /&gt;
:&amp;amp;#9642; [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
[[Characters|'''Character&amp;amp;nbsp;Properties''']]&lt;br /&gt;
:&amp;amp;#9642; [[Backstories]]&lt;br /&gt;
:&amp;amp;#9642; [[Health]]&lt;br /&gt;
:&amp;amp;#9642; [[Mood]]&lt;br /&gt;
:&amp;amp;#9642; [[Needs]]&lt;br /&gt;
:&amp;amp;#9642; [[Skills]]&lt;br /&gt;
:&amp;amp;#9642; [[Social]]&lt;br /&gt;
:&amp;amp;#9642; [[Thoughts]]&lt;br /&gt;
:&amp;amp;#9642; [[Traits]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;text-top mpbr&amp;quot; width=&amp;quot;22%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Menus]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Architect|Architect]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Work|Work]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Schedule|Schedule]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Assign|Assign]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Animals|Animals]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Research|Research]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#World|World]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#History|History]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Factions|Factions]]&lt;br /&gt;
:&amp;amp;#9642; [[Menus#Menu|Menu]]&lt;br /&gt;
:&amp;amp;#9642; [[Development mode]]&lt;br /&gt;
&lt;br /&gt;
'''[[Gameplay]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Caravan]]&lt;br /&gt;
:&amp;amp;#9642; [[Combat]]&lt;br /&gt;
:&amp;amp;#9642; [[Cover]]&lt;br /&gt;
:&amp;amp;#9642; [[Defense]]&lt;br /&gt;
:&amp;amp;#9642; [[Drafting]]&lt;br /&gt;
:&amp;amp;#9642; [[Environment]]&lt;br /&gt;
:&amp;amp;#9642; [[Events]]&lt;br /&gt;
:&amp;amp;#9642; [[Factions]]&lt;br /&gt;
:&amp;amp;#9642; [[Firefighting]]&lt;br /&gt;
:&amp;amp;#9642; [[Quality]]&lt;br /&gt;
:&amp;amp;#9642; [[Quests]]&lt;br /&gt;
:&amp;amp;#9642; [[Research]]&lt;br /&gt;
:&amp;amp;#9642; [[Room stats|Rooms]]&lt;br /&gt;
:&amp;amp;#9642; [[Time]]&lt;br /&gt;
:&amp;amp;#9642; [[Trade]]&lt;br /&gt;
&lt;br /&gt;
'''[[Downloadable content|DLC]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Royalty (DLC)|Royalty]]&lt;br /&gt;
:&amp;amp;#9642; [[Ideology (DLC)|Ideology]]&lt;br /&gt;
&lt;br /&gt;
'''[[Mods]]'''&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Modding&amp;amp;nbsp;Tutorials]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;23%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Architect]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Orders]]&lt;br /&gt;
:&amp;amp;#9642; [[Zone]]&lt;br /&gt;
:&amp;amp;#9642; [[Structure]]&lt;br /&gt;
:&amp;amp;#9642; [[Production]]&lt;br /&gt;
:&amp;amp;#9642; [[Furniture]]&lt;br /&gt;
:&amp;amp;#9642; [[Power]]&lt;br /&gt;
:&amp;amp;#9642; [[Security]]&lt;br /&gt;
:&amp;amp;#9642; [[Misc]]&lt;br /&gt;
:&amp;amp;#9642; [[Floors]]&lt;br /&gt;
:&amp;amp;#9642; [[Recreation]]&lt;br /&gt;
:&amp;amp;#9642; [[Ship]]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Temperature]]&lt;br /&gt;
&lt;br /&gt;
'''[[Plants]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Decorative plants|Decorative]]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&lt;br /&gt;
:&amp;amp;#9642; [[Trees]]&lt;br /&gt;
:&amp;amp;#9642; [[Wild plants|Wild]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;text-top&amp;quot; width=&amp;quot;22%&amp;quot;|&lt;br /&gt;
&amp;lt;div class=&amp;quot;text-left margin-lr&amp;quot;&amp;gt;&lt;br /&gt;
'''[[Character Types|Character&amp;amp;nbsp;Types]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Animals]]&lt;br /&gt;
:&amp;amp;#9642; [[Colonist]]s&lt;br /&gt;
:&amp;amp;#9642; [[Mechanoid]]s&lt;br /&gt;
:&amp;amp;#9642; [[Prisoners]]&lt;br /&gt;
:&amp;amp;#9642; [[Raider]]s&lt;br /&gt;
:&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&lt;br /&gt;
&lt;br /&gt;
'''[[Resources]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Drugs]]&lt;br /&gt;
:&amp;amp;#9642; [[Food]]&lt;br /&gt;
:&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&lt;br /&gt;
:&amp;amp;#9642; [[Materials]]&lt;br /&gt;
:&amp;amp;#9642; [[Textiles]]&lt;br /&gt;
&lt;br /&gt;
'''[[Gear]]'''&lt;br /&gt;
:&amp;amp;#9642; [[Apparel]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&lt;br /&gt;
:&amp;amp;#9642; [[Weapons]]&lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Neolithic Weapons|Neolithic]] &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Modern Weapons|Modern]]  &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Spacer Weapons|Spacer]] &lt;br /&gt;
::&amp;amp;#9642;&amp;amp;nbsp;[[Mechanoid Weapons|Mechanoid]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=102992</id>
		<title>Pack animal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pack_animal&amp;diff=102992"/>
		<updated>2022-04-22T04:55:08Z</updated>

		<summary type="html">&lt;p&gt;Albedo: +Humans for comparison - right? (&amp;quot;Carry Capacity&amp;quot; is variable, yields errors)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pack animals''' refer to animals that you can bring along on a [[caravan]] to carry extra weight. The current pack animals in the game are [[Alpaca]]s, [[Bison]], [[Donkey]]s, [[Dromedary|Dromedaries]], [[Elephant]]s, [[Horse]]s, [[Muffalo]], and [[Yak]]s. Below you will see a table that will help you decide what will be the most appropriate pack animal for you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Carry Capacity (kg) !! Health Scale !! Melee DPS !! Hunger Rate !! Carry Capacity &amp;lt;br&amp;gt;/ Hunger rate !! Mass{{ref label|Mass|1}} (kg) !! Carry Capacity &amp;lt;br&amp;gt;/ Mass !! Wildness || Riding Speed || Move Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Alpaca]]    &lt;br /&gt;
	| {{Q|Alpaca|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Alpaca|Health Scale}}    &lt;br /&gt;
	| {{Q|Alpaca|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Alpaca|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Alpaca|Pack Capacity}} / ({{Q|Alpaca|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Alpaca|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Alpaca|Pack Capacity}} / {{Q|Alpaca|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Alpaca|Wildness}}&lt;br /&gt;
	| {{Q|Alpaca|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Alpaca|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bison]]     &lt;br /&gt;
	| {{Q|Bison|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Bison|Health Scale}}    &lt;br /&gt;
	| {{Q|Bison|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Bison|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Bison|Pack Capacity}} / ({{Q|Bison|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Bison|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Bison|Pack Capacity}} / {{Q|Bison|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Bison|Wildness}}&lt;br /&gt;
	| {{Q|Bison|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Bison|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]]    &lt;br /&gt;
	| {{Q|Donkey|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Donkey|Health Scale}}    &lt;br /&gt;
	| {{Q|Donkey|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Donkey|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Donkey|Pack Capacity}} / ({{Q|Donkey|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Donkey|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Donkey|Pack Capacity}} / {{Q|Donkey|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Donkey|Wildness}}&lt;br /&gt;
	| {{Q|Donkey|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Donkey|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dromedary]] &lt;br /&gt;
	| {{Q|Dromedary|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Dromedary|Health Scale}}    &lt;br /&gt;
	| {{Q|Dromedary|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Dromedary|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Dromedary|Pack Capacity}} / ({{Q|Dromedary|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Dromedary|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Dromedary|Pack Capacity}} / {{Q|Dromedary|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Dromedary|Wildness}}&lt;br /&gt;
	| {{Q|Dromedary|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Dromedary|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant]]  &lt;br /&gt;
	| {{Q|Elephant|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Elephant|Health Scale}}    &lt;br /&gt;
	| {{Q|Elephant|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Elephant|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Elephant|Pack Capacity}} / ({{Q|Elephant|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Elephant|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Elephant|Pack Capacity}} / {{Q|Elephant|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Elephant|Wildness}}&lt;br /&gt;
	| {{Q|Elephant|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Elephant|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]]     &lt;br /&gt;
	| {{Q|Horse|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Horse|Health Scale}}    &lt;br /&gt;
	| {{Q|Horse|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Horse|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Horse|Pack Capacity}} / ({{Q|Horse|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Horse|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Horse|Pack Capacity}} / {{Q|Horse|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Horse|Wildness}}&lt;br /&gt;
	| {{Q|Horse|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Horse|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]    &lt;br /&gt;
	| {{Q|Human|Pack Capacity}}  &lt;br /&gt;
	| {{Q|HumanHealth Scale}}    &lt;br /&gt;
	| {{Q|Human|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Alpaca|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Human|Pack Capacity}} / ({{Q|Human|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Human|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Humana|Pack Capacity}} / {{Q|Human|Mass - Adult}} round 2}}&lt;br /&gt;
	| n/a&lt;br /&gt;
	| {{Q|Human|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Human|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muffalo]]   &lt;br /&gt;
	| {{Q|Muffalo|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Muffalo|Health Scale}}    &lt;br /&gt;
	| {{Q|Muffalo|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Muffalo|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Muffalo|Pack Capacity}} / ({{Q|Muffalo|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Muffalo|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Muffalo|Pack Capacity}} / {{Q|Muffalo|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Muffalo|Wildness}}&lt;br /&gt;
	| {{Q|Muffalo|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Muffalo|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrumbo]]   &lt;br /&gt;
	| {{Q|Thrumbo|Pack Capacity|(n/a)}}{{ref label|Mass|2}}  &lt;br /&gt;
	| {{Q|Thrumbo|Health Scale}}    &lt;br /&gt;
	| {{Q|Thrumbo|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Thrumbo|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Thrumbo|Pack Capacity|0}} / ({{Q|Thrumbo|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Thrumbo|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Thrumbo|Pack Capacity|0}} / {{Q|Thrumbo|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Thrumbo|Wildness}}&lt;br /&gt;
	| {{Q|Thrumbo|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Thrumbo|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]]       &lt;br /&gt;
	| {{Q|Yak|Pack Capacity}}  &lt;br /&gt;
	| {{Q|Yak|Health Scale}}    &lt;br /&gt;
	| {{Q|Yak|Mob Average DPS}}&lt;br /&gt;
	| {{#expr: {{Q|Yak|Base Hunger Rate}} * 1.6}}&lt;br /&gt;
    | {{#expr: {{Q|Yak|Pack Capacity}} / ({{Q|Yak|Base Hunger Rate}} * 1.6) round 2}}&lt;br /&gt;
	| {{Q|Yak|Mass - Adult}} &lt;br /&gt;
    | {{#expr: {{Q|Yak|Pack Capacity}} / {{Q|Yak|Mass - Adult}} round 2}}&lt;br /&gt;
	| {{Q|Yak|Wildness}}&lt;br /&gt;
	| {{Q|Yak|Riding Speed|-}}&lt;br /&gt;
	| {{Q|Yak|Move Speed Base|-}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note|Mass|1}} While no one is going to carry a pack animal on their back, [[transport pod]]s and [[shuttle]]s{{RoyaltyIcon}} do have weight limits of 150 and 1000 kg respectively. Thus animal mass must be taken into account when planning caravans that involve them for one or more leg of the journey.&lt;br /&gt;
:{{note|Mass|2}} [[Thrumbo]]s will refuse to carry packs, making them not ''technically'' a &amp;quot;pack animal&amp;quot;, but they can be ridden, providing a speed factor of {{Q|Thrumbo|Riding Speed}} to their rider in a caravan on the world map.&lt;br /&gt;
== Additional ==&lt;br /&gt;
&lt;br /&gt;
* You need to take into account the distance you're going, whether you plan to stay (or might) and for how long, and the return trip's length, and bring food accordingly for your colonists and animals. However, take note of the following:&lt;br /&gt;
** All of the pack animals currently in the game are herbivorous. As a result, provided the season and terrain allow, they can sustain themselves through grazing while in a caravan. They will not be able to graze outside of the growing season however. Be careful about bringing many animals or large animals, such as Elephants, during this time.&lt;br /&gt;
** Colonists will [[foraging|forage]] for [[berries]]/[[agave fruit]]/etc proportional to their [[Foraged Food Amount]] stat, with Tribal pawns recieving a 170% bonus. This food can supplement both the pawn and the pack animals food needs.&lt;br /&gt;
** Depending on the scenario, the traveling colonists can set up a temporary base and produce food (and other items), the same as at your home location. Time permitting, they can even construct buildings and workbenches, etc. This is only recommended for long-term stay.&lt;br /&gt;
* The more weight you add to the caravan, the slower it'll move. A caravan at maximum weight capacity moves at half the speed of an unladen one.&lt;br /&gt;
* Horses offer the fastest riding speed as well as boasting {{Q|Horse|Pack Capacity}} kg of weight capacity as well as only {{Q|Horse|Real Hunger Rate}} hunger rate, arguably making them the best pack animal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pack Animal| ]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human&amp;diff=102991</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human&amp;diff=102991"/>
		<updated>2022-04-22T04:51:08Z</updated>

		<summary type="html">&lt;p&gt;Albedo: If they're in [category:animal], they're in [Category:Pack Animal] - right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup}}{{image wanted}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Human&lt;br /&gt;
|image = Thrasher1557.png|Human&lt;br /&gt;
|description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|type2 = Human&lt;br /&gt;
|movespeed = 4.6&lt;br /&gt;
|baseleatheramount = 75&lt;br /&gt;
|min comfortable temperature = 16&lt;br /&gt;
|max comfortable temperature = 26&lt;br /&gt;
|marketvalue = 1750&lt;br /&gt;
|bodysize = 1&lt;br /&gt;
|healthscale = 1&lt;br /&gt;
|hungerrate = 1&lt;br /&gt;
|diet = omnivorous&lt;br /&gt;
|leathername = human leather&lt;br /&gt;
|wildness = 0.75&lt;br /&gt;
|manhuntertame = 0.1&lt;br /&gt;
|manhunter = 0.5&lt;br /&gt;
|gestation = 30&lt;br /&gt;
|offspring = 1-3&lt;br /&gt;
|avg offspring = 1.072&lt;br /&gt;
|lifespan = 80&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
|attack1dmg = 8.2&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = left fist&lt;br /&gt;
|attack1stun = 14&lt;br /&gt;
|attack2dmg = 8.2&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = right fist&lt;br /&gt;
|attack2stun = 14&lt;br /&gt;
|attack3dmg = 8.2&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.07&lt;br /&gt;
|attack4dmg = 5&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Humans''' are the standard [[Colonist]] species, and make up the majority of the [[factions]] in the game. Non-[[mechanoid]] [[raider]]s will be human. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. &lt;br /&gt;
&lt;br /&gt;
Humans can carry one weapon, plus one [[Utility||utility item]] in the utility slot.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{{Main|Human Resources}}&lt;br /&gt;
Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are [[Cannibal]] and [[Bloodlust]].&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anatomy of the pawn.png]]&lt;br /&gt;
&lt;br /&gt;
; Body Part Groups &lt;br /&gt;
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.  See table, below.&lt;br /&gt;
&lt;br /&gt;
{{:Table of Human Body Part Groups}}&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.&lt;br /&gt;
{{:Table of Human Body Parts}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=102990</id>
		<title>Long-range mineral scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=102990"/>
		<updated>2022-04-22T04:48:05Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &amp;quot;safe&amp;quot; is situational and subjective, &amp;quot;clear of hostiles&amp;quot; is what triggers the countdown on the map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation}}{{infobox main|misc|&lt;br /&gt;
|name = Long-range mineral scanner&lt;br /&gt;
|image = LongRangeMineralScanner.png|Long-range mineral scanner&lt;br /&gt;
|description = A lateral sensor unit used by researchers to detect a specific type of mineral across the planet. The chance to find a resource depends on the operator's research ability. This sensor can be tuned to target a specific resource type. It consumes a lot of electricity. If you find a resource, you'll need to travel to collect it.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 250&lt;br /&gt;
|beauty = -8&lt;br /&gt;
|power = -700&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = long-range mineral scanner&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 200&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 6&lt;br /&gt;
|resource 3 = Advanced component&lt;br /&gt;
|resource 3 amount = 2&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''long-range mineral scanner''' can detect mineral deposits in the nearby areas outside your colony when manned by a researcher. It can be tuned to find different minerals, such that it will only find deposits of a certain kind.&lt;br /&gt;
&lt;br /&gt;
The scanner spawns mineral lump mini-maps in the world map and triggers its [[Events#Precious minerals found|respective world event]] which always has an expiry date of 30 days. The target area can either be unguarded, surrounded by a small [[Mental break#Manhunter|manhunter]] pack, or have an enemy waiting to ambush you. [[Mental break#Manhunter|Manhunters]] or an enemy may approach your colonists from the edge of the map when one of your colonists gets near the mineral lump, given that there wasn't anything else waiting at the lump. Once the area has been cleared of hostiles, you have 10 days to mine everything before another group of hostiles arrives. &lt;br /&gt;
&lt;br /&gt;
A researcher at the Mineral Scanner will find lumps with a mean time between of 4 pawn-days and will be guaranteed to find a lump after 8 days of work. The mean time between finding deposits is dependent on the [[Research Speed]] of the user.&lt;br /&gt;
&lt;br /&gt;
While scanning, a pawn will gain Intellectual skill, but only at about half the rate they would while working at a research bench.&lt;br /&gt;
&lt;br /&gt;
Although not explicitly mentioned in the item description, the long-range mineral scanner is '''not usable if there is a roof over it'''. (Similar to the [[ground-penetrating scanner]].)&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Long-range mineral scanners can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
All minerals, as well as [[component]]s, can be discovered with the scanner. The expected yield and mass from a lump can be found in the table below; this is useful for knowing how many [[pack animal]]s to send to various discovered lumps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
It received a rework in Beta 19. Prior to that:&lt;br /&gt;
*It can only find gold or jade, and cannot be tuned.&lt;br /&gt;
*It did not require a colonist to operate.&lt;br /&gt;
*The lumps did not expire.&lt;br /&gt;
*Only one scanner is effective in the same map- building more did nothing.&lt;br /&gt;
&lt;br /&gt;
* 1.1 - power cost was increased. The time between finding ore veins is now displayed.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Work to make increased from 1000 to 10,000&lt;br /&gt;
&lt;br /&gt;
{{nav|misc}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=102989</id>
		<title>Sandbags</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=102989"/>
		<updated>2022-04-22T04:44:39Z</updated>

		<summary type="html">&lt;p&gt;Albedo: move [cover] link to 1st use of term; decap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation, analysis needed, ensure Sandbag/Barricade parity}}{{See also|Barricade}}{{infobox main|security|&lt;br /&gt;
|name = Sandbags&lt;br /&gt;
|image = Sandbags.png|192px{{!}}Row of sandbags&lt;br /&gt;
|description = Bags of locally-sourced dirt or sand, stacked for use as cover. Sandbags are ugly, but provide better cover than other low objects.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Security&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.55&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 300&lt;br /&gt;
|beauty = -10&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 180&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 5&lt;br /&gt;
}}&lt;br /&gt;
'''Sandbags''' can be placed to provide [[cover]] for your colonists from gunfire, but will not shelter them from melee attacks, thrown projectiles, or explosions. Sandbags take damage from bullets and explosions. [[Raider]]s can also use sandbags as cover, so place them in a way so enemy units cannot take advantage of them.&lt;br /&gt;
&lt;br /&gt;
Sandbags provide 55% cover effectiveness, meaning that bullets aimed at targets behind sandbags have a 55% chance to hit the bags, and a 45% chance to cross over. &lt;br /&gt;
Sandbags slow down pawns walking over them.&lt;br /&gt;
&lt;br /&gt;
Sandbags require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
==Material Table==&lt;br /&gt;
As [[barricade]]s and sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is 55% regardless of material.&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_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | [[Stuff]] cost&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work&lt;br /&gt;
&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flammability&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:name | Barricade }}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:mass|{{formatnum:{{Q|{{#var:name}}|Mass Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability 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;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}}|| &lt;br /&gt;
{{Building Material Table Row |Bearskin}}&lt;br /&gt;
{{Building Material Table Row |Birdskin}}&lt;br /&gt;
{{Building Material Table Row |Bluefur}}&lt;br /&gt;
{{Building Material Table Row |Camelhide}}&lt;br /&gt;
{{Building Material Table Row |Chinchilla fur}}&lt;br /&gt;
{{Building Material Table Row |Dog leather}}&lt;br /&gt;
{{Building Material Table Row |Elephant leather}}&lt;br /&gt;
{{Building Material Table Row |Foxfur}}&lt;br /&gt;
{{Building Material Table Row |Guinea pig fur}}&lt;br /&gt;
{{Building Material Table Row |Heavy fur}}&lt;br /&gt;
{{Building Material Table Row |Human leather}}&lt;br /&gt;
{{Building Material Table Row |Lightleather}}&lt;br /&gt;
{{Building Material Table Row |Lizardskin}}&lt;br /&gt;
{{Building Material Table Row |Panthera fur}}&lt;br /&gt;
{{Building Material Table Row |Patchleather}}&lt;br /&gt;
{{Building Material Table Row |Pigskin}}&lt;br /&gt;
{{Building Material Table Row |Plainleather}}&lt;br /&gt;
{{Building Material Table Row |Rhinoceros leather}}&lt;br /&gt;
{{Building Material Table Row |Thrumbofur}}&lt;br /&gt;
{{Building Material Table Row |Wolfskin}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}}|| &lt;br /&gt;
{{Building Material Table Row |Alpaca wool}}&lt;br /&gt;
{{Building Material Table Row |Bison wool}}&lt;br /&gt;
{{Building Material Table Row |Cloth}}&lt;br /&gt;
{{Building Material Table Row |Devilstrand}}&lt;br /&gt;
{{Building Material Table Row |Hyperweave}}&lt;br /&gt;
{{Building Material Table Row |Megasloth wool}}&lt;br /&gt;
{{Building Material Table Row |Muffalo wool}}&lt;br /&gt;
{{Building Material Table Row |Sheep wool}}&lt;br /&gt;
{{Building Material Table Row |Synthread}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}}|| &lt;br /&gt;
{{Building Material Table Row |Wood}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}}|| &lt;br /&gt;
{{Building Material Table Row |Granite blocks}}&lt;br /&gt;
{{Building Material Table Row |Limestone blocks}}&lt;br /&gt;
{{Building Material Table Row |Marble blocks}}&lt;br /&gt;
{{Building Material Table Row |Sandstone blocks}}&lt;br /&gt;
{{Building Material Table Row |Slate blocks}}&lt;br /&gt;
{{Building Material Table Row |Jade}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}}|| &lt;br /&gt;
{{Building Material Table Row |Gold}}&lt;br /&gt;
{{Building Material Table Row |Plasteel}}&lt;br /&gt;
{{Building Material Table Row |Silver}}&lt;br /&gt;
{{Building Material Table Row |Steel}}&lt;br /&gt;
{{Building Material Table Row |Uranium}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:name | Sandbags }}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:mass|{{formatnum:{{Q|{{#var:name}}|Mass Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability 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;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}}|| &lt;br /&gt;
{{Building Material Table Row |Bearskin}}&lt;br /&gt;
{{Building Material Table Row |Birdskin}}&lt;br /&gt;
{{Building Material Table Row |Bluefur}}&lt;br /&gt;
{{Building Material Table Row |Camelhide}}&lt;br /&gt;
{{Building Material Table Row |Chinchilla fur}}&lt;br /&gt;
{{Building Material Table Row |Dog leather}}&lt;br /&gt;
{{Building Material Table Row |Elephant leather}}&lt;br /&gt;
{{Building Material Table Row |Foxfur}}&lt;br /&gt;
{{Building Material Table Row |Guinea pig fur}}&lt;br /&gt;
{{Building Material Table Row |Heavy fur}}&lt;br /&gt;
{{Building Material Table Row |Human leather}}&lt;br /&gt;
{{Building Material Table Row |Lightleather}}&lt;br /&gt;
{{Building Material Table Row |Lizardskin}}&lt;br /&gt;
{{Building Material Table Row |Panthera fur}}&lt;br /&gt;
{{Building Material Table Row |Patchleather}}&lt;br /&gt;
{{Building Material Table Row |Pigskin}}&lt;br /&gt;
{{Building Material Table Row |Plainleather}}&lt;br /&gt;
{{Building Material Table Row |Rhinoceros leather}}&lt;br /&gt;
{{Building Material Table Row |Thrumbofur}}&lt;br /&gt;
{{Building Material Table Row |Wolfskin}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}}|| &lt;br /&gt;
{{Building Material Table Row |Alpaca wool}}&lt;br /&gt;
{{Building Material Table Row |Bison wool}}&lt;br /&gt;
{{Building Material Table Row |Cloth}}&lt;br /&gt;
{{Building Material Table Row |Devilstrand}}&lt;br /&gt;
{{Building Material Table Row |Hyperweave}}&lt;br /&gt;
{{Building Material Table Row |Megasloth wool}}&lt;br /&gt;
{{Building Material Table Row |Muffalo wool}}&lt;br /&gt;
{{Building Material Table Row |Sheep wool}}&lt;br /&gt;
{{Building Material Table Row |Synthread}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}}|| &lt;br /&gt;
{{Building Material Table Row |Wood}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}}|| &lt;br /&gt;
{{Building Material Table Row |Granite blocks}}&lt;br /&gt;
{{Building Material Table Row |Limestone blocks}}&lt;br /&gt;
{{Building Material Table Row |Marble blocks}}&lt;br /&gt;
{{Building Material Table Row |Sandstone blocks}}&lt;br /&gt;
{{Building Material Table Row |Slate blocks}}&lt;br /&gt;
{{Building Material Table Row |Jade}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}}|| &lt;br /&gt;
{{Building Material Table Row |Gold}}&lt;br /&gt;
{{Building Material Table Row |Plasteel}}&lt;br /&gt;
{{Building Material Table Row |Silver}}&lt;br /&gt;
{{Building Material Table Row |Steel}}&lt;br /&gt;
{{Building Material Table Row |Uranium}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
In earlier versions (Alpha 16/17?) it used to have 70% cover rating.&lt;br /&gt;
* Beta 19 - received a new, extended description and a retexture, and its cost was reduced from 6 steel to 5.&lt;br /&gt;
* 1.1 - crafting recipe was changed to use textiles rather than steel, and its health was nerfed (450 -&amp;gt; 300), along with its cover value (65 -&amp;gt; 57%).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sandbags wall.png|Old Sandbag Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Cover]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102988</id>
		<title>Game-of-Ur board</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102988"/>
		<updated>2022-04-22T01:59:12Z</updated>

		<summary type="html">&lt;p&gt;Albedo: checkers, chess, game of Ur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Game-of-Ur board&lt;br /&gt;
|image = Game_of_Ur_board.png&lt;br /&gt;
|description = Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 90&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|recreation power = 0.8&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 35&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''Game-of-Ur board''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the [[Scenario system|&amp;quot;New Tribe&amp;quot;]] equivalent to the [[Chess table]]&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Game-of-Ur boards can only be constructed by [[Scenario system|&amp;quot;New Tribes&amp;quot;]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Tribal]] [[traders]] and as [[quest]] rewards.  &amp;quot;[[Scenario_system#Starting_tech_levels|Industrial]]&amp;quot; start colonies can never construct 'Ur boards, instead only [[chess table]]s (and vice versa for Tribal start colonies).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Unlike the [[Chess table]], the Game-of-Ur board does not require any chairs to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Replace the game-of-ur board with a [[Chess table]] or, better yet, a poker table as soon as possible. The only good use for the board is to provide a secondary recreation type for tribal players (along with a [[hoopstone ring]]). Once a colony has access to chess tables, old 'Ur boards should be sold or [[deconstruct]]ed.&lt;br /&gt;
&lt;br /&gt;
It also provides only 3/4 of the [[Intellectual]] skill XP as the chess table. &lt;br /&gt;
=== Recreation power:quality table ===&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=102955</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=102955"/>
		<updated>2022-04-20T14:30:24Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Default warning */ clearer English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infections can occur on most wounds. They are the fastest working illness in RimWorld, taking little more than a day to kill the victim if left untended. Animals can also contract infections, though at a reduced chance, which move just as fast.&lt;br /&gt;
&lt;br /&gt;
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger).  Once an infection sets in, it ''immediately'' becomes a life-or-death race between the infection's growing % vs. the patient's growing immunity %, first to a value of 1.00 (100%) &amp;quot;wins&amp;quot;.  '''If untreated, the patient loses this race in less than a day and a half''', so any infection needs to be '''treated immediately''' and then '''twice a day''' (although, typically, you only get two chances at most).  Any significant delay in any treatment hurts the odds of the patient surviving, or at least not requiring amputation (see [[Infection#Progression|below]] for full details).&lt;br /&gt;
&lt;br /&gt;
[[Infection#Stages|General symptoms]] begin with a small amount of pain and partial loss of part function. Advanced symptoms progress to a small-to-moderate amount of pain, slight loss of consciousness and further loss of part efficiency. The final stages rapidly deteriorate to an excruciating amount of pain, some loss of breathing, a loss of consciousness, and acute part failure. Death follows not long after.&lt;br /&gt;
&lt;br /&gt;
* [[Infection#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.&lt;br /&gt;
* If left untreated, infections kill (or destroy the limb) in a little over a day - untreated infections move ''fast''!&lt;br /&gt;
* Good treatment will slow the disease, giving the patient more time to build up an immunity and recover. &lt;br /&gt;
&lt;br /&gt;
This disease is unique in that it only affects a specific body part, making infections curable by amputating the affected body part. It is not possible to amputate vital body parts.&lt;br /&gt;
&lt;br /&gt;
* The current progress of the infection (measured in %), and the patient's growing immunity against it, can be seen under the Health tab, by mouse-hovering over the specific infection. Remember - you want &amp;quot;Immunity&amp;quot; to reach 100% before the Infection does!&lt;br /&gt;
&lt;br /&gt;
== Mechanism ==&lt;br /&gt;
&lt;br /&gt;
When a colonist has an infectable wound the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. Once it reaches this timer it will decide if the wound will be infected.&lt;br /&gt;
&lt;br /&gt;
The chance of a pawn getting an infection depends on the tend quality, wound type, room cleanliness at time of tending, and storyteller difficulty.&lt;br /&gt;
*Treated wounds can still get infected at a reduced chance.&lt;br /&gt;
**The chance multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality.&lt;br /&gt;
*Different wound types have different chances to get infected.&lt;br /&gt;
**Bite, burn or frostbite wounds have a 25% chance.&lt;br /&gt;
**Most other bleeding wounds have a 10% chance.&lt;br /&gt;
**Bruises, cracks or missing parts cannot be infected.&lt;br /&gt;
*Clean rooms with [[sterile tile]]s have a 32% chance multiplier. In contrast, a regular room without any dirt has 50%, and caravans and outdoors spaces have 100%.&lt;br /&gt;
*Colonists are more likely to get wound infections at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
Animals have 20% of a colonist's chance to get an infection.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple infections simultaneously across different body parts. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body.  If the patient can become immune before the worst infection reaches 100%, that now-immune patient has beaten ''all'' their infections.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
====Minor - Severity: 0 - 0.32====&lt;br /&gt;
*+5% Pain&lt;br /&gt;
&lt;br /&gt;
====Major - Severity: 0.33 - 0.77====&lt;br /&gt;
*+8% Pain&lt;br /&gt;
&lt;br /&gt;
====Extreme (Initial) - Severity: 0.78 - 0.86====&lt;br /&gt;
*+12% Pain&lt;br /&gt;
*-5% Consciousness&lt;br /&gt;
&lt;br /&gt;
====Extreme (Advanced) - Severity: 0.87 - 0.99====&lt;br /&gt;
*Loss of Consciousness (max 10%)&lt;br /&gt;
*+85% Pain&lt;br /&gt;
*-5% Breathing&lt;br /&gt;
&lt;br /&gt;
====Extreme (Fatal) - Severity: 1 ====&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Two competing forces, the infection and the patient's immunity, progress separately toward 100% (a value of &amp;quot;1.00&amp;quot;); the first to 100% &amp;quot;wins&amp;quot; and the patient then immediately either dies or begins to quickly recover. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word &amp;quot;Infection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a patient is in good health and has decent conditions (see below), they gain immunity to any infection in just over 1 1/2 days, or more if there are any issues with their health/environment.&lt;br /&gt;
&lt;br /&gt;
The bad news is that, if left untreated, infections can kill in ''less than 1 1/4 days'' - which is faster than immunity can be gained!  So the goal is to treat the patient and slow the infection enough to give the patient time to gain immunity.&lt;br /&gt;
&lt;br /&gt;
* Until immunity is gained and without treatment, severity of the infection increases by +0.84 per day (or  +.035 per hr.), progressing toward death at &amp;quot;1.00&amp;quot;. Thus, if left untreated, infections can kill less than 29 hours (1.19 days) from first symptoms.&lt;br /&gt;
* Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).&lt;br /&gt;
** Good treatment{{Check Tag|What defines &amp;quot;good&amp;quot;?|Is it just a % based on the Treatment value? Where does &amp;quot;max&amp;quot; occur?}} means that the disease will progress by 0.31 per (.84 -.53) day at this rate, slowing the infection to require 3.22 days to reach 100%. This works out to slowing the infection to a minimum of just under +.013 per hour.&lt;br /&gt;
* For a healthy* patient, immunity increases by 0.6441 per day (~.0268 per hour) when sick, taking 1.55* days to reach 100% immunity.&lt;br /&gt;
* When 100% immunity is reached, the patient is immune and safe, and severity of the infection immediately begins to ''decrease'' by 0.7 per day (or ~.03/hour), so it takes less than a day and a half before the worst infection is fully cured.&lt;br /&gt;
** When immunity is achieved, in the Health tab, the white &amp;quot;circle&amp;quot; next to the infection will change to a gold shield. The current progress of the (now healing) infection can still be seen by mouse-hovering over the entry.&lt;br /&gt;
&lt;br /&gt;
: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[Infection#Extremely_vulnerable|Extremely vulnerable patients]] have only extreme options.)''&lt;br /&gt;
&lt;br /&gt;
;Case studies:&lt;br /&gt;
:* It has been observed in patients with normal beds, a room with &amp;quot;slightly dirty&amp;quot; to &amp;quot;dirty&amp;quot; [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the &amp;quot;luck&amp;quot; of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].&lt;br /&gt;
&lt;br /&gt;
:* It has also been observed that a prisoner in good health (age &amp;lt; 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15).  That's not a &amp;quot;maximum&amp;quot;, but it may be close to a reasonably practical one, just as a benchmark.&lt;br /&gt;
&lt;br /&gt;
All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first place.  Yet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.&lt;br /&gt;
&lt;br /&gt;
Once an infection is gone from the system, so is any immunity to future infections, and a new infection will cause the process to begin again from scratch.&lt;br /&gt;
&lt;br /&gt;
==== Default warning ====&lt;br /&gt;
Toward the end of a bad infection, once the infection becomes &amp;quot;extreme&amp;quot; (80% or more), you will get a bright red warning among the other notices on the right side of the screen saying:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;&amp;lt;mark style=&amp;quot;background:#FF0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''Medical emergency'''&amp;lt;/span&amp;gt;&amp;lt;/mark&amp;gt; People are at risk for death because of severe illness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
In order to prevent infections, make sure that people and animals that have open wounds are in a clean/sterile environment for the initial treatment of any infection-prone wound (e.g. no natural flooring apart from rock, no dirt or blood on the floor, etc.).  Clean any room before treating wounds.&lt;br /&gt;
&lt;br /&gt;
Although  a clean (or even sterile) room won't guarantee that a wound will not get infected, it will reduce the chance of an infection occurring, and is a worthy precaution to take. Any clean(!) constructed [[floors|floor]] is better than dirt (some are better than others), and [[Sterile tile|sterile tiles]] are better than generic floors. (See [[Room_stats#Cleanliness|cleanliness]] for more details).&lt;br /&gt;
&lt;br /&gt;
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
As with any other disease: Make sure that the patient is rested, well-fed*, and treated whenever possible. Treatment is administered once every 12 hours, per infection.  Infections progress very quickly, and missing a treatment can be a ''very'' costly mistake. Due to the rate at which they progress, you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.&lt;br /&gt;
: (* Don't underestimate this one; anything more than &amp;quot;trivial&amp;quot; [[malnutrition]] will both allow the infection to progress more quickly and slow the immunity gain!)&lt;br /&gt;
&lt;br /&gt;
As a last resort, if a colonist is about to die, don't hesitate to amputate* the affected part. It's better to have a colonist missing a part or two than a dead one, and they won't mind if you remove their infected parts, either.&lt;br /&gt;
&lt;br /&gt;
: * To amputate: Under the patient's Health tab is the Operations tab; &amp;quot;add a bill&amp;quot; to amputate the infected body part. You may have to/want to upgrade the patient's default &amp;quot;medicine&amp;quot; used for procedures - that's under Health/Overview. If an arm/leg is the target, sure to amputate the ''correct'' (left/right) limb - surgeons just do what they're told.)&lt;br /&gt;
&lt;br /&gt;
=== Normal people ===&lt;br /&gt;
&lt;br /&gt;
For colonists with 100% immunity gain speed, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).&lt;br /&gt;
&lt;br /&gt;
=== Extremely vulnerable ===&lt;br /&gt;
&lt;br /&gt;
For those with a base immunity gain rate of 39% or less, there is no chance that they will be able to survive a wound infection normally, even with 100% treatment quality for all treatments and rest in a [[hospital bed]] with [[vitals monitor]] connected. This includes some people with kidney and liver damage (physical or chemical).&lt;br /&gt;
&lt;br /&gt;
To save the colonist you can do the following:&lt;br /&gt;
*Administer [[healer mech serum]]- instantly treats the infection&lt;br /&gt;
*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive&lt;br /&gt;
*Amputation&lt;br /&gt;
*Part replacement&lt;br /&gt;
&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
If you know that a colonist might not make it, it's best that you amputate the part. Colonists that reach 80-90% disease progression with their immune systems unable to catch up should have their infected part amputated immediately if possible.&lt;br /&gt;
&lt;br /&gt;
There is a chance that an amputation will fail, however, if not amputating will result in certain death it is best to take the risk. Besides, if you are amputating a hand, what does it matter if the surgeon manages to tear off the rest of the amputee's arm?&lt;br /&gt;
&lt;br /&gt;
If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. It's better to strip the sick colonist of their clothes and leave them to die or euthanize them to extract some [[Skills#Medical|Medical]] experience.&lt;br /&gt;
&lt;br /&gt;
=== Part replacement ===&lt;br /&gt;
Besides amputation, you can also swap out the diseased part with a healthy one. If the surgery fails, however, you will risk another infection from the surgical cuts and stabs.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added.&lt;br /&gt;
&lt;br /&gt;
At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=102939</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=102939"/>
		<updated>2022-04-20T12:19:47Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* File:GodMode.png God mode */ how to completely remove items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PackageEditor.png]] Package editor ===&lt;br /&gt;
It allows you to edit game data while the game is running. Currently limited to sound and colonist hairstyles.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
&lt;br /&gt;
It also allows some debug settings, for example, unlimited power, toggling damage, and fast research, learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Lets you see what's happening in the game.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active you can build structures, including furniture and other buildings, instantly at no price and no research. If you want a &amp;quot;finished&amp;quot; cluster of rooms, or experiment with a [[nutrient paste dispenser]] or with [[heater]]s and [[cooler]]s, this is what you want. &lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;deconstructing&amp;quot; is instantaneous, but leaves behind resources as appropriate to the item(s) deconstructed. To remove these (or any other item), use the &amp;quot;T: Kill&amp;quot; command under the Debug section.&lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Save translation report ===&lt;br /&gt;
An option shown on the title screen, it generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and other useful information for translators.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting the 'DevModeDisabled' file can be found in the config folder&lt;br /&gt;
&lt;br /&gt;
It can be retrieved through:&lt;br /&gt;
Start+R &amp;gt; appdata &amp;gt; LocalLow &amp;gt; Ludeon Studios &amp;gt; Rimworld by Ludeon Studios &amp;gt; Config.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with '''&amp;quot;T:&amp;quot;''' seem to temporarily alter the mouse behavior to do execute the command on  left click, with right click cancelling this behavior.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis '''&amp;quot;...&amp;quot;''' seem to tend to open a submenu, but not commands that do so have the ellipsis and not all commands that have an ellipsis do so. Its meaning is currently unclear.&lt;br /&gt;
&lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (Map) || Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (Map) || Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ point (Map) || Creates an event with specified total hitpoints (e.g. infecting a choosen number of hitpoints of cultures with [[blight]], spawning a choosen total hitpoints of enemies or visitors, etc.). &lt;br /&gt;
|-&lt;br /&gt;
| Do trade caravan arrival || ?&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with points || Creates a random faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with factions || Creates a choosen faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with specifics || Creates a raid where everything can be specified (faction, total hitpoints, arrival mode and location, etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ points (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (World)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (World)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ points (World)… || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quests x10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quests x30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest (1x for each points) || ?&lt;br /&gt;
|-&lt;br /&gt;
| QuestPart test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Log genearted quest savedata|| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Atlas Rebuild || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Relic{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set Source Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Slave{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Hack 100%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Hack +10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Darklight At Position{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Max Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Clear Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Plants || Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Things || Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Clutter || Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
| Finish All [[Research]] || Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
| Replace All Trade Ships || &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
| Add Trade Ship Of Kind || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change [[weather]]... || Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
| Play song... || Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
| Play sound... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Prisoner || Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
| Add Guest || Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Assault || If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Flee || If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
| Adaption Progess10 Days|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Unload Unused Assets || ?&lt;br /&gt;
|-&lt;br /&gt;
| Name settlement || Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
| Next lesson || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regen All Map Mesh Sections || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Camera Config || Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
| Force Ship Countdown || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Start Ship || Forces the ship required to escape the rimworld planet to take off.&lt;br /&gt;
|-&lt;br /&gt;
| Flash Trade Drop Spot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Faction Leader || Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
| Kill Kidnapped Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill World Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set Faction Relations || Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
| Visitor Gift || Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
| Refog Map || Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
| Use Gen Step || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Hour || Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time6 Hours || Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment time 1 day || Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Season || Moves time 1 quadrum(?) forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Storywatcher tick 1 day || Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
| Add [[techprint]] to project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apply [[techprint]] on project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Random Lent Colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Hats || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Apparel Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dump Pawn Atlases || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dump Static Atlases || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Ability Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Glow At Position || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: HSV At Position || ?&lt;br /&gt;
|-&lt;br /&gt;
| Fill Map With Trees || ?&lt;br /&gt;
|-&lt;br /&gt;
| Flash Blocked Landing Cells || ?&lt;br /&gt;
|-&lt;br /&gt;
| Award 4 [[Titles|honor]] {{RoyaltyIcon}} || Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Award 10 [[Titles|honor]]  {{RoyaltyIcon}} || Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} || Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Reduce royal [[title]] {{RoyaltyIcon}} || Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Destroy || Left click to destroy an object or pawn, obliterating it from existence without leaving anything behind.&lt;br /&gt;
|-&lt;br /&gt;
| T: Discard || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Kill || Left click to instantly kill or &amp;quot;destroy&amp;quot; a pawn or object, leaving behind corpses or resources. A second click removes same from map.&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage || Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: 5000 damage || Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Rotate Clockwise || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rotate Counter Clockwise || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear area 21x21 || Left click to destroy all objects in a 21 by 21 area, excluding flooring.&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Rock 11x11  || Left click to spawn an 11 by 11 solid block of rock.&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[Damage Types|bomb]]) || Left click to create explosions. The explosions have a radius of ? tiles and do 50 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (flame) ||  Left click to create flame explosions. The explosions have a radius of ? tiles and do 10 damage, as well as setting objects on fire. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (stun) || Left click to create stunning explosions. The explosions have a radius of ? tiles and stun for ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[EMP]]) || Left click to create exposions of [[EMP]]. The explosions have a radius of ? tiles and do ? damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (extinguisher) || Left click to create explosions of firefoam similar to a [[firefoam popper]]. The foam has a radius of ? tiles and create [[Firefoam]] on the ground. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[smoke]]) || Left click to create clouds of [[Smoke]]. The clouds have a radius of ? tiles and last ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Lightning Strike || Left click to create [[Lightning]] strikes. The strikes have a radius of 1.9 tiles and do 10 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear All Snow || Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (10) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (-1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Finish Plant Growth || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow1 Day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow To Maturity || Grows a single plant to full maturity.&lt;br /&gt;
|-&lt;br /&gt;
| T: Regen Section || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set Color{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Randomize Color{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Rot1 day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force sleep || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Fuel -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Break down... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Use Scatterer || ?&lt;br /&gt;
|-&lt;br /&gt;
| BaseGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| SketchGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Roof || Creates a 3x3 square of constructed roof under the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| T: Delete Roof || Deletes a 3x3 square of roof under the cursor, including overhead mountain.&lt;br /&gt;
|-&lt;br /&gt;
| T: Test Flood Unfog || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Closwalk Cell30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Walk Path || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Skygaze Cell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Direct Flee Dest || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Spectators Cells || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Check Reachability || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash TryFindRandomPawnExitCell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: RandomSpotJustOutsideColony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Random Spot Near ThingAvoiding Host??? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Clear All Fog || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Change Thing Style || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force sleep then assault colony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Attach Fire || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Enable wound debug draw || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wound debug export (non-humanlike)? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Atlas Rebuild || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change camera config… || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Set Ideo{{IdeologyIcon}}  || ?&lt;br /&gt;
|- &lt;br /&gt;
| Convert To Ideo{{IdeologyIcon}} || Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
| T: Suppression +10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Suppression -10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear suppression schedule{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Will +1{{IdeologyIcon}} || Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
| T: Will -1{{IdeologyIcon}} || Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
| T: Start slave rebellion (random){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start slave rebellion (aggressive){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Change style || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Request style change || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Faction leader || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear Prisoner Interaction Schedule? || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Resurrect || Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Until Down || Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Legs || Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage To Death || Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
| T: Carried Damage To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage until dead || Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Held Pawn To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Minor || Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Catastrophic || Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Ridiculous || Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Restore Body Part || Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
| Apply damage... || Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
| Apply Hediff... || Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Hediff... || Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Heal random injury (10) || Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
| T: Activate HediffGiver || ?&lt;br /&gt;
|-&lt;br /&gt;
| Activate HediffGiver World Pawn|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Discover Hediffs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grant Immunities || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Give Birth || Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -1 || Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -10 || Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
| T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: List Melee Verbs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Add/remove pawn relation || Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Opinion Talks About || Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Force vomit... || Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Food -20% || Make the pawn's [[Needs|hunger]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Rest -20% || Make the pawn's [[Needs|rest]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Joy -20%|| Make the pawn's [[Needs|joy]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Chemical -20% || Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Indoors -20% || Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Needs misc -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Certainty -20%{{IdeologyIcon}} || Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
| Set [[Skill]] || Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
| Max [[Skill]] || Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Max All [[Skill]]s || Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mental break]]... || Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
| T: Do Voice Call || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mental state... || Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
| T: Stop mental state || Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Inspiration]]... || Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
| Give [[trait]]... || Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Set [[backstory]] || Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
| Give ability... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Give Psylink... {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove neural heat {{RoyaltyIcon}} || Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Give good thought... || Give a temporary +10 [[Mood|mood boost]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Give bad thought... || Give a temporary -10 [[Mood|mood debuff]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear Bound Unfinished Things || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Birthday || Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Recruit || Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
| T: Enslave{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Apparel || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wear apparel (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Equip primary (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Tame Animal || Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Train Animal || Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Develop Bound Relation || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Queue Training Decay || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Display Relations Info || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Display Interactions Info || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Marriage Ceremony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Interaction || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Random Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Prison Break || Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
| T: Pass To World || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make1 Year Older || Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Make1 Year Older || Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Job Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Joy Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: EndCurrentJob(InterruptForced) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: CheckForJobOverride || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Job Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Stance Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Kidnap colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Face cell (selected)... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Date Ritual{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add 5 days to obligation timer{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove ritual obligation{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate 200 ritual names{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set ideo role...{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make guilty || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force age reversal demand now{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Reset age reversal demand{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Draw breach path || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Spawn Complex{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove world pawn... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn Pawn || Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Weapon]] || Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[apparel]]... || Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
| Try place near thing... || Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place near thing with style... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 25... || Place 25 items at or near where you indicate (items with a maximum pile number less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 75... || Place 75 items at or near where you indicate (items with a maximum pile number less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct thing... || Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct stack of 25... || Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place stack of market value || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try add to inventory... || Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing with wipe mode... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set terrain... || Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
| Set terrain (rect)... || Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make [[filth]] x100 || Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Faction Leader || Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn world pawn... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing set... || Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
| Trigger effecter... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Shuttle]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn relic{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Random Caravan || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Random Faction Base || Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Site || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Destroy Site || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Site With Points || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn World Object || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Leak Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Print Leaked Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Game Condition || Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Remove Game Condition || End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| T: Transfer || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regenerate Current Map || Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
| Generate Map With Caves || Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
| Run Map Generator || Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
| Force Reform in Current Map || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Leak Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Print Leaked Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Game Condition || Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Remove Game Condition || End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Change Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regenerate Current Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map With Caves || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run Map Generator || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Reform in Current Map || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Make Colony (full) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Make colony (animals) || For each animal, creates the animal, their dessicated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
| Make colony (ancient junk){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force downed x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force kill x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail catastrophic x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail ridiculous x100  || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test generate pawn x1000 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Generate Pawns Of All Shapes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Check Region Listers || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test time-to-down || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale All PawnKinds || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale Humanlikes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale By Damagetype || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Quickspawn structure || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy all hostile pawns on map || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Animal Breeding || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Growth || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel Armor || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel By Stuff || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel Insulation || ?&lt;br /&gt;
|-&lt;br /&gt;
| Buildings Skills || ?&lt;br /&gt;
|-&lt;br /&gt;
| Crops || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drugs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Floors || ?&lt;br /&gt;
|-&lt;br /&gt;
| Hediffs Price Impact || ?&lt;br /&gt;
|-&lt;br /&gt;
| Item Accessibility || ?&lt;br /&gt;
|-&lt;br /&gt;
| Item And Building Acquisition || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recipe Skills || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recipes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thing Set Make Tags || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thing Smelt Products || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wool || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Future Incidents || ?&lt;br /&gt;
|-&lt;br /&gt;
| Future Incidents Current Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Incident Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Incident Targets List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Arrival Candidates || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Group Gen Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Peace Talks Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pod Contents Possible Defs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pod Contents Test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Arrivemode Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Faction Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Strategy Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Threats Generator || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Kind Things || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Kinds || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Generation || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Generators Defs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Market Values || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Animal Behavior || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Combat Balance || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Points To Hunt Or Slaughter || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trade Tags || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Basics || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Ecosystem || ?&lt;br /&gt;
|-&lt;br /&gt;
| Backstory Counts Per Tag || ?&lt;br /&gt;
|-&lt;br /&gt;
| List Solid Backstories || ?&lt;br /&gt;
|-&lt;br /&gt;
| Live Pawns Inspiration Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mental Breaks || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Gear Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Apparel Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Basics || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Tech Hediff Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Weapon Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Work Disables Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Races Butchery || ?&lt;br /&gt;
|-&lt;br /&gt;
| Races Food Consumption || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Difficulties Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thoughts || ?&lt;br /&gt;
|-&lt;br /&gt;
| Traits Sampled || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Generation Histogram || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| All Graphics Loaded || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dynamic Draw Things List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Loaded Assets || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Delta || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Report || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Snapshot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mesh Pool Stats || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rand By Curve Tests || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rand Tests || ?&lt;br /&gt;
|-&lt;br /&gt;
| Steam Workshop Status || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Math Perf || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Database Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Random Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Specific Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Taleless || ?&lt;br /&gt;
|-&lt;br /&gt;
| Database Tales Interest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Database Tales List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Flavorful Combat Test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Interaction Logs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Names From Rulepack || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Column Test || ?&lt;br /&gt;
|}&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Colonist Relative Chance || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kidnapped Pawns || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run World Pawn Gc || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run World Pawn Mothball || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Dotgraph || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Gc Breakdown || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn List || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Mothball Info || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=102938</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=102938"/>
		<updated>2022-04-20T12:16:32Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* General */ 2nd click w &amp;quot;kill&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PackageEditor.png]] Package editor ===&lt;br /&gt;
It allows you to edit game data while the game is running. Currently limited to sound and colonist hairstyles.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
&lt;br /&gt;
It also allows some debug settings, for example, unlimited power, toggling damage, and fast research, learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Lets you see what's happening in the game.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active you can build structures, including furniture and other buildings, instantly at no price and no research. If you want a &amp;quot;finished&amp;quot; cluster of rooms, or experiment with a [[nutrient paste dispenser]] or with [[heater]]s and [[cooler]]s, this is what you want. &lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Save translation report ===&lt;br /&gt;
An option shown on the title screen, it generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and other useful information for translators.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting the 'DevModeDisabled' file can be found in the config folder&lt;br /&gt;
&lt;br /&gt;
It can be retrieved through:&lt;br /&gt;
Start+R &amp;gt; appdata &amp;gt; LocalLow &amp;gt; Ludeon Studios &amp;gt; Rimworld by Ludeon Studios &amp;gt; Config.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with '''&amp;quot;T:&amp;quot;''' seem to temporarily alter the mouse behavior to do execute the command on  left click, with right click cancelling this behavior.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis '''&amp;quot;...&amp;quot;''' seem to tend to open a submenu, but not commands that do so have the ellipsis and not all commands that have an ellipsis do so. Its meaning is currently unclear.&lt;br /&gt;
&lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (Map) || Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (Map) || Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ point (Map) || Creates an event with specified total hitpoints (e.g. infecting a choosen number of hitpoints of cultures with [[blight]], spawning a choosen total hitpoints of enemies or visitors, etc.). &lt;br /&gt;
|-&lt;br /&gt;
| Do trade caravan arrival || ?&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with points || Creates a random faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with factions || Creates a choosen faction raid with specified total hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with specifics || Creates a raid where everything can be specified (faction, total hitpoints, arrival mode and location, etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ points (Map)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (World)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (World)… || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ points (World)… || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quests x10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quests x30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest (1x for each points) || ?&lt;br /&gt;
|-&lt;br /&gt;
| QuestPart test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Log genearted quest savedata|| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Atlas Rebuild || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Relic{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set Source Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Slave{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Hack 100%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Hack +10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Darklight At Position{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Max Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Clear Development Points{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Plants || Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Things || Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Clutter || Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
| Finish All [[Research]] || Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
| Replace All Trade Ships || &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
| Add Trade Ship Of Kind || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change [[weather]]... || Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
| Play song... || Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
| Play sound... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Prisoner || Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
| Add Guest || Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Assault || If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Flee || If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
| Adaption Progess10 Days|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Unload Unused Assets || ?&lt;br /&gt;
|-&lt;br /&gt;
| Name settlement || Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
| Next lesson || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regen All Map Mesh Sections || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Camera Config || Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
| Force Ship Countdown || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Start Ship || Forces the ship required to escape the rimworld planet to take off.&lt;br /&gt;
|-&lt;br /&gt;
| Flash Trade Drop Spot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Faction Leader || Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
| Kill Kidnapped Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill World Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set Faction Relations || Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
| Visitor Gift || Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
| Refog Map || Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
| Use Gen Step || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Hour || Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time6 Hours || Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment time 1 day || Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Season || Moves time 1 quadrum(?) forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
| Storywatcher tick 1 day || Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
| Add [[techprint]] to project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apply [[techprint]] on project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Random Lent Colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Hats || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Apparel Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dump Pawn Atlases || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dump Static Atlases || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Ability Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Glow At Position || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: HSV At Position || ?&lt;br /&gt;
|-&lt;br /&gt;
| Fill Map With Trees || ?&lt;br /&gt;
|-&lt;br /&gt;
| Flash Blocked Landing Cells || ?&lt;br /&gt;
|-&lt;br /&gt;
| Award 4 [[Titles|honor]] {{RoyaltyIcon}} || Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Award 10 [[Titles|honor]]  {{RoyaltyIcon}} || Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} || Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Reduce royal [[title]] {{RoyaltyIcon}} || Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Destroy || Left click to destroy an object or pawn, obliterating it from existence without leaving anything behind.&lt;br /&gt;
|-&lt;br /&gt;
| T: Discard || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Kill || Left click to instantly kill or &amp;quot;destroy&amp;quot; a pawn or object, leaving behind corpses or resources. A second click removes same from map.&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage || Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: 5000 damage || Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Rotate Clockwise || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rotate Counter Clockwise || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear area 21x21 || Left click to destroy all objects in a 21 by 21 area, excluding flooring.&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Rock 11x11  || Left click to spawn an 11 by 11 solid block of rock.&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[Damage Types|bomb]]) || Left click to create explosions. The explosions have a radius of ? tiles and do 50 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (flame) ||  Left click to create flame explosions. The explosions have a radius of ? tiles and do 10 damage, as well as setting objects on fire. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (stun) || Left click to create stunning explosions. The explosions have a radius of ? tiles and stun for ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[EMP]]) || Left click to create exposions of [[EMP]]. The explosions have a radius of ? tiles and do ? damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (extinguisher) || Left click to create explosions of firefoam similar to a [[firefoam popper]]. The foam has a radius of ? tiles and create [[Firefoam]] on the ground. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[smoke]]) || Left click to create clouds of [[Smoke]]. The clouds have a radius of ? tiles and last ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Lightning Strike || Left click to create [[Lightning]] strikes. The strikes have a radius of 1.9 tiles and do 10 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear All Snow || Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (10) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (-1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Finish Plant Growth || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow1 Day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow To Maturity || Grows a single plant to full maturity.&lt;br /&gt;
|-&lt;br /&gt;
| T: Regen Section || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set Color{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Randomize Color{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Rot1 day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force sleep || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Fuel -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Break down... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Use Scatterer || ?&lt;br /&gt;
|-&lt;br /&gt;
| BaseGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| SketchGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Roof || Creates a 3x3 square of constructed roof under the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| T: Delete Roof || Deletes a 3x3 square of roof under the cursor, including overhead mountain.&lt;br /&gt;
|-&lt;br /&gt;
| T: Test Flood Unfog || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Closwalk Cell30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Walk Path || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Skygaze Cell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Direct Flee Dest || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Spectators Cells || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Check Reachability || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash TryFindRandomPawnExitCell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: RandomSpotJustOutsideColony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Random Spot Near ThingAvoiding Host??? || ?&lt;br /&gt;
|-&lt;br /&gt;
| Clear All Fog || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Change Thing Style || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force sleep then assault colony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Attach Fire || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Enable wound debug draw || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wound debug export (non-humanlike)? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Atlas Rebuild || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change camera config… || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Set Ideo{{IdeologyIcon}}  || ?&lt;br /&gt;
|- &lt;br /&gt;
| Convert To Ideo{{IdeologyIcon}} || Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
| T: Suppression +10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Suppression -10%{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear suppression schedule{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Will +1{{IdeologyIcon}} || Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
| T: Will -1{{IdeologyIcon}} || Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
| T: Start slave rebellion (random){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start slave rebellion (aggressive){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Change style || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Request style change || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Faction leader || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear Prisoner Interaction Schedule? || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Resurrect || Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Until Down || Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Legs || Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage To Death || Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
| T: Carried Damage To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage until dead || Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Held Pawn To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Minor || Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Catastrophic || Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Ridiculous || Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Restore Body Part || Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
| Apply damage... || Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
| Apply Hediff... || Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Hediff... || Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Heal random injury (10) || Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
| T: Activate HediffGiver || ?&lt;br /&gt;
|-&lt;br /&gt;
| Activate HediffGiver World Pawn|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Discover Hediffs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grant Immunities || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Give Birth || Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -1 || Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -10 || Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
| T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: List Melee Verbs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Add/remove pawn relation || Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Opinion Talks About || Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Force vomit... || Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Food -20% || Make the pawn's [[Needs|hunger]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Rest -20% || Make the pawn's [[Needs|rest]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Joy -20%|| Make the pawn's [[Needs|joy]] meter 20% lower.&lt;br /&gt;
|-&lt;br /&gt;
| T: Chemical -20% || Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Indoors -20% || Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Needs misc -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Certainty -20%{{IdeologyIcon}} || Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
| Set [[Skill]] || Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
| Max [[Skill]] || Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Max All [[Skill]]s || Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mental break]]... || Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
| T: Do Voice Call || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mental state... || Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
| T: Stop mental state || Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Inspiration]]... || Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
| Give [[trait]]... || Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| Set [[backstory]] || Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
| Give ability... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Give Psylink... {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove neural heat {{RoyaltyIcon}} || Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Give good thought... || Give a temporary +10 [[Mood|mood boost]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Give bad thought... || Give a temporary -10 [[Mood|mood debuff]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear Bound Unfinished Things || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Birthday || Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
| T: Recruit || Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
| T: Enslave{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Apparel || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wear apparel (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Equip primary (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Tame Animal || Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Train Animal || Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Develop Bound Relation || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Queue Training Decay || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Display Relations Info || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Display Interactions Info || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Marriage Ceremony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Interaction || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Random Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Prison Break || Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
| T: Pass To World || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make1 Year Older || Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Make1 Year Older || Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Job Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Joy Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: EndCurrentJob(InterruptForced) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: CheckForJobOverride || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Job Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Stance Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Kidnap colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Face cell (selected)... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove Precept{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Date Ritual{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add 5 days to obligation timer{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove ritual obligation{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate 200 ritual names{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Set ideo role...{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make guilty || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force age reversal demand now{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Reset age reversal demand{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Draw breach path || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Spawn Complex{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove world pawn... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn Pawn || Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Weapon]] || Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[apparel]]... || Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
| Try place near thing... || Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place near thing with style... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 25... || Place 25 items at or near where you indicate (items with a maximum pile number less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 75... || Place 75 items at or near where you indicate (items with a maximum pile number less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct thing... || Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct stack of 25... || Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
| Try place stack of market value || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try add to inventory... || Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing with wipe mode... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set terrain... || Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
| Set terrain (rect)... || Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make [[filth]] x100 || Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Faction Leader || Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
| Spawn world pawn... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing set... || Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
| Trigger effecter... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Shuttle]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn relic{{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Random Caravan || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Random Faction Base || Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Site || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Destroy Site || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Site With Points || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn World Object || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Leak Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Print Leaked Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Game Condition || Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Remove Game Condition || End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| T: Transfer || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regenerate Current Map || Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
| Generate Map With Caves || Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
| Run Map Generator || Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
| Force Reform in Current Map || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Leak Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Print Leaked Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Game Condition || Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Remove Game Condition || End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
| Change Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regenerate Current Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map With Caves || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run Map Generator || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Reform in Current Map || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Make Colony (full) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Make colony (animals) || For each animal, creates the animal, their dessicated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
| Make colony (ancient junk){{IdeologyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force downed x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force kill x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail catastrophic x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail ridiculous x100  || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test generate pawn x1000 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Generate Pawns Of All Shapes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Check Region Listers || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test time-to-down || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale All PawnKinds || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale Humanlikes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale By Damagetype || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Quickspawn structure || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy all hostile pawns on map || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Animal Breeding || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Growth || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel Armor || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel By Stuff || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apparel Insulation || ?&lt;br /&gt;
|-&lt;br /&gt;
| Buildings Skills || ?&lt;br /&gt;
|-&lt;br /&gt;
| Crops || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drugs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Floors || ?&lt;br /&gt;
|-&lt;br /&gt;
| Hediffs Price Impact || ?&lt;br /&gt;
|-&lt;br /&gt;
| Item Accessibility || ?&lt;br /&gt;
|-&lt;br /&gt;
| Item And Building Acquisition || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recipe Skills || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recipes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thing Set Make Tags || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thing Smelt Products || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wool || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Future Incidents || ?&lt;br /&gt;
|-&lt;br /&gt;
| Future Incidents Current Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Incident Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Incident Targets List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Arrival Candidates || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Group Gen Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Peace Talks Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pod Contents Possible Defs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pod Contents Test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Arrivemode Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Faction Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Raid Strategy Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Threats Generator || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Kind Things || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Kinds || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Generation || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Generators Defs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trader Stock Market Values || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Animal Behavior || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Combat Balance || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Points To Hunt Or Slaughter || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Trade Tags || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Basics || ?&lt;br /&gt;
|-&lt;br /&gt;
| Animal Ecosystem || ?&lt;br /&gt;
|-&lt;br /&gt;
| Backstory Counts Per Tag || ?&lt;br /&gt;
|-&lt;br /&gt;
| List Solid Backstories || ?&lt;br /&gt;
|-&lt;br /&gt;
| Live Pawns Inspiration Chances || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mental Breaks || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Gear Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Apparel Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Basics || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Tech Hediff Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kinds Weapon Usage || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Work Disables Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Races Butchery || ?&lt;br /&gt;
|-&lt;br /&gt;
| Races Food Consumption || ?&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Difficulties Sampled || ?&lt;br /&gt;
|-&lt;br /&gt;
| Thoughts || ?&lt;br /&gt;
|-&lt;br /&gt;
| Traits Sampled || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Generation Histogram || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| All Graphics Loaded || ?&lt;br /&gt;
|-&lt;br /&gt;
| Dynamic Draw Things List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Loaded Assets || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Delta || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Report || ?&lt;br /&gt;
|-&lt;br /&gt;
| Material Snapshot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mesh Pool Stats || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rand By Curve Tests || ?&lt;br /&gt;
|-&lt;br /&gt;
| Rand Tests || ?&lt;br /&gt;
|-&lt;br /&gt;
| Steam Workshop Status || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Math Perf || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Database Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Random Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Specific Tales || ?&lt;br /&gt;
|-&lt;br /&gt;
| Art Descs Taleless || ?&lt;br /&gt;
|-&lt;br /&gt;
| Database Tales Interest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Database Tales List || ?&lt;br /&gt;
|-&lt;br /&gt;
| Flavorful Combat Test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Interaction Logs || ?&lt;br /&gt;
|-&lt;br /&gt;
| Names From Rulepack || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Column Test || ?&lt;br /&gt;
|}&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Colonist Relative Chance || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kidnapped Pawns || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run World Pawn Gc || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run World Pawn Mothball || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Dotgraph || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Gc Breakdown || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn List || ?&lt;br /&gt;
|-&lt;br /&gt;
| World Pawn Mothball Info || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=102935</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=102935"/>
		<updated>2022-04-20T11:53:55Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix wikicode hiccups, standardize layout within page, minor comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Rewrite| reason = Outdated and does not account for Royalty DLC}} &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Allocating and using weapons effectively gives you a sizable advantage against raiders, who barely have any knowledge on how to properly use them.&lt;br /&gt;
&lt;br /&gt;
Here is a list of ways to use each weapon, and how to counter enemies that are using them. More detailed information on using each individual weapon can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
Weapons that can only deal damage in hand-to-hand combat. Many melee weapons outdamage guns at melee range, and have the added benefit of forcing enemies into melee combat—putting gun-armed raiders at a grave disadvantage as they can only fight using their guns as melee weapons—and staggering any pawn that's even attacked in melee.&lt;br /&gt;
&lt;br /&gt;
''' Usage '''&lt;br /&gt;
*Pair with [[shield belt]]s to protect colonists while they close in on the enemy.&lt;br /&gt;
*Fight back against enemy brawlers trying to break your ranks.&lt;br /&gt;
&lt;br /&gt;
'''Counters'''&lt;br /&gt;
*If only melee enemies present, conduct a [[Defense tactics#Melee blocking|melee block]] against them.&lt;br /&gt;
*Shoot them down before they enter range (much harder with active shield belts, easier if you have EMP weaponry).&lt;br /&gt;
*Outrun and kite with fast movers.&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
Blunt weapons include the [[club]] or [[mace]]. The mace is always the smarter choice due to superior DPS.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Attack enemies heavily protected against sharp damage.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Burst them down before they can deal much damage.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
There is a much larger variety of sharp weapons, from the cheapest and weakest [[knife]], to the strongest but most expensive [[longsword]]. [[Spear]]s or longswords should be your choice for raw damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use as a general purpose melee weapon for dealing damage.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Most armor and clothing protects well against sharp damage.&lt;br /&gt;
&lt;br /&gt;
=== Body Parts ===&lt;br /&gt;
These are [[body parts]], both natural and artificial, rather than wielded weapons.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Generally inferior to dedicated melee weapons. Don't give to melee pawns.&lt;br /&gt;
*Give to ranged colonists to allow them to hold their own against melee attackers.&lt;br /&gt;
*Arm and hand replacements do little to help '''ranged''' combat, but a player balance implants (which require natural limbs) with the combat and non-combat buffs offered by replacements.&lt;br /&gt;
&lt;br /&gt;
====Natural ====&lt;br /&gt;
A [[human]] naturally has 4 base attacks. While listed here, they should not be used except in emergencies.&lt;br /&gt;
Fist (Right), Fist (Left), Teeth, Head &lt;br /&gt;
&lt;br /&gt;
====Artifical Replacements====&lt;br /&gt;
Body parts can be replaced with artifical parts for a variety of state boosts. Currently, there is only one dedicated combat replacement part, the [[power claw]], however other replacements also affect DPS.&lt;br /&gt;
&lt;br /&gt;
* [[Prosthetic arm]] - Note that this is identical to the base fist, but without the stun chance.&lt;br /&gt;
* [[Bionic arm]] &lt;br /&gt;
* [[Archotech arm]]&lt;br /&gt;
* [[Power claw]]&lt;br /&gt;
* [[Drill arm]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Field hand]] {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Implants ====&lt;br /&gt;
Rather than replacing parts, these are implanted into the body part. These require the body part to be natural, i.e. not bionic or prosthetic.&lt;br /&gt;
* [[Elbow blade]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Hand talon]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Knee spike]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Venom fangs]]  {{RoyaltyIcon}} &lt;br /&gt;
* [[Venom talon]] {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Allocation ===&lt;br /&gt;
#Spears and longswords should be given to the highest skill melee colonists, who will make the most out of their high DPS while being able to dodge enemy melee blows.&lt;br /&gt;
#Maces should be given to some brawlers to deal with heavily armored enemies, and wardens to down prisoners with less risk of fatally injuring them.&lt;br /&gt;
#The [[ikwa]] is capable of dealing quite some heavy damage. It can be given to moderate-skilled brawlers as both a practice and a combat weapon.&lt;br /&gt;
#The [[gladius]] is somewhat middling with its DPS. It should be given to potential brawlers for them to practice melee, before upgrading them to better weapons.&lt;br /&gt;
#[[Knife|Knives]] or [[club]]s are a decent choice for non-combatants as a self-defense weapon, or when you lack materials and technology to make better weapons early-game.&lt;br /&gt;
#Incidentally, the knife can be used as a good practice weapon due to its fast attack speed.&lt;br /&gt;
#Power claws can be used to replace the hands of a ranged soldier who will engage the enemy in front-line combat. For a slight penalty to shooting accuracy, the soldier will be able to fend off enemy brawlers easily and help peel for others as well.&lt;br /&gt;
#For Beta 18 or earlier, Scyther blades should be reserved for colonists with little purpose beyond melee combat, due to its heavy manipulation penalty. Even so, consider giving them power claws instead, as low manipulation means they will miss a lot.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
These are weapons that reach out and hurt someone at a distance. Though they can be used in melee if necessary, they are not intended as such and serve poorly, though better than bare fists.&lt;br /&gt;
&lt;br /&gt;
=== Neolithic ranged ===&lt;br /&gt;
These weapons are crafted cheaply using wood, but have low overall DPS and only perform well in short range. They include the [[short bow]], [[recurve bow]], [[greatbow]] and [[pila]] (throwing spears). Often used by tribal archers during battles.&lt;br /&gt;
&lt;br /&gt;
It's well advised to switch these out asap with guns which easily outperform them.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use them as a supplementary ranged weapon before you obtain better weapons such as guns.&lt;br /&gt;
&lt;br /&gt;
'''Counter-tactics'''&lt;br /&gt;
*Out-range them using long-range guns.&lt;br /&gt;
*Charge at them with shielded melee.&lt;br /&gt;
*Most armor and clothing protects well against sharp damage.&lt;br /&gt;
&lt;br /&gt;
==== Bows ====&lt;br /&gt;
: Low-tech weapons with moderate-long range. While these have a decent maximum range (23 to 30 tiles), in actual combat they are only practical at around half that range. They don't deal much damage per shot, either, not enough to one-shot (without a lucky head shot).&lt;br /&gt;
&lt;br /&gt;
:* [[Short bow]]s are the weakest ranged weapon, but at least it's something against threats.&lt;br /&gt;
:* [[Recurve bow]]s are a significant upgrade, and good for moderate-skilled colonists.&lt;br /&gt;
:* [[Greatbow]]s are the equal of the smaller handguns (of similar [[quality]]) in damage, and are superior in range and stopping power. Give greatbows to your most skilled colonists, and don't be in a hurry to replace them until you have a better quality, non-hand-gun weapon.&lt;br /&gt;
&lt;br /&gt;
==== [[Pila|Pilum]] ====&lt;br /&gt;
: A short-medium throwing spear that has a long wind-up and cooldown time but deals high damage on hit. Its shots deal enough damage to incapacitate or even kill insufficiently protected colonists should they be struck in vital areas. Pila also boast one of the best stopping power values in the game; even if you don't one-shot a target, it's likely to be stopped in its tracks, giving you time for another shot, and (if you hit) then another, until you get it right.&lt;br /&gt;
&lt;br /&gt;
: These are best suited for moderate-high skilled ranged archers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;/hr&amp;gt;&lt;br /&gt;
=== Firearms ===&lt;br /&gt;
: A staple for either side of battle, man-portable guns are the go-to method of dealing ranged damage. Even if you're playing as a tribe, it's recommended to pick these up for use instead of using bows or pila.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Basically anything that calls for ranged firepower.&lt;br /&gt;
&lt;br /&gt;
: '''Cons'''&lt;br /&gt;
:* Most armor and clothing protects against bullets, which are &amp;quot;sharp&amp;quot; damage.&lt;br /&gt;
&lt;br /&gt;
==== Hand guns ====&lt;br /&gt;
: Low-caliber weapons that fire rapidly but have lackluster damage output and average range.  Allthough technically &amp;quot;one-handed&amp;quot;, Rimworld makes no such distinction; each pawn can equip one and only one weapon (with some &amp;quot;utility&amp;quot; devices in a belt slot).&lt;br /&gt;
&lt;br /&gt;
: These should only be relied on during early-game, when enemies are unarmored, or hunting (very) small game.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Equip on colonists with less shooting skill as the fast fire means missing is less punishing.&lt;br /&gt;
:* Give to colonists to quickly improve their aim, regardless of level.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
: * Lowest damage-dealers of all firearms.&lt;br /&gt;
&lt;br /&gt;
===== [[Revolver]] =====&lt;br /&gt;
: The lowest tier of firearm. It is cheap allowing it to be acquired early-game from raiders, or crafted after relatively little research and material cost.  Better stopping power than others in this sub-category.&lt;br /&gt;
&lt;br /&gt;
===== [[Autopistol]] =====&lt;br /&gt;
: A fast-firing but shorter ranged pistol. While it has a higher DPS than the revolver, its low stopping power makes it unable to stagger advancing humanoid enemies.&lt;br /&gt;
&lt;br /&gt;
: It is the best gun when it comes to training, since its fast fire rate means you'll pull off many shots in little time, more rapidly giving XP for shooting.&lt;br /&gt;
&lt;br /&gt;
===== [[Machine pistol]] =====&lt;br /&gt;
: A light sub-machine gun. It fires a 3-round burst with a low aim time and cooldown, and the third shortest range of all firearms. Its bullets deal so little damage that they can't even shoot off a finger. &lt;br /&gt;
&lt;br /&gt;
: It is good if you want to reduce the risk of accidental permanent damage (to take/recapture prisoners), but it isn't the best for stopping escaping enemies due to its lack of stopping power.&lt;br /&gt;
&lt;br /&gt;
==== Short-range ====&lt;br /&gt;
: Short-ranged weapons with ranges of less than 20 tiles. These require you get up close to the enemy to shoot them, leaving you more vulnerable to enemy fire, but in return deal heavy DPS.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Use as a supporting weapon to shoot down incoming melee enemies or return fire against short ranged enemies.&lt;br /&gt;
:*Deal massive damage in a [[Defense tactics#melee blocking|melee blocking]] attack.&lt;br /&gt;
:*Equip on non-combatants for self-defense.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Deprive them of any nearby cover to expose them.&lt;br /&gt;
:* Shoot with long-ranged weapons.&lt;br /&gt;
:* Close in on them with shielded melee.&lt;br /&gt;
&lt;br /&gt;
===== [[Pump shotgun]] =====&lt;br /&gt;
: A weapon that fires a single high-damage blast of pellets with a significant stopping power. These can severely injure an enemy, sometimes killing them outright if you hit a vital organ and they lack protection.&lt;br /&gt;
&lt;br /&gt;
: It is fairly accurate within its range.&lt;br /&gt;
&lt;br /&gt;
===== [[Chain shotgun]] =====&lt;br /&gt;
: The shortest ranged weapon in the game (including neolithic), a chain shotgun fires a triple burst of buckshot. It deals immense single-target damage with massive stopping power, but its short range can hamper its effectiveness. &lt;br /&gt;
&lt;br /&gt;
: It's a powerful but somewhat situational choice.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Tight quarters, such as defending inside your base, or assaulting inside an enemy's.&lt;br /&gt;
:* Shred large targets with its high DPS, as it can land most of its shots against them.&lt;br /&gt;
:* Fire at bunched-up enemies who are more likely to take hits from this weapon.&lt;br /&gt;
:* Flank low-damage enemies.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Burst them down from a distance before they get in range.&lt;br /&gt;
:* Force them into melee combat before they can pull off a single burst.&lt;br /&gt;
:* Spread defenders apart to reduce collateral damage.&lt;br /&gt;
&lt;br /&gt;
===== [[Heavy SMG]] =====&lt;br /&gt;
: Close to &amp;quot;medium&amp;quot; ranged (19), this weapon fires a 3-round burst of heavy slugs. These pack quite a punch with good damage and stopping power, and are moderately accurate. An excellent choice in terms of short-range DPS, though its effectiveness quickly drops outside short range.&lt;br /&gt;
&lt;br /&gt;
==== Medium-range ====&lt;br /&gt;
: Well-rounded guns with a moderate maximum range of around 24-30 tiles. They deal excellent DPS at range if they can hit their mark.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Give to your moderately skilled gunners.&lt;br /&gt;
:* Deal heavy damage to entrenched low-DPS or short-ranged targets.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Focus fire on them to take them out first.&lt;br /&gt;
:* Out-range them when they are entrenched.&lt;br /&gt;
&lt;br /&gt;
===== [[LMG]] =====&lt;br /&gt;
: A light machine gun that fires a 6-round volley with good stopping power. While it has good damage potential, it has poor single-target accuracy with the bullets rarely hitting the same target.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Weak against single targets, stronger against larger groups of enemies&lt;br /&gt;
&lt;br /&gt;
===== [[Charge rifle]] =====&lt;br /&gt;
: An excellent weapon that fires a burst of charged energy packets. Its good accuracy and high DPS means that defeating the enemy is no problem with this. It should be your standard weapon at mid-late game situations.&lt;br /&gt;
&lt;br /&gt;
: Though it works good even if used alone, it's best to add other longer-ranged weapons to the mix to make up for its mediocre range.&lt;br /&gt;
&lt;br /&gt;
===== [[Charge lance]] =====&lt;br /&gt;
&lt;br /&gt;
: A high-tech weapon that sends a heavy pulse at high velocities towards targets. It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies.&lt;br /&gt;
&lt;br /&gt;
: It can be used to single out targets at range.&lt;br /&gt;
&lt;br /&gt;
==== Long-range ====&lt;br /&gt;
: Long-distance guns with a maximum range of 32 tiles or longer. Their main advantage lies in dealing damage from a distance to out-range short-ranged gunners, for they don't deal good damage up close.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Give to your best shooters who will make the most out of the long range.&lt;br /&gt;
:* Shoot down short-ranged gunners.&lt;br /&gt;
:* Conduct hit-and-run or kiting attacks with ease.&lt;br /&gt;
:* Fire at a distance, while letting other shorter-ranged soldiers take the hits.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Take down other enemies who can provide fire support for them.&lt;br /&gt;
:* Burst down with high-DPS weapons when unsupported.&lt;br /&gt;
&lt;br /&gt;
===== [[Assault rifle]] =====&lt;br /&gt;
: A versatile gun that works at long ranges while still dealing satisfactory damage at close-medium range. It works as a lower-tech version of the charge rifle when range is more important than DPS, and has potential as a kiting or hit-and-run weapon at higher qualities with a skilled and fast-moving shooter.&lt;br /&gt;
&lt;br /&gt;
===== [[Bolt-action rifle]] =====&lt;br /&gt;
: A long-range rifle that fires a single powerful bullet. It is more suited for novice snipers (level 10 or lower) as it's rather skill-friendly. Its faster fire rate also makes it better for kiting moving targets.&lt;br /&gt;
&lt;br /&gt;
: It isn't nearly as likely to kill as the sniper rifle, making it better if your goal is to incapacitate rather than kill. It also fares better than the sniper rifle in terms of DPS.&lt;br /&gt;
&lt;br /&gt;
===== [[Minigun]] =====&lt;br /&gt;
: A more curious weapon, the minigun fires an immense 25-round barrage of bullets that can rain down on a group of enemies. &lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Rip enemies to shreds, even single targets, from medium distances- its poor accuracy is negated by its sheer firepower.&lt;br /&gt;
:* Aim behind or within large groups of enemies to deal heavy damage to them.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Spread out colonists to make them harder for the minigun to hit.&lt;br /&gt;
&lt;br /&gt;
===== [[Sniper rifle]] =====&lt;br /&gt;
: The longest-range weapon in-game, the sniper rifle fires a high-damage bullet with a long aiming and cooldown time. It has decent killing potential, instantly killing if it scores a shot on a vital organ without being deflected.&lt;br /&gt;
&lt;br /&gt;
: Although a single shot hits hard, over time Its DPS is absolutely abysmal; it is the weapon dealing the lowest single-target DPS in-game, and even simple bows beat it.&lt;br /&gt;
&lt;br /&gt;
: It has a niche purpose for hit-and-run attacks as its extended range allows your snipers to fire from safety, but its slow fire rate makes it a poor choice for kiting.&lt;br /&gt;
&lt;br /&gt;
==== Legacy ====&lt;br /&gt;
: Weapons that have their role changed due to updates.&lt;br /&gt;
&lt;br /&gt;
===== Minigun (pre-Beta 19) =====&lt;br /&gt;
: A more curious weapon, the minigun fires an immense 30-round barrage of bullets that can rain down on a group of enemies, but can't hit single targets at all, due to its forced miss radius. Shooting skill does not matter for this weapon at all.&lt;br /&gt;
&lt;br /&gt;
: '''Usage'''&lt;br /&gt;
:* Equip on Trigger-happy colonists, regardless of shooting skill.&lt;br /&gt;
:* Aim behind or within large groups of enemies to deal immense damage to them.&lt;br /&gt;
:* Shred enemies at point-blank.&lt;br /&gt;
&lt;br /&gt;
: '''Counter-tactics'''&lt;br /&gt;
:* Spread out colonists to make it much harder for the minigun to hit.&lt;br /&gt;
:* Shield belts can easily negate most of the minigun's damage as it can't be focused on a single target.&lt;br /&gt;
&lt;br /&gt;
===== [[Charge lance]] (pre-1.1) =====&lt;br /&gt;
&lt;br /&gt;
: A high-tech weapon that sends a heavy pulse at high velocities towards targets. It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies.&lt;br /&gt;
&lt;br /&gt;
: It should be your go-to long range weapon from midgame onwards.&lt;br /&gt;
&lt;br /&gt;
== Area-of-effect weapons ==&lt;br /&gt;
Explosive weapons are a force to be reckoned with, whether by raiders or colonists. With correct use, they can deal heavy damage and disruption to the opposing side. Most armor protects poorly against explosive blunt or heat damage, making them a decent choice against heavily armored enemies.&lt;br /&gt;
&lt;br /&gt;
An important thing to note is that explosives are not blocked by cover, but are stopped by walls. This means your colonists covering behind sandbags will be hurt by the explosion, but not those hiding behind a wall.&lt;br /&gt;
&lt;br /&gt;
=== [[Mortar]]s ===&lt;br /&gt;
{{Rewrite|section=1|reason=Not yet updated to reflect the increased accuracy now that [[Mortar Miss Radius Multiplier|MMRM]] stat exists}} &lt;br /&gt;
{{See also|Defense structures#Mortars}}&lt;br /&gt;
&lt;br /&gt;
Mortar attacks on sieges and raids are effective if the mortars have the time to aim and fire. Each shell has great destructive potential if they connect, but they take a long time to reload and aim, and have poor accuracy. Different types of shells have different uses.&lt;br /&gt;
&lt;br /&gt;
They also allow you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
If you are short on manpower, you can automatically assign a colonist to fire 1 shot from each mortar. However mortars will not cool down unless there is someone manning it.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Assign colonists inept at combat to man mortars.&lt;br /&gt;
*Aim at least 16 tiles away from your soldiers and allies to prevent friendly fire.&lt;br /&gt;
*Fire on static targets, or aim ahead of moving ones.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Stay inside the 30-tile blind spot when safe to approach.&lt;br /&gt;
*Spread your fighters apart to reduce potential damage done each shell.&lt;br /&gt;
*Keep moving to avoid the shells.&lt;br /&gt;
&lt;br /&gt;
==== [[High-explosive shell]]s ====&lt;br /&gt;
The most straightforward way of bombarding enemies. Each mortar shell deals great amounts of explosive damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim around 4-8 mortars at each group of enemies.&lt;br /&gt;
*Use only against large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Most [[shield belt]]s can absorb 1 hit from the shell.&lt;br /&gt;
**Against these enemies, hit them with the EMP shell first (see below).&lt;br /&gt;
&lt;br /&gt;
==== [[Incendiary shell]]s ====&lt;br /&gt;
These deal low damage, penetrate shields and set things on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out the flames.&lt;br /&gt;
&lt;br /&gt;
Be careful with these as the fires can spread across wide areas, potentially causing extensive collateral damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Set entrenched or shielded enemies on fire to make them vulnerable.&lt;br /&gt;
*Constantly disrupt siege camps with its incendiary blasts.&lt;br /&gt;
*Pair with brawlers for additional flame damage as melee attacks stop enemies from extinguishing them.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades.&lt;br /&gt;
*Firefoam poppers can rapidly extinguish fires and fireproof a region.&lt;br /&gt;
&lt;br /&gt;
==== [[EMP shell]]s ====&lt;br /&gt;
A situational ammunition that can't deal any physical damage, but stuns [[mechanoid]]s, mortars and shuts down [[Shield belt|shields]]. They have a massive blast radius that can easily catch a sizable group of threats at once.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Instantly down the shields of a large melee charge.&lt;br /&gt;
*Stun a large group of mechanoids, giving you time for a counterattack.&lt;br /&gt;
*Disable mortars to counter sieges.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
==== [[Firefoam shell]]s ====&lt;br /&gt;
Another type of situational ammunition. It spreads firefoam that fireproofs and extinguishes fires in a region.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy, high cost and the mortar blind spot make it impractical.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Extinguish fires from a long distance that have the potential to spread across the map if unchecked.&lt;br /&gt;
*Allow colonists incapable of firefighting to help with firefighting efforts.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
==== [[Antigrain warhead]]s ====&lt;br /&gt;
Rare but powerful, these warheads can annihilate a whole group of incoming raiders if it connects.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use only when facing tightly grouped enemies.&lt;br /&gt;
*Support with EMP mortars to break down shields first before firing.&lt;br /&gt;
*Aim dead center at any enemy.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
===Thrown explosives===&lt;br /&gt;
Commonly encountered in raids, thrown explosives are cheap and effective, yet short-ranged.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Deprive them of any nearby cover to expose them.&lt;br /&gt;
*Constantly move to avoid them and throw enemies off-aim.&lt;br /&gt;
*Shoot enemies down before they get in range.&lt;br /&gt;
&lt;br /&gt;
==== [[Frag grenades]] ====&lt;br /&gt;
These deal heavy damage in a small radius a short time after landing.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Deal heavy damage to entrenched raiders.&lt;br /&gt;
*Pair with distractions to allow grenadiers to close in to the enemy ranks.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Evacuate colonists to avoid the damage. Keep watch on all times so you can catch them in time.&lt;br /&gt;
&lt;br /&gt;
==== [[Molotov cocktails]] ====&lt;br /&gt;
A makeshift incendiary that explodes instantly on impact.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use it as a quick and easy source of fire that can light up anywhere you wish.&lt;br /&gt;
*Smoke out entrenched or shielded raiders if given distraction.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.&lt;br /&gt;
*Estimate where the molotov will land and evacuate colonists accordingly.&lt;br /&gt;
&lt;br /&gt;
==== [[EMP grenades]] ====&lt;br /&gt;
These do no physical damage but inflicts [[EMP]] which has some useful purposes. They have a fuse.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim ahead of enemy melee charges to take down shields.&lt;br /&gt;
*Alternate between groups of mechanoids to constantly lock them down.&lt;br /&gt;
*Disable enemy turrets if given the chance to move in.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Evacuate shielded colonists from the area of effect so they don't wind up without shields in the face of gunfire.&lt;br /&gt;
*Evacuate pawns with [[Learning assistant|any]] [[Neurocalculator|advanced]] [[Circadian assistant|brain]] [[Circadian half-cycler|implants]] {{RoyaltyIcon}} or they'll get brain shock &lt;br /&gt;
*Evacuate pawns with [[Reprocessor stomach|advanced]] [[Detoxifier stomach|stomach]] [[Nuclear stomach|replacements]] {{RoyaltyIcon}}) or they'll stop fighting to vomit. Less important than the previous two, but still dangerous at an inoportune time. &lt;br /&gt;
*Do not rely on turrets to take down the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Handheld ===&lt;br /&gt;
Longer-ranged than thrown explosives, but otherwise acts like them.&lt;br /&gt;
&lt;br /&gt;
==== [[Incendiary launcher]] ====&lt;br /&gt;
A medium-distance incendiary weapon that functions much like the molotov cocktails. The difference is that you can't aim it at anywhere- the target has to be a structure or a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Quickly and easily expose entrenched or shielded enemies from a relatively safe distance.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.&lt;br /&gt;
*Shoot them with medium-long ranged weapons.&lt;br /&gt;
&lt;br /&gt;
== Weapons of mass destruction ==&lt;br /&gt;
Single-use weapons that deal massive damage over an area. They are extremely powerful to use, and extremely dangerous to face up against.&lt;br /&gt;
&lt;br /&gt;
=== Rocket launchers ===&lt;br /&gt;
These weapons can easily down, maim or kill several pawns at once with high-damage explosions. They can be fired from a great distance making them harder to interrupt.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Space out defensive forces to reduce the number of them caught in the explosion.&lt;br /&gt;
*[[Defense tactics#Distracting rockets|Distract them into firing elsewhere.]]&lt;br /&gt;
&lt;br /&gt;
==== [[Doomsday rocket launcher]] ====&lt;br /&gt;
Fires a large incendiary cluster-burst that injures a large group of targets while setting them on fire, and can penetrate walls with its incendiary blasts.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim at a large group of enemies to injure them, then finish them off with other weapons.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Distract them such that they fire far away from any structures.&lt;br /&gt;
&lt;br /&gt;
==== [[Triple rocket launcher]] ====&lt;br /&gt;
Fires a 3-round salvo of high-damage rockets with a small blast radius.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim at tough enemies or priority targets that need to be eliminated.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Distract them with expendable pawns such as animals.&lt;br /&gt;
*Move quickly to avoid being hit by its explosions.&lt;br /&gt;
*Block the rockets with durable walls.&lt;br /&gt;
&lt;br /&gt;
=== Orbital targeters ===&lt;br /&gt;
These single-use items call down fearsome firepower from ancient satellites orbiting overhead. They have even more destructive potential than rocket launchers- indeed you should be grateful that enemies never come into battle using them.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim ahead of enemies to create a death zone for them.&lt;br /&gt;
*Aim at the center of a static raider party to annihilate them.&lt;br /&gt;
*Deal with heavily armored enemies easily.&lt;br /&gt;
*Use these weapons first, then finish off stragglers.&lt;br /&gt;
*Save them for tough or numerous enemies.&lt;br /&gt;
&lt;br /&gt;
==== [[Orbital bombardment targeter]] ====&lt;br /&gt;
Calls down an orbital strike that deals massive damage. It has the ability to single-handedly foil a raid, especially before raiders have scattered and taken up positions.&lt;br /&gt;
&lt;br /&gt;
==== [[Orbital power beam targeter]] ====&lt;br /&gt;
Calls down a beam that incinerates everything near it. This obviously includes any unsuspecting raider party trying to wreak havoc on your colony.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
These one-use items can be useful in turning the tide of a raid, provided you can use them correctly.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic insanity lance]] ===&lt;br /&gt;
This artifact instantly drives a humanlike or animal berserk, causing them to attack any nearby pawns.&lt;br /&gt;
&lt;br /&gt;
You can use this to cause great disruption within the enemy's ranks as enemies will switch targets to engage the berserk pawn, distracting them. It's best used on a shielded melee target who will then channel their rage onto their nearby ranged allies, forcing them to engage in unarmed combat.&lt;br /&gt;
&lt;br /&gt;
It can also be used to enrage animals from a distance, unleashing them upon the enemy attackers.&lt;br /&gt;
&lt;br /&gt;
While berserk pawns may not deal much damage on their own, the resulting fire directed in panic at the berserker can greatly weaken an incoming attack—especially if the berserker is wearing a [[Shield belt]] to block fire.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic shock lance]] ===&lt;br /&gt;
This artifact instantly downs a humanlike or animal, with a chance of causing brain damage.&lt;br /&gt;
&lt;br /&gt;
Not as useful as a psychic insanity lance against raids, but can still be used to great effect, by downing an attacker that might cause huge damage such as a rocketeer.&lt;br /&gt;
&lt;br /&gt;
It's also somewhat useful if you want to capture a specific raider with good stats, though you need to get him before the effect wears off, and you risk brain damage which can ruin a previously good potential colonist.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic animal pulser]] ===&lt;br /&gt;
This artifact instantly drives all non-player [[animals]] into a manhunter state.&lt;br /&gt;
&lt;br /&gt;
In an animal-rich [[biome]] such as a temperate forest or arid shrubland, nearly any humanlike/ mechanoid raid can quickly get devastated.&lt;br /&gt;
&lt;br /&gt;
Before you even consider using this, you should be very careful; the animals will also turn on your colonists. You will need to keep the animals out, and your colonists in. Make sure you get all your tamed animals inside first, restrict your colonists and animals to indoors areas only, and have a stock of food handy. Once the animals fall asleep they will exit their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|weapon}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_drugs&amp;diff=102795</id>
		<title>Medical drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_drugs&amp;diff=102795"/>
		<updated>2022-04-19T05:17:29Z</updated>

		<summary type="html">&lt;p&gt;Albedo: bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{List|Medical Drug}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;/hr&amp;gt;&lt;br /&gt;
* For exotic drug-like items, see also '''[[healer mech serum]]''' and '''[[resurrector mech serum]]''' &lt;br /&gt;
&amp;lt;!-- and not sure how to add &amp;quot;2&amp;quot; items to the {For|X|Z} template --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug|#Medical drugs]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_drugs&amp;diff=102794</id>
		<title>Medical drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_drugs&amp;diff=102794"/>
		<updated>2022-04-19T05:16:51Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Healer mech serum and resurrector mech serum probably belong in the &amp;quot;medical drug&amp;quot; category (as well as &amp;quot;exotic item&amp;quot;), but we're not using {category:} templates so...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{List|Medical Drug}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;/hr&amp;gt;&lt;br /&gt;
* For exotic drug-like items, [[healer mech serum]] and [[resurrector mech serum]] &lt;br /&gt;
&amp;lt;!-- and not sure how to add &amp;quot;2&amp;quot; items to the {For|X|Z} template --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug|#Medical drugs]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chess_table&amp;diff=102792</id>
		<title>Chess table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chess_table&amp;diff=102792"/>
		<updated>2022-04-19T04:36:11Z</updated>

		<summary type="html">&lt;p&gt;Albedo: link poker table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Chess table&lt;br /&gt;
|image = ChessTable.png|Chess table&lt;br /&gt;
|description = The ancient game of kings. Fun for a few hours here and there, even playing alone. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|recreation power = 1&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = complex furniture&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 70&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''chess table''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the &amp;quot;[[Scenario_system#Default_Scenarios|industrial]]&amp;quot; colony's equivalent to the [[tribal]]'s [[game-of-Ur board]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing a chess board requires the  [[Research#{{P|Required Research}}|{{P|Required Research}}]] research goal; [[Scenario system#&amp;quot;New Tribe&amp;quot; vs. &amp;quot;New Arrivals&amp;quot;|Industrial]] colonies start with this, but [[Scenario system#&amp;quot;New Tribe&amp;quot; vs. &amp;quot;New Arrivals&amp;quot;|Tribal]] colonies must complete that research first  (instead having the option to construct the weaker equivalent [[game-of-Ur board]] until then). A board requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Outlander]] [[traders]] and as [[quest]] rewards.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play chess alone, which gives the same recreation. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other recreation items, the chess table uses twice the materials of it's tribal equivalent, the [[Game-of-Ur board|game-of-Ur board]], but gives significantly more recreational power (120% vs. 80%). It is advisable to replace any game-of-Ur boards with a chess table as soon as possible. &lt;br /&gt;
&lt;br /&gt;
The chess table is a very cheap option for intellectual play and gives a significant amount of recreational power at higher crafting levels, but does not produce as much cerebral play value as a [[poker table]]. It does not require cloth, however, and is an acceptable substitute until cloth can be grown or traded for a poker table. &lt;br /&gt;
&lt;br /&gt;
It also provides 33% more [[Intellectual]] skill XP than the [[Game-of-Ur board]].&lt;br /&gt;
&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added with the addition of Joy&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102791</id>
		<title>Game-of-Ur board</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102791"/>
		<updated>2022-04-19T04:34:45Z</updated>

		<summary type="html">&lt;p&gt;Albedo: move text up and wide table down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Game-of-Ur board&lt;br /&gt;
|image = Game_of_Ur_board.png&lt;br /&gt;
|description = Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 90&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|recreation power = 0.8&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 35&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''Game-of-Ur board''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the [[Scenario system|&amp;quot;New Tribe&amp;quot;]] equivalent to the [[Chess table]]&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Game-of-Ur boards can only be constructed by [[Scenario system|&amp;quot;New Tribes&amp;quot;]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Tribal]] [[traders]] and as [[quest]] rewards.  &amp;quot;[[Scenario_system#Starting_tech_levels|Industrial]]&amp;quot; start colonies can never construct 'Ur boards, instead only [[chess table]]s (and vice versa for Tribal start colonies).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Replace the game-of-ur board with a [[Chess table]] or, better yet, a poker table as soon as possible. The only good use for the board is to provide a secondary recreation type for tribal players (along with a [[hoopstone ring]]). Once a colony has access to chess tables, old 'Ur boards should be sold or [[deconstruct]]ed.&lt;br /&gt;
&lt;br /&gt;
It also provides only 3/4 of the [[Intellectual]] skill XP as the chess table. &lt;br /&gt;
=== Recreation power:quality table ===&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102790</id>
		<title>Game-of-Ur board</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102790"/>
		<updated>2022-04-19T04:32:33Z</updated>

		<summary type="html">&lt;p&gt;Albedo: prisoner rec is a mod, my bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Game-of-Ur board&lt;br /&gt;
|image = Game_of_Ur_board.png&lt;br /&gt;
|description = Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 90&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|recreation power = 0.8&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 35&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''Game-of-Ur board''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the [[Scenario system|&amp;quot;New Tribe&amp;quot;]] equivalent to the [[Chess table]]&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Game-of-Ur boards can only be constructed by [[Scenario system|&amp;quot;New Tribes&amp;quot;]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Tribal]] [[traders]] and as [[quest]] rewards.  &amp;quot;[[Scenario_system#Starting_tech_levels|Industrial]]&amp;quot; start colonies can never construct 'Ur boards, instead only [[chess table]]s (and vice versa for Tribal start colonies).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Replace the game-of-ur board with a [[Chess table]] or, better yet, a poker table as soon as possible. The only good use for the board is to provide a secondary recreation type for tribal players (along with a [[hoopstone ring]]). Once a colony has access to chess tables, old 'Ur boards should be sold or [[deconstruct]]ed.&lt;br /&gt;
&lt;br /&gt;
It also provides only 3/4 of the [[Intellectual]] skill XP as the chess table. &lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wty6kkomz2jmpjt9&amp;topic_revId=wty6kkomz2jmpjt9&amp;action=single-view</id>
		<title>Topic:Wtxwu5pv9q3g33wt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wty6kkomz2jmpjt9&amp;topic_revId=wty6kkomz2jmpjt9&amp;action=single-view"/>
		<updated>2022-04-19T04:30:36Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&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:Wtxwu5pv9q3g33wt&amp;amp;topic_showPostId=wty6kkomz2jmpjt9#flow-post-wty6kkomz2jmpjt9&quot;&gt;commented&lt;/a&gt; on &quot;Prisoners don&amp;#039;t recreate?&quot; (&lt;em&gt;Huh, yep, there it is - didn&amp;#039;t even know I&amp;#039;d grabbed that. Now I have to wonder if it made the game harder or better. :/ Albedo (talk) 04...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxybosd0p4cr91p&amp;action=single-view</id>
		<title>Topic:Wtxwu5pv9q3g33wt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxybosd0p4cr91p&amp;action=single-view"/>
		<updated>2022-04-19T02:02:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;amp;topic_showPostId=wtxwu5pv9u1ib7v1#flow-post-wtxwu5pv9u1ib7v1&quot;&gt;post&lt;/a&gt; on &quot;Prisoners don&amp;#039;t recreate?&quot;&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Prisoner_Horseshoes2.png&amp;diff=102782</id>
		<title>File:Prisoner Horseshoes2.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Prisoner_Horseshoes2.png&amp;diff=102782"/>
		<updated>2022-04-19T02:00:09Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Prisoner playing horseshoes, w Recreation values inc. Cerebral, and &amp;quot;Recreation Satisfied +5&amp;quot; thought&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Prisoner playing horseshoes, w Recreation values inc. Cerebral, and &amp;quot;Recreation Satisfied +5&amp;quot; thought&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwx5zb8cupd6dp&amp;action=single-view</id>
		<title>Topic:Wtxwu5pv9q3g33wt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwx5zb8cupd6dp&amp;action=single-view"/>
		<updated>2022-04-19T01:37:19Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;amp;topic_showPostId=wtxwu5pv9u1ib7v1#flow-post-wtxwu5pv9u1ib7v1&quot;&gt;post&lt;/a&gt; on &quot;Prisoners don&amp;#039;t recreate?&quot;&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwwfilqa0a0xal&amp;action=single-view</id>
		<title>Topic:Wtxwu5pv9q3g33wt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwwfilqa0a0xal&amp;action=single-view"/>
		<updated>2022-04-19T01:36:57Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;amp;topic_showPostId=wtxwu5pv9u1ib7v1#flow-post-wtxwu5pv9u1ib7v1&quot;&gt;post&lt;/a&gt; on &quot;Prisoners don&amp;#039;t recreate?&quot;&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwu5pv9u1ib7v1&amp;action=single-view</id>
		<title>Topic:Wtxwu5pv9q3g33wt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtxwu5pv9q3g33wt&amp;topic_postId=wtxwu5pv9u1ib7v1&amp;topic_revId=wtxwu5pv9u1ib7v1&amp;action=single-view"/>
		<updated>2022-04-19T01:35:49Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&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:Wtxwu5pv9q3g33wt&amp;amp;topic_showPostId=wtxwu5pv9u1ib7v1#flow-post-wtxwu5pv9u1ib7v1&quot;&gt;commented&lt;/a&gt; on &quot;Prisoners don&amp;#039;t recreate?&quot; (&lt;em&gt;I wonder at this, because mine certainly seem to. This is a pic of a long-time prisoner (future recruit) - Nicole is currently &amp;quot;Playing H...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=102750</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=102750"/>
		<updated>2022-04-18T23:58:00Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Default warning */ 80%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infections can occur on most wounds. They are the fastest working illness in RimWorld, taking little more than a day to kill the victim if left untended. Animals can also contract infections, though at a reduced chance, which move just as fast.&lt;br /&gt;
&lt;br /&gt;
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger).  Once an infection sets in, it ''immediately'' becomes a life-or-death race between the infection's growing % vs. the patient's growing immunity %, first to a value of 1.00 (100%) &amp;quot;wins&amp;quot;.  '''If untreated, the patient loses this race in less than a day and a half''', so any infection needs to be '''treated immediately''' and then '''twice a day''' (although, typically, you only get two chances at most).  Any significant delay in any treatment hurts the odds of the patient surviving, or at least not requiring amputation (see [[Infection#Progression|below]] for full details).&lt;br /&gt;
&lt;br /&gt;
[[Infection#Stages|General symptoms]] begin with a small amount of pain and partial loss of part function. Advanced symptoms progress to a small-to-moderate amount of pain, slight loss of consciousness and further loss of part efficiency. The final stages rapidly deteriorate to an excruciating amount of pain, some loss of breathing, a loss of consciousness, and acute part failure. Death follows not long after.&lt;br /&gt;
&lt;br /&gt;
* [[Infection#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.&lt;br /&gt;
* If left untreated, infections kill (or destroy the limb) in a little over a day - untreated infections move ''fast''!&lt;br /&gt;
* Good treatment will slow the disease, giving the patient more time to build up an immunity and recover. &lt;br /&gt;
&lt;br /&gt;
This disease is unique in that it only affects a specific body part, making infections curable by amputating the affected body part. It is not possible to amputate vital body parts.&lt;br /&gt;
&lt;br /&gt;
* The current progress of the infection (measured in %), and the patient's growing immunity against it, can be seen under the Health tab, by mouse-hovering over the specific infection. Remember - you want &amp;quot;Immunity&amp;quot; to reach 100% before the Infection does!&lt;br /&gt;
&lt;br /&gt;
== Mechanism ==&lt;br /&gt;
&lt;br /&gt;
When a colonist has an infectable wound the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. Once it reaches this timer it will decide if the wound will be infected.&lt;br /&gt;
&lt;br /&gt;
The chance of a pawn getting an infection depends on the tend quality, wound type, room cleanliness at time of tending, and storyteller difficulty.&lt;br /&gt;
*Treated wounds can still get infected at a reduced chance.&lt;br /&gt;
**The chance multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality.&lt;br /&gt;
*Different wound types have different chances to get infected.&lt;br /&gt;
**Bite, burn or frostbite wounds have a 25% chance.&lt;br /&gt;
**Most other bleeding wounds have a 10% chance.&lt;br /&gt;
**Bruises, cracks or missing parts cannot be infected.&lt;br /&gt;
*Clean rooms with [[sterile tile]]s have a 32% chance multiplier. In contrast, a regular room without any dirt has 50%, and caravans and outdoors spaces have 100%.&lt;br /&gt;
*Colonists are more likely to get wound infections at higher difficulties.&lt;br /&gt;
&lt;br /&gt;
Animals have 20% of a colonist's chance to get an infection.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple infections simultaneously across different body parts. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body.  If the patient can become immune before the worst infection reaches 100%, that now-immune patient has beaten ''all'' their infections.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
====Minor - Severity: 0 - 0.32====&lt;br /&gt;
*+5% Pain&lt;br /&gt;
&lt;br /&gt;
====Major - Severity: 0.33 - 0.77====&lt;br /&gt;
*+8% Pain&lt;br /&gt;
&lt;br /&gt;
====Extreme (Initial) - Severity: 0.78 - 0.86====&lt;br /&gt;
*+12% Pain&lt;br /&gt;
*-5% Consciousness&lt;br /&gt;
&lt;br /&gt;
====Extreme (Advanced) - Severity: 0.87 - 0.99====&lt;br /&gt;
*Loss of Consciousness (max 10%)&lt;br /&gt;
*+85% Pain&lt;br /&gt;
*-5% Breathing&lt;br /&gt;
&lt;br /&gt;
====Extreme (Fatal) - Severity: 1 ====&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Two competing forces, the infection and the patient's immunity, progress separately toward 100% (a value of &amp;quot;1.00&amp;quot;); the first to 100% &amp;quot;wins&amp;quot; and the patient then immediately either dies or begins to quickly recover. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word &amp;quot;Infection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a patient is in good health and has decent conditions (see below), they gain immunity to any infection in just over 1 1/2 days, or more if there are any issues with their health/environment.&lt;br /&gt;
&lt;br /&gt;
The bad news is that, if left untreated, infections can kill in ''less than 1 1/4 days'' - which is faster than immunity can be gained!  So the goal is to treat the patient and slow the infection enough to give the patient time to gain immunity.&lt;br /&gt;
&lt;br /&gt;
* Until immunity is gained and without treatment, severity of the infection increases by +0.84 per day (or  +.035 per hr.), progressing toward death at &amp;quot;1.00&amp;quot;. Thus, if left untreated, infections can kill less than 29 hours (1.19 days) from first symptoms.&lt;br /&gt;
* Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).&lt;br /&gt;
** Good treatment{{Check Tag|What defines &amp;quot;good&amp;quot;?|Is it just a % based on the Treatment value? Where does &amp;quot;max&amp;quot; occur?}} means that the disease will progress by 0.31 per (.84 -.53) day at this rate, slowing the infection to require 3.22 days to reach 100%. This works out to slowing the infection to a minimum of just under +.013 per hour.&lt;br /&gt;
* For a healthy* patient, immunity increases by 0.6441 per day (~.0268 per hour) when sick, taking 1.55* days to reach 100% immunity.&lt;br /&gt;
* When 100% immunity is reached, the patient is immune and safe, and severity of the infection immediately begins to ''decrease'' by 0.7 per day (or ~.03/hour), so it takes less than a day and a half before the worst infection is fully cured.&lt;br /&gt;
** When immunity is achieved, in the Health tab, the white &amp;quot;circle&amp;quot; next to the infection will change to a gold shield. The current progress of the (now healing) infection can still be seen by mouse-hovering over the entry.&lt;br /&gt;
&lt;br /&gt;
: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[Infection#Extremely_vulnerable|Extremely vulnerable patients]] have only extreme options.)''&lt;br /&gt;
&lt;br /&gt;
;Case studies:&lt;br /&gt;
:* It has been observed in patients with normal beds, a room with &amp;quot;slightly dirty&amp;quot; to &amp;quot;dirty&amp;quot; [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the &amp;quot;luck&amp;quot; of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].&lt;br /&gt;
&lt;br /&gt;
:* It has also been observed that a prisoner in good health (age &amp;lt; 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15).  That's not a &amp;quot;maximum&amp;quot;, but it may be close to a reasonably practical one, just as a benchmark.&lt;br /&gt;
&lt;br /&gt;
All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first place.  Yet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.&lt;br /&gt;
&lt;br /&gt;
Once an infection is gone from the system, so is any immunity to future infections, and a new infection will cause the process to begin again from scratch.&lt;br /&gt;
&lt;br /&gt;
==== Default warning ====&lt;br /&gt;
Toward the end of a bad infection, once the infection becomes &amp;quot;extreme&amp;quot; (80% or more), you will get a bright red warning among the other notices on the right side of the screen saying:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;&amp;lt;mark style=&amp;quot;background:#FF0000;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''Medical emergency'''&amp;lt;/span&amp;gt;&amp;lt;/mark&amp;gt; People are at risk for death because of severe illness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This alert appears regardless of whether that colonist is currently beating the infection or not, or will - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
In order to prevent infections, make sure that people and animals that have open wounds are in a clean/sterile environment for the initial treatment of any infection-prone wound (e.g. no natural flooring apart from rock, no dirt or blood on the floor, etc.).  Clean any room before treating wounds.&lt;br /&gt;
&lt;br /&gt;
Although  a clean (or even sterile) room won't guarantee that a wound will not get infected, it will reduce the chance of an infection occurring, and is a worthy precaution to take. Any clean(!) constructed [[floors|floor]] is better than dirt (some are better than others), and [[Sterile tile|sterile tiles]] are better than generic floors. (See [[Room_stats#Cleanliness|cleanliness]] for more details).&lt;br /&gt;
&lt;br /&gt;
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
As with any other disease: Make sure that the patient is rested, well-fed*, and treated whenever possible. Treatment is administered once every 12 hours, per infection.  Infections progress very quickly, and missing a treatment can be a ''very'' costly mistake. Due to the rate at which they progress, you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.&lt;br /&gt;
: (* Don't underestimate this one; anything more than &amp;quot;trivial&amp;quot; [[malnutrition]] will both allow the infection to progress more quickly and slow the immunity gain!)&lt;br /&gt;
&lt;br /&gt;
As a last resort, if a colonist is about to die, don't hesitate to amputate* the affected part. It's better to have a colonist missing a part or two than a dead one, and they won't mind if you remove their infected parts, either.&lt;br /&gt;
&lt;br /&gt;
: * To amputate: Under the patient's Health tab is the Operations tab; &amp;quot;add a bill&amp;quot; to amputate the infected body part. You may have to/want to upgrade the patient's default &amp;quot;medicine&amp;quot; used for procedures - that's under Health/Overview. If an arm/leg is the target, sure to amputate the ''correct'' (left/right) limb - surgeons just do what they're told.)&lt;br /&gt;
&lt;br /&gt;
=== Normal people ===&lt;br /&gt;
&lt;br /&gt;
For colonists with 100% immunity gain speed, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).&lt;br /&gt;
&lt;br /&gt;
=== Extremely vulnerable ===&lt;br /&gt;
&lt;br /&gt;
For those with a base immunity gain rate of 39% or less, there is no chance that they will be able to survive a wound infection normally, even with 100% treatment quality for all treatments and rest in a [[hospital bed]] with [[vitals monitor]] connected. This includes some people with kidney and liver damage (physical or chemical).&lt;br /&gt;
&lt;br /&gt;
To save the colonist you can do the following:&lt;br /&gt;
*Administer [[healer mech serum]]- instantly treats the infection&lt;br /&gt;
*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive&lt;br /&gt;
*Amputation&lt;br /&gt;
*Part replacement&lt;br /&gt;
&lt;br /&gt;
=== Amputation ===&lt;br /&gt;
If you know that a colonist might not make it, it's best that you amputate the part. Colonists that reach 80-90% disease progression with their immune systems unable to catch up should have their infected part amputated immediately if possible.&lt;br /&gt;
&lt;br /&gt;
There is a chance that an amputation will fail, however, if not amputating will result in certain death it is best to take the risk. Besides, if you are amputating a hand, what does it matter if the surgeon manages to tear off the rest of the amputee's arm?&lt;br /&gt;
&lt;br /&gt;
If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. It's better to strip the sick colonist of their clothes and leave them to die or euthanize them to extract some [[Skills#Medical|Medical]] experience.&lt;br /&gt;
&lt;br /&gt;
=== Part replacement ===&lt;br /&gt;
Besides amputation, you can also swap out the diseased part with a healthy one. If the surgery fails, however, you will risk another infection from the surgical cuts and stabs.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added.&lt;br /&gt;
&lt;br /&gt;
At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102749</id>
		<title>Game-of-Ur board</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102749"/>
		<updated>2022-04-18T23:10:38Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Acquisition */ tribal/industrial limitations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Game-of-Ur board&lt;br /&gt;
|image = Game_of_Ur_board.png&lt;br /&gt;
|description = Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 90&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|recreation power = 0.8&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 35&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''Game-of-Ur board''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the [[Scenario system|&amp;quot;New Tribe&amp;quot;]] equivalent to the [[Chess table]]&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Game-of-Ur boards can only be constructed by [[Scenario system|&amp;quot;New Tribes&amp;quot;]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Tribal]] [[traders]] and as [[quest]] rewards.  &amp;quot;[[Scenario_system#Starting_tech_levels|Industrial]]&amp;quot; start colonies can never construct 'Ur boards, instead only [[chess table]]s (and vice versa for Tribal start colonies).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Replace the game-of-ur board with a [[Chess table]] or, better yet, a poker table as soon as possible. The only good use for the board is to provide a secondary recreation type for tribal players (along with a [[hoopstone ring]]), or as a cheap recreation for [[prisoner]]s since you probably don't care how long it takes them to get their recreation. Once a colony has access to chess tables, old 'Ur boards should be recycled to prison wards, sold, or [[deconstruct]]ed.&lt;br /&gt;
&lt;br /&gt;
It also provides only 3/4 of the [[Intellectual]] skill XP as the chess table. &lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scenario_system&amp;diff=102748</id>
		<title>Scenario system</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scenario_system&amp;diff=102748"/>
		<updated>2022-04-18T23:08:44Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Default Scenarios */ tech levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ChooseScenario.png|200px|thumb|Default scenario choosing window, with one custom-set scenario.]]&lt;br /&gt;
&lt;br /&gt;
The '''scenario system''' allows you to choose, randomize, and customize special situations to play in. Determine the starting situation, type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, traits, and change special rules. There are 4 built-in scenarios in the game, one of which is the default experience from versions before A14. In the image on the right, you can see the window for choosing scenarios and the &amp;quot;Open Steam Workshop&amp;quot; button (if you are using the steam version of the game).&lt;br /&gt;
&lt;br /&gt;
==== Starting tech levels ====&lt;br /&gt;
Three of these four starts crash onto the planet but bring some of their previous technological knowledge with them; these are known as &amp;quot;'''New Arrivals'''&amp;quot; or &amp;quot;'''Industrial'''&amp;quot; tech starts. The fourth are native to the planet and have long ago forgotten their ancestor's technology; these are known as &amp;quot;'''New Tribe'''&amp;quot; or &amp;quot;'''Tribal'''&amp;quot; tech starts.&lt;br /&gt;
&lt;br /&gt;
These two different starting technological levels determine which [[Research]] your colony starts with, and also how difficult it may be to research &amp;quot;advanced&amp;quot; technologies.&lt;br /&gt;
&lt;br /&gt;
==Default Scenarios==&lt;br /&gt;
These four scenarios are in the base game. Each offers a different set of challenges, and encourages different playstyles to a certain extent. For example: you could start off as a 'rich explorer' who came from a high-tech glitterworld but yearned to explore the universe, or you could also start as a desperate tribe that's on the brink of starvation after fleeing from a devastating group of '[[mechanoid|blood machines]]'. On the other hand, you could be managing a few crashlanded civilians who barely escaped an assaulted passenger liner with their lives.&lt;br /&gt;
&lt;br /&gt;
Here are the four scenarios listed in order as shown in game:&lt;br /&gt;
&lt;br /&gt;
===Crashlanded===&lt;br /&gt;
'''Summary:''' Three crashlanded survivors - the classic RimWorld experience.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you land on this unknown rimworld.&lt;br /&gt;
&lt;br /&gt;
* Start with three people, chosen from eight&lt;br /&gt;
** They will be &amp;quot;new arrivals&amp;quot; / Industrial tech&lt;br /&gt;
** Arrive in drop pods&lt;br /&gt;
** 50% chance of having [[cryptosleep sickness]] (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours)&lt;br /&gt;
** All potential options will have [[Backstories|backstories]] from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
* Start with one random pet&lt;br /&gt;
** Has a 100% chance of being bonded with a random colonist&lt;br /&gt;
* Start with technology already researched&lt;br /&gt;
** [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
** [[Research#Stonecutting|Stonecutting]]&lt;br /&gt;
** [[Research#Complex clothing|Complex Clothing]]&lt;br /&gt;
** [[Research#Complex furniture|Complex Furniture]]&lt;br /&gt;
** [[Research#Electricity|Electricity]]&lt;br /&gt;
** [[Research#Air conditioning|Air Conditioning]]&lt;br /&gt;
** [[Research#Nutrient paste|Nutrient Paste]]&lt;br /&gt;
* Start with three normal-[[quality]] weapons&lt;br /&gt;
** 1 [[bolt-action rifle]]&lt;br /&gt;
** 1 [[revolver]]&lt;br /&gt;
** 1 [[plasteel]] [[knife]]&lt;br /&gt;
* Start with three pieces of armor (in addition to [[synthread]] clothes)&lt;br /&gt;
** 1 plasteel [[flak helmet]]&lt;br /&gt;
** 1 [[flak pants]]&lt;br /&gt;
** 1 [[flak vest]]&lt;br /&gt;
* Start with basic supplies&lt;br /&gt;
** 800 [[silver]]&lt;br /&gt;
** 50 [[packaged survival meal]]s (around 6.25 days worth of food) &lt;br /&gt;
** 30 [[component]]s&lt;br /&gt;
** 30 [[medicine]]&lt;br /&gt;
* Start near basic building [[materials]]&lt;br /&gt;
** 450 [[steel]]&lt;br /&gt;
** 300 [[wood]]&lt;br /&gt;
* Various resources scattered around the map&lt;br /&gt;
** 3 [[ship chunk]]s&lt;br /&gt;
** 720 steel&lt;br /&gt;
** 7 packaged survival meals&lt;br /&gt;
&lt;br /&gt;
===Lost Tribe===&lt;br /&gt;
'''Summary:''' Five lost tribespeople attempt to rebuild. Difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home. Note: Since you'll start poor and research slowly, this is a difficult scenario.&lt;br /&gt;
* Start with five people, chosen from eight&lt;br /&gt;
** They will be a &amp;quot;new tribe&amp;quot; / Tribal tech&lt;br /&gt;
** They have a 50% chance of starting with [[malnutrition]]&lt;br /&gt;
*** Severity ranges from 20% (minor) to 40% (moderate)&lt;br /&gt;
** They have a 100% chance of having a less satisfied 'food' [[needs|need]]&lt;br /&gt;
*** Satisfaction is set to 0-10%&lt;br /&gt;
** All potential options will have [[Backstories|backstories]] from the &amp;quot;Tribal&amp;quot; category.&lt;br /&gt;
* Start with 3 random pets&lt;br /&gt;
** Has a 100% chance of being bonded with random colonists&lt;br /&gt;
** Has a 100% chance of being bonded with the starting colonist&lt;br /&gt;
* Start with technology already researched&lt;br /&gt;
** [[Research#Tree sowing|Tree Sowing]]&lt;br /&gt;
** [[Research#Recurve bow|Recurve Bow]]&lt;br /&gt;
** [[Research#Psychoid brewing|Psychoid Brewing]]&lt;br /&gt;
** [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
** [[Research#Pemmican|Pemmican]]&lt;br /&gt;
* Start with 6 weapons&lt;br /&gt;
** 2 [[short bow]]s&lt;br /&gt;
** 1 bundle of [[pila]]&lt;br /&gt;
** 1 wooden [[club]]&lt;br /&gt;
** 1 steel [[ikwa]]&lt;br /&gt;
** 1 [[Jade knife]] (unique item to this scenario only)&lt;br /&gt;
* Start with basic supplies&lt;br /&gt;
** 200 silver&lt;br /&gt;
** 400 [[pemmican]] (slightly more than one day's worth of food, 300 pre-Beta 19)&lt;br /&gt;
** 20 [[herbal medicine]]&lt;br /&gt;
* Start near basic building materials&lt;br /&gt;
** 500 wood&lt;br /&gt;
&lt;br /&gt;
===The Rich Explorer===&lt;br /&gt;
'''Summary:''' One rich explorer out to experience the universe. Extra difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like. Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game.&lt;br /&gt;
* Start with one person, chosen from eight&lt;br /&gt;
** They will be &amp;quot;New arrivals&amp;quot; / Industrial tech&lt;br /&gt;
** Arrive in drop pods&lt;br /&gt;
** All potential options will have [[Backstories|backstories]] from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
* Start with one random pet&lt;br /&gt;
** Has a 100% chance of being bonded with the starting colonist&lt;br /&gt;
* Start with technology already researched&lt;br /&gt;
** [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
** [[Research#Stonecutting|Stonecutting]]&lt;br /&gt;
** [[Research#Complex clothing|Complex Clothing]]&lt;br /&gt;
** [[Research#Smithing|Smithing]]&lt;br /&gt;
** [[Research#Complex furniture|Complex Furniture]]&lt;br /&gt;
** [[Research#Electricity|Electricity]]&lt;br /&gt;
** [[Research#Air conditioning|Air Conditioning]]&lt;br /&gt;
** [[Research#Machining|Machining]]&lt;br /&gt;
** [[Research#Gunsmithing|Gunsmithing]]&lt;br /&gt;
** [[Research#Nutrient paste|Nutrient Paste]]&lt;br /&gt;
** [[Research#Blowback operation|Blowback Operation]]&lt;br /&gt;
** [[Research#Gun turrets|Gun Turrets]]&lt;br /&gt;
* Start with a high-tech weapon&lt;br /&gt;
** 1 [[charge rifle]]&lt;br /&gt;
* Start with advanced supplies&lt;br /&gt;
** 2,000 silver&lt;br /&gt;
** 40 packaged survival meals (around 20 days worth of food)&lt;br /&gt;
** 30 components&lt;br /&gt;
** 30 [[glitterworld medicine]]&lt;br /&gt;
** 30 [[gold]]&lt;br /&gt;
* Start near basic building materials&lt;br /&gt;
** 450 steel&lt;br /&gt;
** 300 wood&lt;br /&gt;
&lt;br /&gt;
===Naked Brutality===&lt;br /&gt;
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?&lt;br /&gt;
*Start with one person, chosen from eight&lt;br /&gt;
**They will be &amp;quot;New Arrivals&amp;quot; / Industrial tech&lt;br /&gt;
** All potential options will have [[Backstories|backstories]] from the &amp;quot;Offworld&amp;quot; category.&lt;br /&gt;
*Start with no items (except for 1 to 2 metal slag chunks from the drop pod) &lt;br /&gt;
*Colonist arrives naked&lt;br /&gt;
* Start with technology already researched&lt;br /&gt;
** [[Research#Passive cooler|Passive Cooler]]&lt;br /&gt;
** [[Research#Stonecutting|Stonecutting]]&lt;br /&gt;
** [[Research#Complex clothing|Complex Clothing]]&lt;br /&gt;
** [[Research#Complex furniture|Complex Furniture]]&lt;br /&gt;
** [[Research#Electricity|Electricity]]&lt;br /&gt;
** [[Research#Air conditioning|Air Conditioning]]&lt;br /&gt;
** [[Research#Nutrient paste|Nutrient Paste]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;New Tribe&amp;quot; vs. &amp;quot;New Arrivals&amp;quot; ==&lt;br /&gt;
The &amp;quot;Lost Tribe&amp;quot; scenario, often referred to as &amp;quot;Tribal&amp;quot; or &amp;quot;New Tribe&amp;quot; colonies, has some significant differences from the &amp;quot;Crashlanded&amp;quot;/&amp;quot;Rich Explorer&amp;quot;/&amp;quot;Naked Brutality&amp;quot; scenarios, which are often referred to separately and collectively as &amp;quot;Industrial&amp;quot; or &amp;quot;New Arrivals&amp;quot; colonies. &lt;br /&gt;
&lt;br /&gt;
* Tribals begin with a different (lower tech) set of technology already researched (as described above).&lt;br /&gt;
* Tribals have higher research costs for most technologies compared to all other scenarios. Note that a great majority of techs on the research tree are classified as Industrial or better.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project tech level&lt;br /&gt;
! Research cost multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic&lt;br /&gt;
| style=&amp;quot;text-align: center | 100%&lt;br /&gt;
|-&lt;br /&gt;
| Medieval&lt;br /&gt;
| style=&amp;quot;text-align: center | 150%&lt;br /&gt;
|-&lt;br /&gt;
| Industrial&lt;br /&gt;
| style=&amp;quot;text-align: center | 200%&lt;br /&gt;
|-&lt;br /&gt;
| Spacer&lt;br /&gt;
| style=&amp;quot;text-align: center | 200%&lt;br /&gt;
|}&lt;br /&gt;
:* Industrial colonies can research Neolithic and Medieval discoveries at no penalty, and suffer a penalty only for &amp;quot;Spacer&amp;quot; tech level research, 200%, same as Tribal.&lt;br /&gt;
* Tribals forage 170% more food while traveling. More info about how this affects nutrition can be found on the [[Caravan#Foraging|Caravan]] page.&lt;br /&gt;
* For basic [[recreation]], tribals craft the [[hoopstone ring]] and [[Game-of-Ur board]], rather than the more advanced [[horseshoes pin]] and [[chess table]] that Industrial colonies craft. The hoopstone ring and chess table require more materials and work to create than their alternate equivalents, and also provide marginally weaker benefits. Colonies can trade with tribes or outlanders (settlements or [[caravan]]s) to purchase [[recreation]] items that they are unable to craft themselves.&lt;br /&gt;
* Tribals can craft [[tribal headdress]]es and [[war mask]]s at a [[crafting spot]], headgear that no other scenarios are able to craft. The masks are easy to craft early on and provide a greater increased [[Pain_Shock_Threshold|pain threshold]] benefit to colonists. Industrial colonies will have to trade with tribes or take these items from [[raider|fallen foes]] if they wish to obtain them.&lt;br /&gt;
* Tribals have an easier time [[Prisoner#Recruitment|recruiting]] captives from other [[Factions#Tribes|tribal factions]], but a harder time recruiting [[Factions#Pirates|pirates]] and [[Factions#Outlanders|outlanders]]. &lt;br /&gt;
:* This relationship is switched for Industrial colonies, who have an easier time with pirates and outlanders, and more difficulty recruiting tribals.&lt;br /&gt;
* Tribals will all have [[Backstories|backstories]] from the &amp;quot;Tribal&amp;quot; category, meaning they can mediate at the [[Anima tree]] {{RoyaltyIcon}}. Industrial pawns will have more urban/space-faring backstories, which are unavailable to pawns starting with a Lost Tribe.&lt;br /&gt;
&lt;br /&gt;
==Scenario editor==&lt;br /&gt;
[[File:ScenarioEditor.png|200px|thumb|Scenario edit mode]]&lt;br /&gt;
The scenario editor looks somewhat like the default scenario choosing window except for the left side of the page has changed, there are now three buttons: Load, which you can use to load your previously saved custom scenarios. Save, which is used to save your custom scenarios. And randomize seed, which is used to randomize the scenario. Under these buttons is the Edit mode, which you can toggle to open a window like the one on the bottom-right.&lt;br /&gt;
&lt;br /&gt;
===Edit mode===&lt;br /&gt;
&lt;br /&gt;
In this mode, you can change a scenario however you want. Each of the parts on the right of the window is explained below, including the possible inputs.&lt;br /&gt;
&lt;br /&gt;
====Mandatory parts====&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_07 text-center}}&lt;br /&gt;
! Part name&lt;br /&gt;
! Description&lt;br /&gt;
! Possible inputs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
| The title for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Summary&lt;br /&gt;
| A short version of the description for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The description for the scenario.&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Player faction&lt;br /&gt;
| The type of faction you will run. (changes what research you have and don't have)&lt;br /&gt;
| Colony&amp;lt;br&amp;gt;Tribe&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Starting people&lt;br /&gt;
| The number of people you will start with.&lt;br /&gt;
| Number (max 10)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Arrival method&lt;br /&gt;
| How your colonists will arrive.&lt;br /&gt;
| Standing&amp;lt;br&amp;gt;Drop pods&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Voluntary parts====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Part name&lt;br /&gt;
! Description&lt;br /&gt;
! Possible inputs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Allowed age range&lt;br /&gt;
| The biological age range of your colonists.&lt;br /&gt;
| Number slider (min 15, max 120)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Characters explode on death&lt;br /&gt;
| Self explanatory.&lt;br /&gt;
| Number (max 1000000000) and type of explosion (bomb or flame)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Create incident&lt;br /&gt;
| Creating of an incident for the colony, with the option to repeat every X days.&lt;br /&gt;
| Number (max 1000000000)&amp;lt;br /&amp;gt;Repeat checkbox&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
! Disable incident&lt;br /&gt;
| Disabling of an incident for the colony.&lt;br /&gt;
| Every incident&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Disallow building&lt;br /&gt;
| Disallows a building from being built.&lt;br /&gt;
| Every building&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Forced health condition&lt;br /&gt;
| Forces the characters specified to have a specific health condition.&lt;br /&gt;
| Type of health condition&amp;lt;br /&amp;gt;Severity of the condition&amp;lt;br /&amp;gt;Chance for having the condition&amp;lt;br /&amp;gt;Who will have the condition&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Forced trait&lt;br /&gt;
| Forces the characters specified to have a specific trait.&lt;br /&gt;
| Trait&amp;lt;br /&amp;gt;Chance for having the trait&amp;lt;br /&amp;gt;Who will have the trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Game start dialog&lt;br /&gt;
| Text shown at the start of the game&lt;br /&gt;
| Text&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Naked&lt;br /&gt;
| Chance of colonists or planet inhabitants being naked&lt;br /&gt;
| Chance of nudity&amp;lt;br /&amp;gt;Who will be naked&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Permanent game condition&lt;br /&gt;
| Forces the world to have a constant planetary effect&lt;br /&gt;
| Game condition &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Permanent map condition&lt;br /&gt;
| Forces the map to have the specified map condition permanently on&lt;br /&gt;
| Map condition&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Planetkiller weapon incoming&lt;br /&gt;
| Makes the game end after a specified amount of days&lt;br /&gt;
| Number (max 1000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Scattered randomly&lt;br /&gt;
| Makes the game scatter the specified items randomly around the map.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Set need level&lt;br /&gt;
| Sets the starting level of need until the characters can restore themselves.&lt;br /&gt;
| Need&amp;lt;br /&amp;gt;Severity of need&amp;lt;br /&amp;gt;Chance&amp;lt;br /&amp;gt;Who the need is applied to &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start near&lt;br /&gt;
| Makes the game spawn the specified items near your starting location.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with&lt;br /&gt;
| Makes the game drop the specified items to your starting location.&lt;br /&gt;
| Item&amp;lt;br /&amp;gt;Number (max 100000000000)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with animal(s)&lt;br /&gt;
| Makes the game start you with the specified animals as pets.&lt;br /&gt;
| Number (max 100000000000)&amp;lt;br&amp;gt;Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Start with research&lt;br /&gt;
| Makes the game start you with the specified research.&lt;br /&gt;
| Research&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stat multiplier&lt;br /&gt;
| The multiplier for [[Stat]]s&lt;br /&gt;
| Number (max 10000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These parts are self explanatory and require no input: Cannot mine, cannot sow, cannot tame and cannot hunt.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Colonies now start with a pet.&lt;br /&gt;
* ? - Crashlanded scenario's starting packaged survival meals increased from 44 to 50. &lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102747</id>
		<title>Game-of-Ur board</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Game-of-Ur_board&amp;diff=102747"/>
		<updated>2022-04-18T22:54:51Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Analysis */ or prisoners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Game-of-Ur board&lt;br /&gt;
|image = Game_of_Ur_board.png&lt;br /&gt;
|description = Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 90&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|recreation power = 0.8&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 35&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''Game-of-Ur board''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the [[Scenario system|&amp;quot;New Tribe&amp;quot;]] equivalent to the [[Chess table]]&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Game-of-Ur boards can only be constructed by [[Scenario system|&amp;quot;New Tribes&amp;quot;]]. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. &amp;quot;New Arrivals&amp;quot; can instead only build the [[chess table]].&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Tribal]] [[traders]] and as [[quest]] rewards.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play alone to 'practice'. The game-of-Ur improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The Game-of-Ur board provides an abysmal 80% recreation power, the lowest of any recreation building in the game. Replace the game-of-ur board with a [[Chess table]] or, better yet, a poker table as soon as possible. The only good use for the board is to provide a secondary recreation type for tribal players (along with a [[hoopstone ring]]), or as a cheap recreation for [[prisoner]]s since you probably don't care how long it takes them to get their recreation. Once a colony has access to chess tables, old 'Ur boards should be recycled to prison wards, sold, or [[deconstruct]]ed.&lt;br /&gt;
&lt;br /&gt;
It also provides only 3/4 of the [[Intellectual]] skill XP as the chess table. &lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=102746</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=102746"/>
		<updated>2022-04-18T22:52:32Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Buildings */ sprelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
Injured colonists will only ever engage in recreational activities that can be done in bed, namely watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
{{Stub|section=1|reason= Add required Capacities from JoyGivers.xml}}&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]]&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]]&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at ?{{Check Tag|At What?}} {{RoyaltyIcon}} || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: Total of 12, spaced in 3x1 rows spaced 5 tiles away in the four cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: Total of 12, spaced in 3x1 rows spaced 5 tiles away in the four cardinal directions (identical to horseshoes)&amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interaction Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation, especially when idle. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s and [[campfire]]s (only) can be designated as gather spots, and are so designated by default when constructed.   You can have more than one gather spot, in which case an idle/social pawn appears(?) to choose the closest one when the mood to gather hits them. This should be toggled '''off''' on all tables/campfires except for one in your preferred rec/dining room. Not toggling can cause people to gather and have parties at any table (or campfire), perhaps in the middle of an ugly, dirty, dangerous abandoned mining site, making everybody unhappy. Gather spots can be turned off by toggling a command while that object is selected (bottom of the screen).&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chess_table&amp;diff=102745</id>
		<title>Chess table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chess_table&amp;diff=102745"/>
		<updated>2022-04-18T22:46:58Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Analysis */ prisoners can use Ur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Chess table&lt;br /&gt;
|image = ChessTable.png|Chess table&lt;br /&gt;
|description = The ancient game of kings. Fun for a few hours here and there, even playing alone. It trains intellectual skills.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Recreation&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|recreation power = 1&lt;br /&gt;
|recreation type = cerebral play&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = complex furniture&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 70&lt;br /&gt;
|page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
The '''chess table''' is a piece of [[recreation]] furniture that provides cerebral recreation when used by colonies, as well as small trickle of [[Skills#Intellectual|Intellectual skill]] experience. &lt;br /&gt;
&lt;br /&gt;
It is the &amp;quot;[[Scenario_system#Default_Scenarios|industrial]]&amp;quot; colony's equivalent to the [[tribal]]'s [[game-of-Ur board]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing a chess board requires the  [[Research#{{P|Required Research}}|{{P|Required Research}}]] research goal; [[Scenario system#&amp;quot;New Tribe&amp;quot; vs. &amp;quot;New Arrivals&amp;quot;|Industrial]] colonies start with this, but [[Scenario system#&amp;quot;New Tribe&amp;quot; vs. &amp;quot;New Arrivals&amp;quot;|Tribal]] colonies must complete that research first  (instead having the option to construct the weaker equivalent [[game-of-Ur board]] until then). A board requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They are also available from [[Outlander]] [[traders]] and as [[quest]] rewards.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General stub, also number for experience rate}}&lt;br /&gt;
Must have chairs directly adjacent to it to be used by colonists. Sometimes a colonist will play chess alone, which gives the same recreation. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other recreation items, the chess table uses twice the materials of it's earlier equivalent, the [[Game-of-Ur board|game-of-Ur board]], but gives significantly more recreational power (120% vs. 80%). It is advisable to replace any game-of-Ur boards with a chess table as soon as possible. The sole exception would be boards for prisoners, since they have all day long to get their recreation.&lt;br /&gt;
&lt;br /&gt;
The chess table is a very cheap option for intellectual play and gives a significant amount of recreational power at higher crafting levels, but does not produce as much cerebral play value as a poker table. It does not require cloth, however, and is an acceptable substitute until cloth can be grown or traded for a poker table. &lt;br /&gt;
&lt;br /&gt;
It also provides 33% more [[Intellectual]] skill XP than the [[Game-of-Ur board]].&lt;br /&gt;
&lt;br /&gt;
{{Recreation Power Quality Table}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added with the addition of Joy&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quickstart_Guides&amp;diff=102744</id>
		<title>Quickstart Guides</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quickstart_Guides&amp;diff=102744"/>
		<updated>2022-04-18T22:25:34Z</updated>

		<summary type="html">&lt;p&gt;Albedo: link, in-game spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
As its name suggests, this is a quick guide for starting '''''quickly''''' - when you want to play '''now'''. Detailed analysis, tips and tricks, and &amp;quot;best practices&amp;quot; will be skipped in this guide, excepting only to avoid &amp;quot;game over&amp;quot; level pitfalls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS - &lt;br /&gt;
&lt;br /&gt;
Please stick to the spirit of &amp;quot;Quick Start&amp;quot; guidelines. This is not how to min-max a game, how to make perfect defenses, no options or detours or tangents  - it's for people who &amp;quot;just want to play NOW&amp;quot;.  There is enough to cover for that, thx. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''For a more detailed basic introduction see [[Basics]].''&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Choosing a scenario ===&lt;br /&gt;
The first thing you'll be able to pick is a story [[scenario_system|scenario]]. There are 4 prebuilt scenarios to choose from. This guide assumes that you're choosing the classic '''[[scenario_system#crashlanded|&amp;quot;three crashlanded survivors&amp;quot;]]''' scenario; it's a good &amp;quot;first game&amp;quot; start, and many veteran players prefer it.&lt;br /&gt;
&lt;br /&gt;
=== Choosing a storyteller ===&lt;br /&gt;
You can pick one of the 3 [[AI Storytellers]], and a difficulty level.  The storytellers only determine the random events that occur during your game. You can do your own research in the previous link if you wish, but it is recommended to choose '''[[Cassandra Classic]]''' on [[AI_Storytellers#difficulty|Strive to Survive]] to get a feel for how the game is designed to play out. (Note that these can be changed later as often as you wish, as you play the game, so don't worry too much about which one now.)&lt;br /&gt;
&lt;br /&gt;
=== Creating a world ===&lt;br /&gt;
You can play with the seed* and map size of the world, but it isn't anything that will make a big difference to you yet. The default dimensions is a good size that won't cause too much lag.&lt;br /&gt;
&lt;br /&gt;
: (* The &amp;quot;seed&amp;quot; is just a random word, lower/upper case sensitive. Write it down for reference if you might want to duplicate your map later, once you know the game better.)&lt;br /&gt;
&lt;br /&gt;
Once the world is created, pick a '''[[temperate forest]]''' biome to start, hopefully not too far from friendly(ish) tribes - the yellows and purples.  Bonus points for a river/creek, but hardly necessary.  &lt;br /&gt;
&lt;br /&gt;
Now, look in the info tab (lower left on the screen). You want a map with a growing season that lasts from at least spring to fall, but probably not &amp;quot;all year&amp;quot; (that's very hot). Try between latitude 30 and 40 or so - too far south, near the equator, will be brutally hot very soon (summer), and too far north will have unforgiving winters. You will also want to pay attention to the terrain type - try for &amp;quot;'''small hills'''&amp;quot; or &amp;quot;'''large hills'''&amp;quot;. Small hills have some ores but the hills still do not provide much protection. Large hills have plenty of ores and hills to build against, but less open land to build on and farm. (Flat terrain lack ores to mine and is difficult to defend, and a mountain base has advantages but is more &amp;quot;advanced&amp;quot;, taking longer to dig in the beginning and tending to suffer from bug [[infestation]]s later on.)&lt;br /&gt;
&lt;br /&gt;
=== Choosing your characters ===&lt;br /&gt;
This can take some time*, but with only  3 starting characters, you may want to get a good starting trio. You can click randomize on your colonists as many times as you want, without penalty. You can also move them down to &amp;quot;save&amp;quot; them while you randomize a different character, if you find one you're not sure about.&lt;br /&gt;
&lt;br /&gt;
: (* Or, if you're really impatient, forget it and just go with the first random 3 - they'll probably be flawed somehow, perhaps comically so, but also probably(?) be able to muddle through. Good luck if you choose this!) &lt;br /&gt;
&lt;br /&gt;
Bottom line, you want a good mix of [[skills]] (see below) that are not crippled by disadvantages that will threaten them or your colony as a whole. Remember, your [[characters]] can only do one thing at a time and they need time to eat and sleep. Stay away from colonists [[incapable of]] many tasks, '''especially ones with &amp;quot;incapable of skilled labour&amp;quot;'''. Have at least two pawns capable of dumb labor. Rolling for [[Skills#Passion|passions]] (one or two flames) is just as important as rolling for a high skill, because they will level up faster.&lt;br /&gt;
&lt;br /&gt;
There are only 12 skills in Rimworld; most important skills to have in the beginning are: &lt;br /&gt;
* '''[[Skills#Shooting|shooting]]''' (hunting, self defense)&lt;br /&gt;
* '''[[Skills#Plants|plants]]''' (feeding your colony)&lt;br /&gt;
* '''[[Skills#Medical|medical]]''' (healing the injuries you know are coming)&lt;br /&gt;
&lt;br /&gt;
Try to have someone (or more than one), covering those skills, as lacking them can lead to game-over. &lt;br /&gt;
&lt;br /&gt;
It also helps to have someone at least halfway decent (score 6-9+ or so) at:&lt;br /&gt;
* [[Skills#Construction|construction]] &lt;br /&gt;
* [[Skills#Cooking|cooking]] (preferably at least 6, for Fine meals)&lt;br /&gt;
* [[Skills#Intellectual|Intellectual]] (Research)&lt;br /&gt;
* [[Skills#Social|social]] (Prisoner recruitment &amp;amp; Trade; not ~as~ important, just a little slower/slightly more expensive without a good score)&lt;br /&gt;
* ([[Skills#Mining|mining]] if you want a mountain base. Faster, and more stuff from each tile mined out) &lt;br /&gt;
Lacking these skills won't mean game-over, but having all of them covered will significantly hasten your advancement in the early game.&lt;br /&gt;
&lt;br /&gt;
: (That leaves 4 skills not covered; if you get them, great! But none are needed at the start, nor should be worried about for a quick start...&lt;br /&gt;
::* Melee: How to club someone/something with your gun when you missed too many times. Can be brutal.&lt;br /&gt;
::* Animals: Taming and training, need high score (near 10 or higher) for exotic animals.&lt;br /&gt;
::* Crafting: Making high quality gear, clothing, weapons. &amp;quot;good enough&amp;quot; is good enough to start.&lt;br /&gt;
::* Art: Beauty can wait until survival is covered.)&lt;br /&gt;
&lt;br /&gt;
Good [[traits]] do not matter too much - there are some great ones, and you can try to roll for good traits, but that can be very tedious. However, there are some really '''bad''' traits that you should just avoid, mostly ones that give a permanent mood penalty, speed penalty, or could be damaging to the colonist or colony, such as:&lt;br /&gt;
* [[Traits#Lazy|Lazy]]/[[Traits#Slothful|Slothful]] (works more slowly)&lt;br /&gt;
* [[Traits#Slowpoke|Slowpoke]] (walks everywhere more slowly)&lt;br /&gt;
* [[Traits#Pessimist|Pessimist]]/[[Traits#Depressive|Depressive]] (permanent mood penalty)&lt;br /&gt;
* [[Traits#Abrasive|Abrasive]] (gives others a mood penalty)&lt;br /&gt;
*  [[Traits#Chemical fascination|Chemical fascination]] / [[Traits#Chemical Interest|Chemical Interest]] (likely to become addicted to anything you have lying around)&lt;br /&gt;
* [[Traits#Pyromaniac|Pyromaniac]] (you are starting with wooden walls... do I have to explain this one?)&lt;br /&gt;
&lt;br /&gt;
Also, try not to accept characters who have a lot of health ailments, old painful wounds, or are addicted to drugs. A bad heart can be a killer, of that character and the colony that depended on them. Look under the Health tab to see how problems affect their overall Movement, Consciousness, Manipulation, etc.&lt;br /&gt;
&lt;br /&gt;
Lastly, be conscious of potential problems with characters &amp;quot;[[Incapable of]]...&amp;quot; Dumb Labor (hauling, cleaning), Firefighting, or Violence (both hunting and self-defense).  In a starting group of only three, having 1/3  less in one or more of these categories is noticeable, and being 2/3 down may be a deal breaker.&lt;br /&gt;
&lt;br /&gt;
That said, some combinations of {good traits + skills} can balance out otherwise unacceptable bad traits. If you have a great Researcher, who has piles of movement penalties and no violence - well, he's not going to be moving very much while sitting at his desk doing research, is he? No character is perfect, find ones you can live with, and a group of 3 that covers most of the bases.&lt;br /&gt;
&lt;br /&gt;
== Getting off on the right foot ==&lt;br /&gt;
&lt;br /&gt;
=== Landing === &lt;br /&gt;
*'''PAUSE THE GAME'''! - wait for the colonists to emerge from their pods, then press spacebar. (Note: &amp;quot;Pause on load&amp;quot; can be set to default in the Options.)&lt;br /&gt;
&lt;br /&gt;
*'''Unforbid Everything!''' At the start, every item is &amp;quot;Forbidden&amp;quot;, prohibiting your colonists from using them. The easiest way to unlock everything on the map (at any time) is to simply hit the [Home] key on your keyboard. You can also un/forbid items, one or a few at a time, by selecting them and hitting the [f] key, or you can open the Architect/Orders tab, select &amp;quot;Allow&amp;quot;, and left-click-hold and drag an area across your entire map. &lt;br /&gt;
&lt;br /&gt;
*'''Arm Yourselves''': You'll start with a [[bolt-action rifle]], a [[revolver]], and a plasteel [[knife]]. Select the pawn with the best Shooting skill and then right-click the bolt-action rifle and select Equip. Equip the next best shooter with a pistol, then equip the knife on the last pawn or the brawler.&lt;br /&gt;
&lt;br /&gt;
: (You should decide whether to put on the armor. The flak pants and vest each slow down movement slightly, which is not a great thing, and you probably(?) don't need protection at this point. Put the helmet on someone, that doesn't hurt.)&lt;br /&gt;
&lt;br /&gt;
*'''Prioritize''': Go into your &amp;quot;Work&amp;quot; tab, and turn on manual priorities. &lt;br /&gt;
**Firefight, Patient, Bed Rest, and Basic, should be set to priority 1 on everyone.&lt;br /&gt;
**Doctor, Warden, Cook, Construct, and Grow should be set to priority 1 on the colonist with the highest skill and disabled for everyone else.&lt;br /&gt;
**Any passions or interests should be set to priority 2, then 4 on everything else.&lt;br /&gt;
**Temporarily set hauling to 1 until they are done hauling sensitive equipment (explained later).&lt;br /&gt;
&lt;br /&gt;
*'''Recon''': Take a look around and get a feel for the terrain. Where are natural choke points to create kill zones? Where are standing structures that you can make use of? &lt;br /&gt;
&lt;br /&gt;
*'''Prepare''': Decide on a site for your initial base camp. Find a spot on the map relatively close to the landing site where you feel you can set up in a reasonably short period of time. If there are abandoned buildings or a hill nearby, consider taking advantage of them by building against them. Then set up a chop wood order to gather more wood. &lt;br /&gt;
&lt;br /&gt;
: You need to get a single [[wood]]en building up ASAP so your colonists can sleep under a roof, and you can haul materials inside to stop them from deteriorating. Don't use [[steel]] if avoidable* - trees are plentiful in the suggested biome and steel is a valuable resource throughout the entire game, too valuable for walls (for now).Even if you plan on digging a mountain base, throwing up some walls is much faster to get settled in quickly. &lt;br /&gt;
&lt;br /&gt;
: Go into the [[Architect]] menu to start to get familiar with it. You can change the material of a building by clicking on it in the menu and selecting the desired material. &amp;lt;u&amp;gt;Wood&amp;lt;/u&amp;gt; will be a your preferred building material for now - plentiful, and cheap to replace if you make a mistake*. Construct a decent sized room 9 by 9 or larger, and place 3 wooden beds inside. Walls and doors are in the &amp;quot;Structure&amp;quot; submenu, and beds are in &amp;quot;Furniture&amp;quot;. Remember to unforbid the wood lying on the ground, or your colonists will not use them to build.&lt;br /&gt;
&lt;br /&gt;
:: (* When you tear down things like walls or doors (but not &amp;quot;furniture&amp;quot;, including workbenches), you only get 1/2 the resources back. Replacing wood is not a problem on a Temperate Forest biome.)&lt;br /&gt;
&lt;br /&gt;
*'''Unpause the game''': Enjoy watching your colonists working on the building. Remember you can always un/pause by tapping your [spacebar], or change the speed by pressing 1, 2, or 3.&lt;br /&gt;
&lt;br /&gt;
=== Your first day === &lt;br /&gt;
Your goal before nightfall is to get everything under a roof, and your 3 colonists in beds. Light a campfire in the middle of your building (unless it's very hot, then built it outside.)  Get your first small crops planted (30-40 tiles or so).  If you have extra time, build a 1x2 table and 2 chairs - your colonists will enjoy sitting there to eat.&lt;br /&gt;
&lt;br /&gt;
*'''Home''': For your first building, make it ~about~ 50 tiles on the inside, so 7x7 or 6x8 or the equivalent. You don't want much bigger yet, but you can use the Architect/Plan graphics to plan for the future. Add a (wooden) door or three, the roof will be built automatically. &lt;br /&gt;
&lt;br /&gt;
*'''Stocking Up''': Materials (except for metals) will deteriorate when left outside, so you need to put them under a roof. Items marked with a red X are forbidden; be sure to un-forbid them so they can be hauled. In the architect menu, select &amp;quot;Zone/Area&amp;quot;, &amp;quot;Stockpile zone&amp;quot;, and make a stockpile that covers the entire floor of your building. You can specify exactly what is allowed in the stockpile by selecting it and then clicking &amp;quot;Storage&amp;quot;, but for now this is not necessary. Selecting a character, then right-clicking on something that needs doing, then pressing the &amp;quot;prioritize&amp;quot; button will make them prioritize the task.&lt;br /&gt;
&lt;br /&gt;
*'''Farming''': You now need to start farming. If there is rich soil nearby, which has a darker colour and is labeled &amp;quot;rich soil&amp;quot; on the bottom left corner of your screen when you mouse over it, use that.* If rich soil is too far away, then just plant on regular soil. Use &amp;quot;Architect -&amp;gt; Zone/Area -&amp;gt; Growing zone&amp;quot; and create 4 plots that are 5x5 each, using the Architect/Orders menu to &amp;quot;cut plants&amp;quot; and &amp;quot;chop wood&amp;quot; to clear the land first.  A newly placed Growing Zone will plant potatoes by default, but you can change the crop by selecting that (single) plot, then clicking on the icon for the type of plant and choosing from a pop-up menu. Plant &amp;lt;u&amp;gt;2 rice, 1 strawberries, and 1 potatoes&amp;lt;/u&amp;gt; (in that order, if you're short on time) . You can easily change them later, but this is a good start.&lt;br /&gt;
&lt;br /&gt;
:: (* There is also a toggle, located in the bottom right corner of the screen, for &amp;quot;Toggle fertility overlay&amp;quot;. This will show rich soil as bright green, normal soil as pale green, poor soil (gravel/etc.) as yellow, and stone (unplantable) as brown.  You could use the Architecture/Plan feature to mark it out for later.)&lt;br /&gt;
&lt;br /&gt;
*'''Sowing/Hauling''':  Your colonists will go about the business of planting and hauling things on their own, seeds are in infinite supply in this game. Take a moment to observe them so you get a feel for how fast they move around. For now you want to keep everything fairly close by, so your colonists don't waste a whole day walking across the entire map and back again because they got hungry.&lt;br /&gt;
&lt;br /&gt;
*'''Food''': Your characters will need to eat, but for now they can survive on packaged survival meals.&lt;br /&gt;
&lt;br /&gt;
=== Your first night === &lt;br /&gt;
&lt;br /&gt;
Not much happens at night time, so you can pass the time by letting the game fast forward while you familiarize yourself with the controls and check up on your colonists.&lt;br /&gt;
&lt;br /&gt;
*'''Reviewing colonists''': You can check out a colonist's mood in their Needs tab. There's nothing you can do about the &amp;quot;Awful-Decent Barracks&amp;quot; mood debuff for now, but see if there are any easily addressable debuffs, like a nudist wearing clothes or a brawler with a ranged weapon. Try not to give them commands right now or they will get the &amp;quot;disturbed sleep&amp;quot; debuff. Allow them to wake up naturally.&lt;br /&gt;
&lt;br /&gt;
=== The next few days === &lt;br /&gt;
&lt;br /&gt;
*'''Getting more supplies''': Gather some more wood by going to &amp;quot;Orders -&amp;gt; Chop wood&amp;quot; and selecting some nearby trees to chop. Gather berries and Healroot if you find some nearby and it's &amp;quot;''Ready to Harvest&amp;quot;''. Be sure that your colonists have plant cut and mining turned on in the Work tab.&lt;br /&gt;
&lt;br /&gt;
:: (Keep an eye out for veins of &amp;quot;compacted steel&amp;quot; in the surrounding hills - you start with 450 steel, but that won't last long, and you'll have to mine more sooner than later.)&lt;br /&gt;
&lt;br /&gt;
*'''Getting more food''': Your packaged survival meals will likely run low before your crops are ready to harvest. You can tide yourself over by hunting and gathering in the meantime. If you see [[berry bush]]es ready to harvest, you can use &amp;quot;Order -&amp;gt; Harvest&amp;quot; to gather them.&lt;br /&gt;
&lt;br /&gt;
*'''Expand your crops''': A few more 5x5 growing zones; one (or two) for cotton (for [[textile]]s, later), one for corn (which is slow to grow, but is the best time:food crop), and one for [[Healroot]] - you'll want more than just what's growing naturally.  (Of the &amp;quot;medicinal&amp;quot; crops, only Smokeleaf can be processed without Research - add a growing zone for that too, if you want to experiment. First one's free, little colonist.)&lt;br /&gt;
:: (After your first or second rice and strawberry harvest, swap one or two fields to potatoes. Once you have a good reserve in cool storage, swap to 2 potatoes and 2 corn. Add more if your colony is growing.)&lt;br /&gt;
&lt;br /&gt;
*'''Hunting''': To make a [[fine meal]], which gives a +4 mood boost, you need meat as well as vegetables (berries will do fine for now).  You can select animals and mark them for hunting (on the map, or under the &amp;quot;Wildlife&amp;quot; tab), and any colonists with Hunting enabled will go and hunt them. '''Do NOT hunt boomrats, boomalopes, animals in packs, or predators!''' It is a bad idea, don't do it. Predators, which are fast, and whole herds of animals in packs may revenge when a single animal revenges. Boomalopes and boomrats explode, and can create large forest fires. However, simply turning on &amp;quot;hunting&amp;quot; has some flaws because your hunter tends to stand too far away from the animal, decreasing their accuracy and making them waste a whole day trying to shoot a turtle. Sometimes they might even accidentally shoot another colonist walking in front of them. &lt;br /&gt;
&lt;br /&gt;
:: Instead, if you're willing to micromanage a little, you can hunt '''manually'''. Select the colonist with the rifle, draft them, then right click on a spot nearby your chosen target to make them walk there. (You can click the rifle icon to see the range.) Click their weapon, then left-click the animal to make them start shooting. Walk closer to the animal if it moves away. If the animal is downed but not dead (twitching on the ground with exclamation mark), undraft the colonist, right-click the animal and select &amp;quot;prioritize hunting animal&amp;quot;. The hunter will slit the animal's neck and haul it to the appropriate stockpile zone. (See next for cooking...)&lt;br /&gt;
&lt;br /&gt;
*'''Get cooking''': Eating raw food (except for [[berries]] and some other foods you won't have access to yet) will give a mood penalty, so you want to build a [[butcher table]] and [[fueled stove]] (under Production) - switch to wooden to save on steel. If you can wait until you have electricity, an [[electric stove]] is future proof and will ultimately save on resources, but sometimes preventing food poisoning and maintaining colony mood early on can be more important. It's a good idea to build a separate kitchen close to the freezer so your cook does not have to walk as far. Your cook will not do anything until you add a bill, so click on the butcher table, click [[Bill]]s -&amp;gt; Add [[Bill]] -&amp;gt; Butcher creature, then click Do X Times and change it to Do forever. Add a Cook simple meal bill to the stove, and change it to Do until you have X. 10 to 20 is a decent number. Forget about [[nutrient paste dispenser]]s, they are not worth the components, electricity, and mood cost. Build floors in the kitchen to avoid food poisoning.&lt;br /&gt;
&lt;br /&gt;
*'''Set up electricity''': From the Power submenu under Architect, your options of power generation are either [[Wood-fired generator]] or [[Wind turbine]]. The generator is the preferred choice if wood is abundant on your map, as it provides a steady 1000 watts of electricity, unlike the wind turbine which might provide 3000 watts one second and 50 the next. The generator takes away your colonists' time as they have to refuel it, so it's not a permanent fix, but good enough for now until you can Research better options. [[Conduit]]s are needed to carry electricity, but items that use electricity only need to be &amp;lt;u&amp;gt;6 tiles from it&amp;lt;/u&amp;gt;; you do '''not''' need to physically connect the conduit to everything, just get &amp;quot;close&amp;quot;.  Add some electric lights to your rooms so your colonists do not complain about being &amp;quot;in the dark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*'''Build a freezer''': Build a room about 7x7 with a single door in the wall (this can be your starting room if you want, wall up any extra doors). If it's too big (or if you started too close to the equator, where it will be HOT), a single cooler will have problems keeping it cold.  Under Architect-&amp;gt;Temperature, build a cooler in the gap, make sure the cold side (blue) points '''into'''  the room and the hot side (red) points outwards (rotate with Q and E keys), then connect the cooler to your power grid with conduits. Set the temperature to -5°C/~23°F. Make another stockpile inside, set it to allow fresh food, animal corpses, potatoes* and herbal medicine, but forbid &amp;quot;rotten&amp;quot;, and set the stockpile's priority to &amp;quot;important&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
:: (* Rice and corn are very slow to rot so long as they're indoors.)&lt;br /&gt;
&lt;br /&gt;
:* Pro tip: If you're having trouble keeping your freezer at freezing, making the walls double-thick will help insulate it, especially from [[Events#Heat wave|extreme mid-summer heat]]. Your cooler will also use less electricity if you build an airlock - halls at least 6 tiles long with doors at each end, which prevent too much hot air from getting in through open doors whenever a pawn enters/leaves. While it doesn't have to be big at start, you will be expanding it later on, so make sure to leave space in your base. &lt;br /&gt;
&lt;br /&gt;
:* Note: If you're digging a mountain base, make sure the hot side of the cooler points either outside or into a very large room. Otherwise it may overheat, send back heat into the freezer, and even start a fire. In order to freeze and preserve your food, you must also set up a power supply so the coolers can function.&lt;br /&gt;
&lt;br /&gt;
*'''Start Research''': Build a research bench under Production. You can put this in your main room for now. The first research item you want to rush ASAP is the Battery* and the Solar Panel* to provide a steady power source and to store power from unstable power sources such as the wind turbine or solar panel.  It does not take very long, so turn up the researching priority on your researcher. After this, you can research at a more leisurely pace. Microelectronics basics should be the next thing you research. Now you can probably afford to put a standing lamp (under Furniture) inside your main room, so your colonists don't get the &amp;quot;in darkness&amp;quot; mood debuff when they're inside.&lt;br /&gt;
&lt;br /&gt;
:: (* If you're lucky enough to have a river running through your map, you could instead research Watermill Generator. Batteries will still be useful for emergencies and burst-power needs (see [[turret]]), and Solar will be handy for the increased power needed with daytime workloads, but with a river those could wait.)&lt;br /&gt;
&lt;br /&gt;
::* See also: [[Research#Suggested_Research_Paths|Research recommendations]] for further commentary.&lt;br /&gt;
&lt;br /&gt;
*'''New colonist''': Whenever a new colonist joins, whether through the recruitment of a prisoner, a random person joining, or rescuing an independent survivor of a drop pod crash, remember to set their work priorities and build another bed for them. A sleeping spot will do short-term, but they (you) will want a bed asap.&lt;br /&gt;
&lt;br /&gt;
=== Your first battle === &lt;br /&gt;
&lt;br /&gt;
Hopefully, everything has been uneventful so far, but inevitably the first threat will arrive. It will either be a local animal gone mad or a single raider with a crappy shiv or club - it will not be very dangerous and easily handled by your starting weapons.&lt;br /&gt;
&lt;br /&gt;
*'''Combat basics''': Draft your colonists and put them in cover with a clear view of the direction your enemy seems to be coming from. Your melee colonist is more likely to be injured by friendly fire than by the enemy, so make sure they're not standing in the line of fire. When the enemy approaches, start shooting. If the enemy has made it all the way close up to your shooters, engage with your melee colonist, and move the shooters back.&lt;br /&gt;
**[[Tree]]s have 25% cover, [[rock chunk]]s have 50%, [[sandbags]] and [[barricades]] have {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}%, and all [[wall]]s have up to 75% cover but is reduced when a pawn turns around the corner to shoot. See [[Cover]] for more info on cover. While melee attacks ignore cover, you'll have a bad time if you stand in the open.&lt;br /&gt;
**Alternatively, if your shooters suck but you have an amazing melee pawn, just go ahead and stab 'em - unless the melee enemy is also amazing and suitably armed that is. It's riskier, but it works until you have better shooters.&lt;br /&gt;
&lt;br /&gt;
*'''Tending to wounds''': If a colonist gets injured in the fight, you want to make them go rest. If they're not resting, then increase their Bed Rest priority. You can check the colonist's injuries in the health tab. If there are just a few bruises and scratches, you don't have to waste precious medicine on them, so select &amp;quot;no medicine&amp;quot; in the Health -&amp;gt; Overview tab. If there are worse injuries and/or moderate blood loss, then you can allow medicine. You don't have to set a medical bed, they can rest in their own beds just fine. Cleaning up any blood and dirt in the room will decrease the chance of infection. The colonist should heal without any complications. If it is an emergency, say one of your colonists is downed and going to bleed out in ~2 hours, it may be better to treat the pawn where they are rather than attempt to carry them back to a hospital and risk them dying before treatment can be completed. To do this, [[draft]] the doctor or nearest pawn with the best [[Medical Tend Quality]]. This is usually the one with the highest [[Medical]] skill, but can be affected by [[injury]], [[artificial body parts]], [[drugs]] and other effects. Once drafted, select the doctor, right-click on the downed pawn, and order them to tend the downed pawn. Ideally, pawns skilled in medicine would be made to carry medicine to use, but if it is not available, tend without medicine to prevent the doctor spending limited time retrieving it. &lt;br /&gt;
&lt;br /&gt;
*'''Taking a prisoner''': If the enemy was downed, you can capture them and either try to recruit them, or tend and release them for faction relationship points (don't bother with raiders from savage tribes or pirate factions, you will not receive any relationship bonuses(you can check their faction in the bio, then open the factions tab to see which faction is their faction. If the label is savage tribe or pirate band, don't release them.). You can make a prison by putting a bed/sleeping spot inside a room and setting the bed for prisoners. Prisoners cannot sleep outside or in the same room with colonists, you may have to put them inside your kitchen temporarily while you build a prison cell. Don't worry about prisons being very nice, but if you want to be nice to them, you can put a bed, table, and chair in the cell. In their prisoner tab you can examine their recruitment difficulty: ~30 is easy, ~70 might take a while, and ~99 is extremely difficult. If you think they are worth recruiting, select &amp;quot;Chat and Recruit&amp;quot;. Make sure you have a colonist with Wardening enabled, and they will regularly deliver food and try to recruit them.&lt;br /&gt;
**If you think the prisoner's not worth recruiting (e.g. too difficult, chronic conditions (e.g. Frail or Cataracts), drug addictions etc.), there are several options. The kindest is to wait until they're fully healed, then release them. This will slightly improve your relationship with their faction - unless like mentioned before, they're pirates or savages. Otherwise you can euthanize them (gives less of a mood penalty than execution, and also medical experience), [[organ_harvesting|harvest]] them, or sell them to traders, but this will give every colonist a mood penalty that lasts several days. If you did not capture them you could simply finish them or let them die on their own - preferably the latter as killing them means a higher risk of 'Witnessed Corpse' mood penalty (although you can do the former if you feel you really need to, as it's humane).&lt;br /&gt;
&lt;br /&gt;
*'''Burying corpses''': You can butcher a mad animal's corpse without worry, diseases in Rimworld are not contagious. However, colonists get a mood penalty if they see a human corpse. If you want to honor the dead, construct a grave somewhere out of the way under Architect -&amp;gt; Misc and bury the corpse in it. Strip the corpse first if you want its clothes, do be warned the dead body's [[apparel]] will be tainted and gives a mood penalty. (Additionally, in 1.0+, Tainted items will no longer be bought from you by any trader, so only keep what you might use.) Don't put the grave too far away, because colonists will occasionally visit graves as a joy activity, and you do not want them to waste the whole day walking there. If you want to dispose of them without much work, build a small rock building, then haul the bodies into the building. Later in the game, craft [[molotov cocktail]]s and throw them in the building to burn the corpses.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
&lt;br /&gt;
*'''Stone walls''': Build a stonecutting bench, set a bill, and start churning out stone blocks made from chunks. [[General labor speed]] and [[Traits#Industriousness|Industriousness traits]] affect stonecutting speed while skills do not, so chose your stonecutter wisely. You should begin to replace your wooden walls with stone walls.&lt;br /&gt;
&lt;br /&gt;
=== Your first winter ===&lt;br /&gt;
&lt;br /&gt;
Food - By the beginning of winter you should try to have at least a thousand units of food stored. As winter progresses, your outside crops will die (hydroponics can be used to farm indoors but it is more difficult to sustain a colony this way) and, depending on the local climate, most plants on the map will die. Hunting is still a viable option.&lt;br /&gt;
&lt;br /&gt;
Warmth - Make sure your living areas are heated to around 21 degrees Celsius (70 degrees Fahrenheit). If they are colder than this, your colonists may complain about the cold. Significantly colder, and they will contract hypothermia and/or frostbite if they are exposed for too long. Parkas and tuques will help keep colonists warm in cold weather, but heaters are still necessary for indoor areas. &lt;br /&gt;
&lt;br /&gt;
Joy - When it snows, colonists can build snowmen, providing a joy bonus.&lt;br /&gt;
&lt;br /&gt;
== Other tips moving forward ==&lt;br /&gt;
*Wild and Tamed animals will eat your crops and food if you let them. Kill the wild animals and restrict your animals in a zone that only contains hay or kibble.&lt;br /&gt;
*Visitors will get into your freezer and drink your beer regardless if you forbid doors.&lt;br /&gt;
*The notification when a hungry predator attacks a colonist is easily missed, only manhunters trigger the red flashing envelope notification. Be wary if there's a wild predator hanging around your base.&lt;br /&gt;
*If a person crash lands in an escape pod and you want to recruit them, you must capture them and then recruit them like any other prisoner, even if they're a colonist's family member. If you choose rescue, there's a chance that they'll choose to join you out of gratitude after being fully healed, but they may also simply wander off on their own as soon as they've recovered, especially when your colony is well-populated.&lt;br /&gt;
&lt;br /&gt;
[http://steamcommunity.com/app/294100/guides/ Steamcommunity guides]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*[[Colony Building Guide]] - building a successful base at any stage of the game&lt;br /&gt;
*[[Defense tactics]] and [[Defense structures]] - defending against enemy attacks&lt;br /&gt;
*[[Intermediate Midgame Guide]] - expanding after settling down&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
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8888888888888888888888888&lt;br /&gt;
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&amp;lt;!--- This copy (not all complete) was deleted as not being appropriate for &amp;quot;quick start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
plant cotton soon after for a source of textiles, for clothing.&lt;br /&gt;
&lt;br /&gt;
: [[Rice plant|Rice]] is a good first crop as it grows fast and provides a lot of food if grown in soil with decent fertility.  If there is only stony soil nearby, plant [[potato plant|potatoes]] instead (as they are less sensitive to soil types). [[Corn plant|Corn]] provides more food for the amount of work that goes into planting it, but it requires longer to grow which can cause difficulties in the early game when you have no food stored. (Strawberries (which require a Plants skill of 5) fall between Rice and Potatoes, and have the advantage of being eaten raw, if you have no (good) Cook available.)  If your planter has extra time (now or later?), adding some additional growing zones and planting corn along side rice and/or potatoes is worthwhile, but for now subsistence farming is the priority. (You could also make another growing zone and plant some healroot (if you have a colonist with a growing skill of 8 or higher) in a plot - that will be handy for the injuries that are sure to come.) The rest are crops that require processing for &amp;quot;medical&amp;quot; products of one use or another - leave them for later.&lt;br /&gt;
&lt;br /&gt;
*'''Reviewing schedules''': By default, your characters are all set to go to bed at the same time every evening. You can change it under the Restrictions tab, but you don't need to change it for now unless you have a character with the Night Owl trait. If you have a colonist with the Abrasive trait you may also consider putting them on a night shift so they don't interact with other colonists as much. You don't need to schedule their recreation and work hours, they will engage in recreation when they need to. When the base gets bigger, a suggested schedule is 7 hours of sleep, 2 hours of recreation after they wake up and 2 hours before they go to sleep. Make big stretches of one activity to minimize travel time.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
To get stone, have stonecutting researched (for this scenario, stonecutting is already researched), build a stonecutting bench, and set up a [[bill]] to cut stone blocks until you have around 200.  Then build [[power conduit]]s connecting the [[battery]] to the generators and/or turbines. Conduits can be built inside constructed walls, but not through natural mountain stone. One generator or turbine will suffice for now, if you need more electricity later, you can build more, but for now you want to conserve your supply of valuable [[components]].&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=102695</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=102695"/>
		<updated>2022-04-18T12:34:04Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Siege */ parallel verbs&lt;/p&gt;
&lt;hr /&gt;
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{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[File:Termite.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Thump cannon]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base drop pods ===&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. These kind of raids will appear more frequently if the wealth is high enough.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses.]]&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}}&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Blaster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=102694</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=102694"/>
		<updated>2022-04-18T12:21:53Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Siege */ tweak&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[File:Termite.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Thump cannon]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base drop pods ===&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. These kind of raids will appear more frequently if the wealth is high enough.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses.]]&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and wasting those resources.  As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}}&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Blaster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=102693</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=102693"/>
		<updated>2022-04-18T12:08:56Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Siege */ move gallery images up into article&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;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[File:Termite.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Thump cannon]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base drop pods ===&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they can still be funneled into a [[killbox]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
Unlike sappers which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. These kind of raids will appear more frequently if the wealth is high enough.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses.]]&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with ample supplies for 2 mortars ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and will construct two [[mortar]]s. They also get some [[cloth]] to create [[sandbags]] as cover (usually poorly planned), and [[packaged survival meal]]s.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct two mortars regardless of the number of raiders, although often slowly, and might even decide to place a mortar where some trees need cutting first. They rarely use their best constructors (or tree-cutters) when building, sometimes failing to construct a mortar and wasting the resources. As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will bombard you, guarded by those not busy manning the mortars or building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}}&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Blaster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mortar_shell&amp;diff=102692</id>
		<title>Mortar shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mortar_shell&amp;diff=102692"/>
		<updated>2022-04-18T12:02:12Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Broken Template! - query template not calling diff types of shells. (Listing manually for now)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Info|'''Mortar shells''' are different types of ammunition used by the [[mortar]]. They are also a requirement to build [[IED trap]]s of different categories.}}&lt;br /&gt;
&lt;br /&gt;
They can be crafted at a [[machining table]], bought from [[trade]]rs, typically the combat supplier, or rarely obtained as a trade item (for the Antigrain warhead). All shells require a minimum crafting of level 4, excluding the Antigrain Warhead, which cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
All mortar shells will explode with their respective explosion type if damage reduces its hit points to 20 or less, or [[deterioration]] reduces them to 0.&lt;br /&gt;
&lt;br /&gt;
There are 6 types of mortar shell: [[smoke shell]], [[firefoam shell]], [[incendiary shell]], [[EMP shell]], [[high-explosive shell]], and [[antigrain warhead]].&lt;br /&gt;
{{List|Crafted Resource|query=[[Category:Mortar shells]]}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Added&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Passive_siegers.png&amp;diff=102690</id>
		<title>File:Passive siegers.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Passive_siegers.png&amp;diff=102690"/>
		<updated>2022-04-18T11:55:08Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Siegers not attacking colonists while setting up (edit of prev image)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Siegers not attacking colonists while setting up (edit of prev image)&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102688</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102688"/>
		<updated>2022-04-18T10:56:44Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Psychic ship */ -12 to start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Crashed ship parts#Psychic ship|psychic]]&amp;quot; or &amp;quot;[[Crashed ship parts#Defoliator ship|defoliator]]&amp;quot; (see below).&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
Upon landing a group of [[mechanoids]] will be surrounding the ship to defend it. The size of the group is dependent on colony wealth and storyteller difficulty (see [[raid points]]). They will spawn in a &amp;quot;sleeping&amp;quot; state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the ship part. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat.  Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move and work among the sleeping mechanoids, and can even fight the fire if they are not designated to &amp;quot;Flee&amp;quot; from danger.* Note that mechanoids are extremely resistant to the level of fire that open areas support (though not to extreme [[Ailments#Heatstroke|heat]] in closed areas), so these initial fires will not damage or wake them.&lt;br /&gt;
:  (* A non-drafted colonist either &amp;quot;Flees&amp;quot;, &amp;quot;Ignores&amp;quot; or &amp;quot;Attacks&amp;quot; when they see &amp;quot;danger&amp;quot; depending on a setting in the colonist's Info Panel, top-right, in the middle of the row of icons there. To fight these fires without waking the mech's, you want &amp;quot;Ignore&amp;quot;.) &lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone is highlighted here.]]&lt;br /&gt;
The &amp;quot;no build&amp;quot; zone is a bulged rectangle, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side. Placing any item or structure within this radius, such as a wall, sandbag or spike trap, will trigger the ship and mechanoids as if it had been fired upon. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* 60 [[steel]]&lt;br /&gt;
* 10 [[plasteel]]&lt;br /&gt;
* &amp;amp;#8199;1 [[component]]&lt;br /&gt;
* &amp;amp;#8199;1 [[advanced component]]&lt;br /&gt;
&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
* '''Minor bug''': When the ship part is selected, there is a greyed-out &amp;quot;[[Deconstruct]]&amp;quot; button that, when mouse-hovered, states ''&amp;quot;You must defeat a mech cluster before you can deconstruct it&amp;quot;'' (sic).  This is misleading, as you cannot &amp;quot;deconstruct&amp;quot; a Crashed Ship Part, and there is no deconstruction return defined in the game code.&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a &amp;quot;low&amp;quot; -12, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}.&lt;br /&gt;
[[File:Poison ship 2.jpg|250px|thumb|left|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.]]&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
&lt;br /&gt;
* Note that this event was once called a &amp;quot;poison ship&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* NOTE: As of the 1.1 update, [[mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
* Some version ? prior to 25 July 2020 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102687</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102687"/>
		<updated>2022-04-18T10:35:29Z</updated>

		<summary type="html">&lt;p&gt;Albedo: links in 1st par&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Crashed ship parts#Psychic ship|psychic]]&amp;quot; or &amp;quot;[[Crashed ship parts#Defoliator ship|defoliator]]&amp;quot; (see below).&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
Upon landing a group of [[mechanoids]] will be surrounding the ship to defend it. The size of the group is dependent on colony wealth and storyteller difficulty (see [[raid points]]). They will spawn in a &amp;quot;sleeping&amp;quot; state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the ship part. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat.  Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move and work among the sleeping mechanoids, and can even fight the fire if they are not designated to &amp;quot;Flee&amp;quot; from danger.* Note that mechanoids are extremely resistant to the level of fire that open areas support (though not to extreme [[Ailments#Heatstroke|heat]] in closed areas), so these initial fires will not damage or wake them.&lt;br /&gt;
:  (* A non-drafted colonist either &amp;quot;Flees&amp;quot;, &amp;quot;Ignores&amp;quot; or &amp;quot;Attacks&amp;quot; when they see &amp;quot;danger&amp;quot; depending on a setting in the colonist's Info Panel, top-right, in the middle of the row of icons there. To fight these fires without waking the mech's, you want &amp;quot;Ignore&amp;quot;.) &lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone is highlighted here.]]&lt;br /&gt;
The &amp;quot;no build&amp;quot; zone is a bulged rectangle, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side. Placing any item or structure within this radius, such as a wall, sandbag or spike trap, will trigger the ship and mechanoids as if it had been fired upon. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* 60 [[steel]]&lt;br /&gt;
* 10 [[plasteel]]&lt;br /&gt;
* &amp;amp;#8199;1 [[component]]&lt;br /&gt;
* &amp;amp;#8199;1 [[advanced component]]&lt;br /&gt;
&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
* '''Minor bug''': When the ship part is selected, there is a greyed-out &amp;quot;[[Deconstruct]]&amp;quot; button that, when mouse-hovered, states ''&amp;quot;You must defeat a mech cluster before you can deconstruct it&amp;quot;'' (sic).  This is misleading, as you cannot &amp;quot;deconstruct&amp;quot; a Crashed Ship Part, and there is no deconstruction return defined in the game code.&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}.&lt;br /&gt;
[[File:Poison ship 2.jpg|250px|thumb|left|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.]]&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
&lt;br /&gt;
* Note that this event was once called a &amp;quot;poison ship&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* NOTE: As of the 1.1 update, [[mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
* Some version ? prior to 25 July 2020 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=102686</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=102686"/>
		<updated>2022-04-18T05:34:18Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Hospital */ links (good tip!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Have a plan, constantly ==&lt;br /&gt;
One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going ''next''. It's ''very'' easy to let your colonists do &amp;quot;busy work&amp;quot; - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively.  Have a plan, always move toward that plan, know what the ''next'' plan is after that, and move toward that asap. &lt;br /&gt;
&lt;br /&gt;
And then move on to the next plan, and so forth.&lt;br /&gt;
&lt;br /&gt;
; Take smaller bites&lt;br /&gt;
Sometimes you'll have a &amp;quot;grand plan&amp;quot;, a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - ''great'', but don't feel you have to do it all at once. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and &amp;quot;remodel&amp;quot; once you're in a position to progress with the larger project properly. &lt;br /&gt;
&lt;br /&gt;
A perfect example is your very first building. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built.  Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done.  Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.&lt;br /&gt;
&lt;br /&gt;
Expanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. And so on.&lt;br /&gt;
&lt;br /&gt;
Especially early on, when you feel you need &amp;quot;everything now!&amp;quot;, you can make do with &amp;quot;just enough&amp;quot;, leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once.  &lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really impressive sculptures, and put them right into the mess.  Spreading a few [[large sculpture]]s throughout your main stockpile will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put a [[Dining chair]] or [[Armchair]] in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but their [[comfort]] ensures that the user will receive a [[Thoughts#Comfort|mood bonus]] while using them and for a modest duration afterwards.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the construction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one or two large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses fewer materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
*Most vulnerable to [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks (relatively difficult to set up early in game)&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
** (Standing lamp - optional - only for combined workspace bedrooms, as sleeping pawns do not suffer &amp;quot;in the dark&amp;quot; negative thoughts.)&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at around {{Temperature|-4}} or so since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &lt;br /&gt;
&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with at least some of their hoppers in the freezer and the activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks (a door, a short space, and then another door leading to the freezer itself) in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
It should be mentioned that although it is best practice to floor your kitchen with sterile tiles, it is not a necessity, especially early on when the cost and research time is excessive. Sterile tiles simply provides a larger buffer between when cleaning before food poisoning risks increase at -2 room cleanliness. If cleaning is done frequently it is acceptable to use a different floor or even leave it unfloored as dirt tile as the -1 cleanliness isn't enough to induce food poisoning by itself. See [[Ailments#Food_poisoning|Food Poisoning]] for specific details.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more recreation facilities such as chess tables, billiards tables or [[television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s, or [[Megascreen television|megascreen]] televisions which offer faster recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
==== Combined Dining and Rec Room ====&lt;br /&gt;
&lt;br /&gt;
[[File:Example of an early game combined dining, recreation and throne room .png|250px|thumb|left|Example of an early game combined dining, recreation and throne room.]]&lt;br /&gt;
&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive&amp;quot;, improving both mood buffs for no extra cost.&lt;br /&gt;
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In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
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=== Courtyard ===&lt;br /&gt;
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[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
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Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
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You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Laboratory ===&lt;br /&gt;
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You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
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=== Workshop ===&lt;br /&gt;
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Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
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The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
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It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
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=== Armory ===&lt;br /&gt;
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You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
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Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
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=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
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[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
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Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
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Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
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For a &amp;quot;field hospital&amp;quot;, one that sees a lot of action and can't be cleaned often, use [[straw matting]] as your flooring, perhaps with some [[steel tile]]s or (better) [[sterile tile]]s under objects that can't be walked on, like beds/shelves/vitals monitors/sculptures, so they will never get [[filth]]y and won't suffer from not being cleaned. This type of hospital will never be &amp;quot;sterile&amp;quot;, but it won't ever be nearly as dirty as it otherwise would.&lt;br /&gt;
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Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
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[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
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Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
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====Triage====&lt;br /&gt;
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You should build a small room near your killbox, 6x5 per bed is the most effective to keep cleanliness high. Hospitals need not be up to a high standard so long as your triage is always clean and wounds are treated there.&lt;br /&gt;
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==== Patient rooms ====&lt;br /&gt;
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If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
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==== Operating theater ====&lt;br /&gt;
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You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
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Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
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==== Vet area ====&lt;br /&gt;
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Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
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Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
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=== Prison ===&lt;br /&gt;
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
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==== Prison barracks ====&lt;br /&gt;
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In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
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==== Prison cells ====&lt;br /&gt;
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. Adding recreation items helps their mood, and something as simple as a [[horseshoes pin]] can be used indoors if there is room (6 tiles), even over chairs and tables.&lt;br /&gt;
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.  Multiple doors will slow down any tasks in that area, but will also slow down jailbreaks.&lt;br /&gt;
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==== Holding cell ====&lt;br /&gt;
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells. place some mini turret inside it to assist you when large scale prison break happens , although it will noticeably increase the possibility of death.&lt;br /&gt;
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=== Multipurpose rooms ===&lt;br /&gt;
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These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
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This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
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=== Backup ===&lt;br /&gt;
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There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
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== Production ==&lt;br /&gt;
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You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
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[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
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{{See also|Food production}}&lt;br /&gt;
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==== Crop fields ====&lt;br /&gt;
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Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
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You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
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You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
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==== Greenhouses ====&lt;br /&gt;
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Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
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=== Mining ===&lt;br /&gt;
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In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
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Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
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==== Strip mining ====&lt;br /&gt;
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If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
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Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
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==== Deep drills ====&lt;br /&gt;
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared for the added chance of infestations that can arise near the drill.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
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==== Barn ====&lt;br /&gt;
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Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
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Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
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==== Chemfuel farming ====&lt;br /&gt;
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[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
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Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
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== Power ==&lt;br /&gt;
Your base will need power, for faster production, for defense, for happier colonists, for everything. As you plan any expansion, consider any additional power demands and expand your power production as part of your general growth.&lt;br /&gt;
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=== Fueled generation ===&lt;br /&gt;
{{main|Wood-fired generator}} &lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
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You can build wood-fired generators which runs on wood, and later, once you have [[chemfuel]],  chemfuel powered generators, each constantly providing 1,000 W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
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If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
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Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
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Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and/or disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
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==== Boomalope setup ====&lt;br /&gt;
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Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
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3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
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If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
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==== Greenhouse setup ====&lt;br /&gt;
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A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
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==== Infinite chemreactor setup ====&lt;br /&gt;
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[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
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3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
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Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
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=== Solar power ===&lt;br /&gt;
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[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
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[[Solar generator]]s provide power only during the day except during eclipses.  The upside of this is that daytime is when most of your colonists need power to get their work done.  A solar generator provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
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Combining these with [[battery|batteries]] gives a reliable, steady supply of power.&lt;br /&gt;
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=== Wind power ===&lt;br /&gt;
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[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.  However, they are among the least expensive to build in terms of precious resources, and unlike solar will (usually!) provide power at night.&lt;br /&gt;
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It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
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=== Geothermal power ===&lt;br /&gt;
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[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered, but unlike the above sources requires a massive separate research investment and so is not high on most priority lists. A basic mid-sized colony can be sustained using 5 such generators, around the usual number of geysers found on the map. &lt;br /&gt;
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Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
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Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
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Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
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=== Power storage ===&lt;br /&gt;
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[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
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=== Emergency power ===&lt;br /&gt;
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Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
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=== Vanometric power cell ===&lt;br /&gt;
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A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
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Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
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If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
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=== Power network ===&lt;br /&gt;
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It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
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Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
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If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
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== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lancer&amp;diff=102685</id>
		<title>Lancer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lancer&amp;diff=102685"/>
		<updated>2022-04-18T04:06:48Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &amp;amp; range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none|&lt;br /&gt;
|name = Lancer&lt;br /&gt;
|image = MechanoidLancer.png|Lancer&lt;br /&gt;
|description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.&lt;br /&gt;
|type = Mechanoid&lt;br /&gt;
|movespeed = 4.7&lt;br /&gt;
|basemeatamount = 0&lt;br /&gt;
|baseleatheramount = 0&lt;br /&gt;
|armorblunt = 20&lt;br /&gt;
|armorsharp = 40&lt;br /&gt;
|armorheat = 200&lt;br /&gt;
|min comfortable temperature = -100&lt;br /&gt;
|max comfortable temperature = 250&lt;br /&gt;
|bodysize = 1&lt;br /&gt;
|healthscale = 0.72&lt;br /&gt;
|lifespan = 2500&lt;br /&gt;
|attack1dmg = 12&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = left fist&lt;br /&gt;
|attack2dmg = 12&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = right fist&lt;br /&gt;
|attack3dmg = 8.5&lt;br /&gt;
|attack3type = Blunt&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = head&lt;br /&gt;
|attack3chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Lancers''' are a type of fast-moving [[mechanoid]] with strong mid-long range firepower. They come equipped with the [[charge lance]] which can deal 30 damage per hit and a range of over 29 tiles, making them a threatening foe. Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. &lt;br /&gt;
&lt;br /&gt;
They can be found sealed in [[ancient ruins]] in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event, and will often spawn with  [[Crashed ship parts#Psychic ship|psychic ship]] and [[Crashed ship parts#Defoliator ship|defoliator ship]] events.&lt;br /&gt;
&lt;br /&gt;
Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Strategy ==&lt;br /&gt;
{{main|Defense tactics#Lancers}}&lt;br /&gt;
Lancers have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out limbs and organs in 1 hit if not wearing good armor.  They don't fire very often, but when they do it hurts.&lt;br /&gt;
&lt;br /&gt;
Lancers play an offensive role, providing firepower to pick off lone colonists while centipedes mow down groups and scythers charge your gunners. Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.  Lancers are often supported by [[centipede]]s and [[scyther]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.&lt;br /&gt;
&lt;br /&gt;
Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.  &lt;br /&gt;
&lt;br /&gt;
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Biology===&lt;br /&gt;
Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.&lt;br /&gt;
&lt;br /&gt;
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.&lt;br /&gt;
&lt;br /&gt;
====Diet====&lt;br /&gt;
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &amp;amp;times;1.5 the health of body parts listed in the files.--&amp;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_08 text-center}}&lt;br /&gt;
! Body Part Name !! Health (&amp;amp;times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)&amp;lt;ref name=&amp;quot;coverage&amp;quot;&amp;gt;Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.&amp;lt;/ref&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Thorax|Mechanical Thorax]]&lt;br /&gt;
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Neck|Mechanical Neck]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),&amp;lt;br/&amp;gt;connector of thorax and head || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Head|Mechanical Head]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Smell Sensor]]&lt;br /&gt;
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Hand|Hand]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Fingers|Fingers]]&lt;br /&gt;
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move&lt;br /&gt;
|-&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Toes|Toes]]&lt;br /&gt;
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance the [[charge lance]] variant they wield gives them their “Lancer” status.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|mechanoid}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102684</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102684"/>
		<updated>2022-04-18T04:02:44Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Minor bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map event. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random unroofed location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Crashed ship parts#Psychic ship|psychic]]&amp;quot; or &amp;quot;[[Crashed ship parts#Defoliator ship|defoliator]]&amp;quot; (see below).&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
Upon landing a group of [[mechanoids]] will be surrounding the ship to defend it. The size of the group is dependent on colony wealth and storyteller difficulty (see [[raid points]]). They will spawn in a &amp;quot;sleeping&amp;quot; state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the ship part. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat.  Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move and work among the sleeping mechanoids, and can even fight the fire if they are not designated to &amp;quot;Flee&amp;quot; from danger.* Note that mechanoids are extremely resistant to the level of fire that open areas support (though not to extreme [[Ailments#Heatstroke|heat]] in closed areas), so these initial fires will not damage or wake them.&lt;br /&gt;
:  (* A non-drafted colonist either &amp;quot;Flees&amp;quot;, &amp;quot;Ignores&amp;quot; or &amp;quot;Attacks&amp;quot; when they see &amp;quot;danger&amp;quot; depending on a setting in the colonist's Info Panel, top-right, in the middle of the row of icons there. To fight these fires without waking the mech's, you want &amp;quot;Ignore&amp;quot;.) &lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone is highlighted here.]]&lt;br /&gt;
The &amp;quot;no build&amp;quot; zone is a bulged rectangle, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side. Placing any item or structure within this radius, such as a wall, sandbag or spike trap, will trigger the ship and mechanoids as if it had been fired upon. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* 60 [[steel]]&lt;br /&gt;
* 10 [[plasteel]]&lt;br /&gt;
* &amp;amp;#8199;1 [[component]]&lt;br /&gt;
* &amp;amp;#8199;1 [[advanced component]]&lt;br /&gt;
&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
* '''Minor bug''': When the ship part is selected, there is a greyed-out &amp;quot;[[Deconstruct]]&amp;quot; button that, when mouse-hovered, states ''&amp;quot;You must defeat a mech cluster before you can deconstruct it&amp;quot;'' (sic).  This is misleading, as you cannot &amp;quot;deconstruct&amp;quot; a Crashed Ship Part, and there is no deconstruction return defined in the game code.&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}.&lt;br /&gt;
[[File:Poison ship 2.jpg|250px|thumb|left|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.]]&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
&lt;br /&gt;
* Note that this event was once called a &amp;quot;poison ship&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* NOTE: As of the 1.1 update, [[mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
* Some version ? prior to 25 July 2020 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvwijt9dnwk1u31&amp;topic_revId=wtvwijt9dnwk1u31&amp;action=single-view</id>
		<title>Topic:Wtvqgge02hm1krrh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvwijt9dnwk1u31&amp;topic_revId=wtvwijt9dnwk1u31&amp;action=single-view"/>
		<updated>2022-04-18T03:57:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&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:Wtvqgge02hm1krrh&amp;amp;topic_showPostId=wtvwijt9dnwk1u31#flow-post-wtvwijt9dnwk1u31&quot;&gt;commented&lt;/a&gt; on &quot;Loot nerfed, not &amp;quot;deconstruct-able&amp;quot;?&quot; (&lt;em&gt;I can decon it if I&amp;#039;m in God Mode, but it leaves nothing (God Mode typically leaves the usual 1/2), so that points to it being &amp;quot;not defin...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recon_helmet&amp;diff=102683</id>
		<title>Recon helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recon_helmet&amp;diff=102683"/>
		<updated>2022-04-18T03:29:19Z</updated>

		<summary type="html">&lt;p&gt;Albedo: better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Recon helmet&lt;br /&gt;
| image = ReconHelmet.png|Recon helmet&lt;br /&gt;
| description = A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| hp = 120&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Recon armor&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue  = 525&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 92&lt;br /&gt;
| armorheat  = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| coverage =  Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
A '''Recon helmet''' is a full-head power armor helmet that forms a full set along with the [[Recon armor]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, Recon Helmets can only be made at the [[Fabrication bench]] and requires [[Research#Recon armor|Recon Armor]] to be researched in order to be constructed. Crafting the helmet requires {{icon|plasteel|30}} plasteel and {{icon|advcomponent|1}} advanced component.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the helmet can be received as a quest reward, purchased from traders, or found on [[Empire#Janissary|Imperial Janissaries]] and other [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
The first helmet to offer full head and face coverage since the tribal [[war mask]], the recon helmet is the lowest tier of the three [[power armor]]ed helmets, the other two being the [[marine helmet]] and the [[cataphract helmet]]. It is roughly equivalent to a marine helmet one [[quality]] level lower (i.e. a normal recon helmet ~= poor marine helmet, etc.), or a cataphract helmet of two quality levels lower, both of which offer the same full coverage. Although offering noticeably less protection, recon helmets are both significantly cheaper and have fewer research requirements. &lt;br /&gt;
&lt;br /&gt;
Compared to the [[simple helmet]] and [[flak helmet]], the recon helmet is preferable by almost every measure. It offers superior coverage, adding complete face coverage, has a higher armor rating than even a plasteel flak helmet, and requires 20 less plasteel to construct.  Its ''only'' drawbacks are that it requires an [[advanced component]], which the simpler helmets do not, and ''requires'' plasteel, which is only an option with the simpler helmets. &lt;br /&gt;
&lt;br /&gt;
[[Veil]]s and [[war mask]]s provide identical coverage, but even with the highest level materials, they only offer a fraction of the sharp and blunt protection.&lt;br /&gt;
&lt;br /&gt;
So, if you have the materials, this is the obvious choice unless you can produce one of the other power armor helmets. Note that there are no movement or significant weight considerations to any helmets, and all three power armor helms are equal (minor) insulation in hot/cold weather.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ReconHelmet.png|Base variant&lt;br /&gt;
Animalist recon helmet.png|Animalist variant&lt;br /&gt;
Morbid recon helmet.png|Morbid variant&lt;br /&gt;
Totemic recon helmet.png|Totemic variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Every Recon helmet found on an [[Empire#Janissary|Imperial Janissary]] will be black.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige recon helmet]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Prestige recon helmet]] - a variant of the recon helmet that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Helmet]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recon_helmet&amp;diff=102682</id>
		<title>Recon helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recon_helmet&amp;diff=102682"/>
		<updated>2022-04-18T03:27:11Z</updated>

		<summary type="html">&lt;p&gt;Albedo: It didn't say &amp;quot;first headware&amp;quot;, it read &amp;quot;first powered armor&amp;quot; - and I would not put a War Mask in the same category. But clarifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Recon helmet&lt;br /&gt;
| image = ReconHelmet.png|Recon helmet&lt;br /&gt;
| description = A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate. Armor like this is often used by imperial scout troops or glitterworld police forces.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| hp = 120&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Recon armor&lt;br /&gt;
| work to make = 15750&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue  = 525&lt;br /&gt;
| armorblunt  = 40&lt;br /&gt;
| armorsharp  = 92&lt;br /&gt;
| armorheat  = 46&lt;br /&gt;
| insulationcold = 4&lt;br /&gt;
| insulationheat = 2&lt;br /&gt;
| coverage =  Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| thingCategories = ArmorHeadgear&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| tags = SpacerMilitary&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
A '''Recon helmet''' is a full-head power armor helmet that forms a full set along with the [[Recon armor]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
As a complicated piece of technology, Recon Helmets can only be made at the [[Fabrication bench]] and requires [[Research#Recon armor|Recon Armor]] to be researched in order to be constructed. Crafting the helmet requires {{icon|plasteel|30}} plasteel and {{icon|advcomponent|1}} advanced component.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the helmet can be received as a quest reward, purchased from traders, or found on [[Empire#Janissary|Imperial Janissaries]] and other [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Recon helmets are the lowest tier of the three [[power armor]]ed helmets, the other two being the [[marine helmet]] and the [[cataphract helmet]].  The first helmet to offer full head and face coverage since the tribal [[war mask]], the recon helmet is roughly equivalent to a marine helmet one [[quality]] level lower (i.e. a normal recon helmet ~= poor marine helmet, etc.), or a cataphract helmet of two quality levels lower, both of which offer the same full coverage. Although offering noticeably less protection, recon helmets are both significantly cheaper and have fewer research requirements. &lt;br /&gt;
&lt;br /&gt;
Compared to the [[simple helmet]] and [[flak helmet]], the recon helmet is preferable by almost every measure. It offers superior coverage, adding complete face coverage, has a higher armor rating than even a plasteel flak helmet, and requires 20 less plasteel to construct.  Its ''only'' drawbacks are that it requires an [[advanced component]], which the simpler helmets do not, and ''requires'' plasteel, which is only an option with the simpler helmets. &lt;br /&gt;
&lt;br /&gt;
[[Veil]]s and [[war mask]]s provide identical coverage, but even with the highest level materials, they only offer a fraction of the sharp and blunt protection.&lt;br /&gt;
&lt;br /&gt;
So, if you have the materials, this is the obvious choice unless you can produce one of the other power armor helmets. Note that there are no movement or significant weight considerations to any helmets, and all three power armor helms are equal (minor) insulation in hot/cold weather.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ReconHelmet.png|Base variant&lt;br /&gt;
Animalist recon helmet.png|Animalist variant&lt;br /&gt;
Morbid recon helmet.png|Morbid variant&lt;br /&gt;
Totemic recon helmet.png|Totemic variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Every Recon helmet found on an [[Empire#Janissary|Imperial Janissary]] will be black.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - No longer meets the clothing requirement of nobles, replaced in that role by [[Prestige recon helmet]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Prestige recon helmet]] - a variant of the recon helmet that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Helmet]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lancer&amp;diff=102680</id>
		<title>Lancer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lancer&amp;diff=102680"/>
		<updated>2022-04-18T03:09:22Z</updated>

		<summary type="html">&lt;p&gt;Albedo: organize info, fix links; very little &amp;quot;rewrite&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup and format standardization}}{{infobox main|none|&lt;br /&gt;
|name = Lancer&lt;br /&gt;
|image = MechanoidLancer.png|Lancer&lt;br /&gt;
|description = Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.&lt;br /&gt;
|type = Mechanoid&lt;br /&gt;
|movespeed = 4.7&lt;br /&gt;
|basemeatamount = 0&lt;br /&gt;
|baseleatheramount = 0&lt;br /&gt;
|armorblunt = 20&lt;br /&gt;
|armorsharp = 40&lt;br /&gt;
|armorheat = 200&lt;br /&gt;
|min comfortable temperature = -100&lt;br /&gt;
|max comfortable temperature = 250&lt;br /&gt;
|bodysize = 1&lt;br /&gt;
|healthscale = 0.72&lt;br /&gt;
|lifespan = 2500&lt;br /&gt;
|attack1dmg = 12&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = left fist&lt;br /&gt;
|attack2dmg = 12&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = right fist&lt;br /&gt;
|attack3dmg = 8.5&lt;br /&gt;
|attack3type = Blunt&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = head&lt;br /&gt;
|attack3chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Lancers''' are a type of fast-moving [[mechanoid]] with strong mid-long range firepower. They come equipped with the [[charge lance]] which can deal 30 damage per hit, making them a threatening foe. Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. &lt;br /&gt;
&lt;br /&gt;
They can be found sealed in [[ancient ruins]] in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event, and will often spawn with  [[Crashed ship parts#Psychic ship|psychic ship]] and [[Crashed ship parts#Defoliator ship|defoliator ship]] events.&lt;br /&gt;
&lt;br /&gt;
Dead lancers may be shredded at a [[machining table]] or [[crafting spot]] for 15 [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the lancer.&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Strategy ==&lt;br /&gt;
{{main|Defense tactics#Lancers}}&lt;br /&gt;
Lancers have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing [[charge lance]] deals tremendous one-shot damage, enough to take out limbs and organs in 1 hit if not wearing good armor.  They don't fire very often, but when they do it hurts.&lt;br /&gt;
&lt;br /&gt;
Lancers play an offensive role, providing firepower to pick off lone colonists while centipedes mow down groups and scythers charge your gunners. Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.  Lancers are often supported by [[centipede]]s and [[scyther]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.&lt;br /&gt;
&lt;br /&gt;
Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.  &lt;br /&gt;
&lt;br /&gt;
As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
===Biology===&lt;br /&gt;
Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.&lt;br /&gt;
&lt;br /&gt;
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.&lt;br /&gt;
&lt;br /&gt;
====Diet====&lt;br /&gt;
Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &amp;amp;times;1.5 the health of body parts listed in the files.--&amp;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_08 text-center}}&lt;br /&gt;
! Body Part Name !! Health (&amp;amp;times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)&amp;lt;ref name=&amp;quot;coverage&amp;quot;&amp;gt;Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.&amp;lt;/ref&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Thorax|Mechanical Thorax]]&lt;br /&gt;
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Neck|Mechanical Neck]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),&amp;lt;br/&amp;gt;connector of thorax and head || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Head|Mechanical Head]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Smell Sensor]]&lt;br /&gt;
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Hand|Hand]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Fingers|Fingers]]&lt;br /&gt;
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move&lt;br /&gt;
|-&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Toes|Toes]]&lt;br /&gt;
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance the [[charge lance]] variant they wield gives them their “Lancer” status.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|mechanoid}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvqgge02lk3svpp&amp;topic_revId=wtvso2xn5bm3xxfx&amp;action=single-view</id>
		<title>Topic:Wtvqgge02hm1krrh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvqgge02lk3svpp&amp;topic_revId=wtvso2xn5bm3xxfx&amp;action=single-view"/>
		<updated>2022-04-18T02:48:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;amp;topic_showPostId=wtvqgge02lk3svpp#flow-post-wtvqgge02lk3svpp&quot;&gt;post&lt;/a&gt; on &quot;Loot nerfed, not &amp;quot;deconstruct-able&amp;quot;?&quot;&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvqgge02lk3svpp&amp;topic_revId=wtvqgge02lk3svpp&amp;action=single-view</id>
		<title>Topic:Wtvqgge02hm1krrh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wtvqgge02hm1krrh&amp;topic_postId=wtvqgge02lk3svpp&amp;topic_revId=wtvqgge02lk3svpp&amp;action=single-view"/>
		<updated>2022-04-18T02:08:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Albedo&quot; class=&quot;mw-userlink&quot; title=&quot;User:Albedo&quot;&gt;&lt;bdi&gt;Albedo&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Albedo&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Albedo&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Albedo&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Albedo&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:Wtvqgge02hm1krrh&amp;amp;topic_showPostId=wtvqgge02lk3svpp#flow-post-wtvqgge02lk3svpp&quot;&gt;commented&lt;/a&gt; on &quot;Loot nerfed, not &amp;quot;deconstruct-able&amp;quot;?&quot; (&lt;em&gt;Cleaned this up, and tested against a defoliator ship event. I could not &amp;quot;deconstruct&amp;quot; the ship at all, altho&amp;#039; there is a (greyed out) bu...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102677</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=102677"/>
		<updated>2022-04-18T02:01:16Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Remove {Rewrite:Clean up} =&amp;gt; update &amp;amp; tighten info; sub-heading for &amp;quot;Mechs&amp;quot;; move &amp;quot;gallery&amp;quot; images up to relevant sections w updated pic; move old ver 1.1 Note to Version history; Q? - &amp;quot;loot&amp;quot; appears to have been nerfed?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map event. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random unroofed location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Crashed ship parts#Psychic ship|psychic]]&amp;quot; or &amp;quot;[[Crashed ship parts#Defoliator ship|defoliator]]&amp;quot; (see below).&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
Upon landing a group of [[mechanoids]] will be surrounding the ship to defend it. The size of the group is dependent on colony wealth and storyteller difficulty (see [[raid points]]). They will spawn in a &amp;quot;sleeping&amp;quot; state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the ship part. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat.  Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move and work among the sleeping mechanoids, and can even fight the fire if they are not designated to &amp;quot;Flee&amp;quot; from danger.* Note that mechanoids are extremely resistant to the level of fire that open areas support (though not to extreme [[Ailments#Heatstroke|heat]] in closed areas), so these initial fires will not damage or wake them.&lt;br /&gt;
:  (* A non-drafted colonist reacts to seeing &amp;quot;danger&amp;quot; depending on a setting in the colonist's Info Panel, top-right, in the middle of the row of icons there.) &lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone is highlighted here.]]&lt;br /&gt;
The &amp;quot;no build&amp;quot; zone is a bulged rectangle, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side. Placing any item or structure within this radius, such as a wall, sandbag or spike trap, will trigger the ship and mechanoids as if it had been fired upon. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* 60 [[steel]]&lt;br /&gt;
* 10 [[plasteel]]&lt;br /&gt;
* &amp;amp;#8199;1 [[component]]&lt;br /&gt;
* &amp;amp;#8199;1 [[advanced component]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- There appears to be a bug - can't &amp;quot;deconstruct&amp;quot; ship, even after defeating Mechs &lt;br /&gt;
* 100 [[steel]]&lt;br /&gt;
* 35 [[plasteel]]&lt;br /&gt;
* 9 [[steel slag chunk]]s&lt;br /&gt;
* 4 [[component]]s &lt;br /&gt;
* 1 [[advanced component]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[trait]]s may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]]{{RoyaltyIcon}}.&lt;br /&gt;
[[File:Poison ship 2.jpg|250px|thumb|left|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.]]&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. If your crops are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
&lt;br /&gt;
* Note that this event was once called a &amp;quot;poison ship&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* NOTE: As of the 1.1 update, [[mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
* Some version ? prior to 25 July 2020 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
</feed>