<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AngusNHC</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AngusNHC"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/AngusNHC"/>
	<updated>2026-04-06T04:18:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur9sx3n12uryqpot&amp;topic_revId=ur9sx3n12uryqpot&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur9sx3n12uryqpot&amp;topic_revId=ur9sx3n12uryqpot&amp;action=single-view"/>
		<updated>2018-12-29T08:21:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur9sx3n12uryqpot#flow-post-ur9sx3n12uryqpot&quot;&gt;commented&lt;/a&gt; on &quot;Astounding absurdity&quot; (&lt;em&gt;&amp;quot; I dont think you are challenging anything &amp;quot; ? Ah.... What a Stubborn dictator......Yes,yes,yes...... you are right. the other people ar...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Naked_Brutality_Guide&amp;diff=61901</id>
		<title>Naked Brutality Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Naked_Brutality_Guide&amp;diff=61901"/>
		<updated>2018-12-26T09:02:50Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: ** Still in construction. But welcome to revised, both content and gamma. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
In the Naked Brutality scenario, you start with absolutely nothing, not even clothes.&lt;br /&gt;
&lt;br /&gt;
Because of this, it is possibly the hardest scenario of all.&lt;br /&gt;
&lt;br /&gt;
== Scenario Parameter==&lt;br /&gt;
&lt;br /&gt;
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' You went under anaesthetic 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 'New Arrivals'&lt;br /&gt;
*Start with no items&lt;br /&gt;
*Colonist arrives naked&lt;br /&gt;
&lt;br /&gt;
== Starting colonist ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must be able to do so at the very least. This includes:&lt;br /&gt;
*'''Dumb labor''': Hauling and cutting plants. Cleaning is optional.&lt;br /&gt;
*'''Construction''': Building shelter to live in.&lt;br /&gt;
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.&lt;br /&gt;
*'''Violence''': Defending oneself from mad animals or raiders, as well as hunt for food.&lt;br /&gt;
*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.&lt;br /&gt;
&lt;br /&gt;
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested or skilled in any of them, but if you do then it's a plus.&lt;br /&gt;
&lt;br /&gt;
Some skills will make survival easier, but are not essential:&lt;br /&gt;
&lt;br /&gt;
*'''Cooking''': Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.&lt;br /&gt;
*'''Growing''': Growing crops. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists.&lt;br /&gt;
*'''Social''': Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.&lt;br /&gt;
*'''Mining''': Extracting mineral resources. More useful after settling down to begin expansion.&lt;br /&gt;
&lt;br /&gt;
Some other skills are better left for future colonists:&lt;br /&gt;
&lt;br /&gt;
*'''Animals''': Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.&lt;br /&gt;
*'''Intellectual''': Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.&lt;br /&gt;
*'''Artistic''': Early on you should not be making sculptures yet.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
Besides this, you should also have a colonist with a decent trait selection.&lt;br /&gt;
&lt;br /&gt;
These traits are especially harmful:&lt;br /&gt;
*'''Gourmand''': This trait will certainly make starting off harder- you will need to rush food production in order to keep this one colonist fed, which isn't good.&lt;br /&gt;
*'''Pyromaniac''': This universally hated trait is even more dangerous in a naked brutality start because if your lone colonist breaks, nothing but the rain can extinguish the fires started.&lt;br /&gt;
*'''Volatile''': Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress.&lt;br /&gt;
&lt;br /&gt;
Some traits are more helpful:&lt;br /&gt;
*'''Industrious''': Finishing your work faster means you can get more done. This is especially useful if only 1 colonist's doing everything.&lt;br /&gt;
*'''Fast learner''': Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills.&lt;br /&gt;
&lt;br /&gt;
== At the beginning ==&lt;br /&gt;
&lt;br /&gt;
It is essential that you solve the basic needs for survival first- in RimWorld, that is food and shelter.&lt;br /&gt;
&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
&lt;br /&gt;
Your shelter should be built out of wood. Any wood structure is better than nothing.&lt;br /&gt;
&lt;br /&gt;
A dedicated storage/warehouse is not strictly necessary at this point, however it is better that you build one- that is, once you take care of other things.   &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
At the beginning, you will need some form of weapon. In order to hunt effectively, a [[short bow]] is best. You will need to go hunting to gather meat and fabrics.&lt;br /&gt;
&lt;br /&gt;
After you gather enough leather from hunting, you can make [[tribalwear]] to cover yourself up.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
Food can be gathered from plants around you, such as berries or agave. If you have a good grower you should also start growing crops now. Grow rice first, followed by corn. Do potatoes if the only soil around you is poor.&lt;br /&gt;
&lt;br /&gt;
Rice is a good choice to provide constant food fast, but don't rely on rice extensively especially when you lack manpower. Planting slower growing plants with high yield is a good solution after you have secured enough food to wait for longer-growing plants to grow.  &lt;br /&gt;
&lt;br /&gt;
=== Hunting / Scavenging ===&lt;br /&gt;
&lt;br /&gt;
An effective hunting method is to draft your colonist and manually shoot all animals in a herd until they are bleeding, then let blood loss do its work. In the meantime, you can do other things.&lt;br /&gt;
&lt;br /&gt;
Search the map often, there will be a couple of dead animals which were attacked by predators. You can unforbid and butcher them for free food and leather for your first Tribalwear.&lt;br /&gt;
&lt;br /&gt;
== Next step ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Lack of equipment and manpower makes it harder to fight against raiders. Traps will help you a lot in the early stage; placing traps at chokepoints, and luring raiders to trigger them, make it much easier to win.&lt;br /&gt;
&lt;br /&gt;
=== New colonists ===&lt;br /&gt;
&lt;br /&gt;
New colonists can either join by chance, or you can encounter someone who can be saved and potentially join your colony.&lt;br /&gt;
&lt;br /&gt;
If it's a wounded person dropping in, you should always try to rescue them first. They can choose to join your colony right away. If they don't, arrest them later.&lt;br /&gt;
&lt;br /&gt;
After you get your second colonist, things will start to be much smooth and easier.&lt;br /&gt;
&lt;br /&gt;
== Extreme Biomes Survival ==&lt;br /&gt;
The above will work fine at normal temperate forest, or even rain forest. but if you start at an extreme biomes , the survival tactics will be different.&lt;br /&gt;
&lt;br /&gt;
Generally Wood and [[Healroot]] is scarce or even not exist in Extreme Desert and Tundra ,you are not able to made bow for hunting. If you choose this biomes, better choose colonist with high melee skill instead of shooting skills. Low melee skill will increase your injury rate, even fight with the hare. increase the chance to get infection and eventually dead. Also decrease the survival chance against the raiders.&lt;br /&gt;
&lt;br /&gt;
=== Extreme Heat Biomes ===&lt;br /&gt;
The most dangerous threat in Heat Biomes is the temperature. Not the lack of food. Heat wave will kill you for sure if you are unprepared.&lt;br /&gt;
&lt;br /&gt;
You need to build a temperature controlled room as soon as possible. simply a wind turbine and cooler already help. &lt;br /&gt;
&lt;br /&gt;
If you start Naked Brutality with Tribal start, Stock enough wood for the passive cooler. Plant Saguaro cactus will provide fast and reliable wood resource. Help you to build up your base and fuel for passive cooler. especially for extreme desert run due to scarce wood resource.&lt;br /&gt;
&lt;br /&gt;
Food actually not a big problem in Heat Biomes run. There's gravel everywhere that you can grow potato and other plant. You will have a hard time at the start, but will be much better after the first harvest.&lt;br /&gt;
&lt;br /&gt;
Food will grow up whole years,  Heat wave will slow down the growth rate of the plant but won't kill them,so the food supply is steady.&lt;br /&gt;
&lt;br /&gt;
Keep an eyes on the wild animal. for desert and extreme desert, there's only few naturally grow plant for the animals to eat. a group of camel will be a big threat to your farmland. Better hunt them down soonest or enclosed the farmland by wall.&lt;br /&gt;
&lt;br /&gt;
=== Extreme Cold Biomes ===&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Basics]] - for survival with an industrial start in general, especially 'Crashlanded'&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur32gvvs9ji5ntl9&amp;topic_revId=ur32gvvs9ji5ntl9&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur32gvvs9ji5ntl9&amp;topic_revId=ur32gvvs9ji5ntl9&amp;action=single-view"/>
		<updated>2018-12-26T07:48:19Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur32gvvs9ji5ntl9#flow-post-ur32gvvs9ji5ntl9&quot;&gt;commented&lt;/a&gt; on &quot;Astounding absurdity&quot; (&lt;em&gt;Generally, i agree with you, but not the Naked Brutality point. In my opinion, the first person die, Game is over. If you run your game l...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Naked_Brutality_Guide&amp;diff=61885</id>
		<title>Naked Brutality Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Naked_Brutality_Guide&amp;diff=61885"/>
		<updated>2018-12-25T08:59:59Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: ** Under construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
In the Naked Brutality scenario, you start with absolutely nothing, not even clothes.&lt;br /&gt;
&lt;br /&gt;
Because of this, it is possibly the hardest scenario of all.&lt;br /&gt;
&lt;br /&gt;
== Scenario Parameter==&lt;br /&gt;
&lt;br /&gt;
'''Summary:'''  Naked, alone and utterly unprepared. Can you survive? &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' You went under anaesthetic 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 'New Arrivals'&lt;br /&gt;
*Start with no items&lt;br /&gt;
*Colonist arrives naked&lt;br /&gt;
&lt;br /&gt;
== Starting colonist ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
You must choose a colonist that is capable of survival skills. They don't need to be good at them, but they must be able to do so at the very least. This includes:&lt;br /&gt;
*'''Dumb labor''': Hauling and cutting plants. Cleaning is optional.&lt;br /&gt;
*'''Construction''': Building shelter to live in.&lt;br /&gt;
*'''Medicine''': Treating oneself when injured or sick. High skill is more important as you have to rely on [[herbal medicine]] scavenged from your surroundings.&lt;br /&gt;
*'''Violence''': Defending oneself from mad animals or raiders, as well as hunt for food.&lt;br /&gt;
*'''Crafting''': Making equipment and misc crafting. You need to craft your own starting equipment as you don't start with any.&lt;br /&gt;
&lt;br /&gt;
If the colonist doesn't have these skills then it's best that you reroll until you have one that does. You don't need them to be interested or skilled in any of them, but if you do then it's a plus.&lt;br /&gt;
&lt;br /&gt;
Some skills will make survival easier, but are not essential:&lt;br /&gt;
&lt;br /&gt;
*'''Cooking''': Making meals out of raw food and butchering creatures. You can eat raw food in a pinch but it's not a good idea to do so.&lt;br /&gt;
*'''Growing''': Growing crops. While you can subsist on hunting and gathering alone very early on, you will eventually need to start planting crops to feed your colonists.&lt;br /&gt;
*'''Social''': Recruiting new colonists and trading. If you are lucky enough to capture a raider then you can use your Social skills to turn them to your side.&lt;br /&gt;
*'''Mining''': Extracting mineral resources. More useful after settling down to begin expansion.&lt;br /&gt;
&lt;br /&gt;
Some other skills are better left for future colonists:&lt;br /&gt;
&lt;br /&gt;
*'''Animals''': Training animals isn't quite a necessity early-game, but will greatly compliment you in combat, provided you have sufficient food to train animals.&lt;br /&gt;
*'''Intellectual''': Unless you started off in an extreme environment and need essential research (such as Hydroponics) then it's better that you focus on building up a working shelter for survival first, as research merely assists survival.&lt;br /&gt;
*'''Artistic''': Early on you should not be making sculptures yet.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
Besides this, you should also have a colonist with a decent trait selection.&lt;br /&gt;
&lt;br /&gt;
These traits are especially harmful:&lt;br /&gt;
*'''Gourmand''': This trait will certainly make starting off harder- you will need to rush food production in order to keep this one colonist fed, which isn't good.&lt;br /&gt;
*'''Pyromaniac''': This universally hated trait is even more dangerous in a naked brutality start because if your lone colonist breaks, nothing but the rain can extinguish the fires started.&lt;br /&gt;
*'''Volatile''': Having your lone colonist break down is not a good thing to happen, as this will put them right out of action, stagnating progress.&lt;br /&gt;
&lt;br /&gt;
Some traits are more helpful:&lt;br /&gt;
*'''Industrious''': Finishing your work faster means you can get more done. This is especially useful if only 1 colonist's doing everything.&lt;br /&gt;
*'''Fast learner''': Improving your skills faster is very handy, as 1 colonist doing everything gives ample opportunity to train up skills.&lt;br /&gt;
&lt;br /&gt;
== At the beginning ==&lt;br /&gt;
&lt;br /&gt;
It is essential that you solve the basic needs for survival first- in RimWorld, that is food and shelter.&lt;br /&gt;
&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
&lt;br /&gt;
Your shelter should be built out of wood. Any wood structure is better than nothing.&lt;br /&gt;
&lt;br /&gt;
A dedicated storage/warehouse is not strictly necessary at this point, however it is better that you build one- that is, once you take care of other things.   &lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
At the beginning, you will need some form of weapon. In order to hunt effectively, a [[short bow]] is best. You will need to go hunting to gather meat and fabrics.&lt;br /&gt;
&lt;br /&gt;
After you gather enough leather from hunting, you can make [[tribalwear]] to cover yourself up.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
Food can be gathered from plants around you, such as berries or agave. If you have a good grower you should also start growing crops now. Grow rice first, followed by corn. Do potatoes if the only soil around you is poor.&lt;br /&gt;
&lt;br /&gt;
Rice is a good choice to provide constant food fast, but don't rely on rice extensively especially when you lack manpower. Planting slower growing plants with high yield is a good solution after you have secured enough food to wait for longer-growing plants to grow.  &lt;br /&gt;
&lt;br /&gt;
=== Hunting / Scavenging ===&lt;br /&gt;
&lt;br /&gt;
An effective hunting method is to draft your colonist and manually shoot all animals in a herd until they are bleeding, then let blood loss do its work. In the meantime, you can do other things.&lt;br /&gt;
&lt;br /&gt;
Search the map often, there will be a couple of dead animals which were attacked by predators. You can unforbid and butcher them for free food and leather for your first Tribalwear.&lt;br /&gt;
&lt;br /&gt;
== Next step ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Lack of equipment and manpower makes it harder to fight against raiders. Traps will help you a lot in the early stage; placing traps at chokepoints, and luring raiders to trigger them, make it much easier to win.&lt;br /&gt;
&lt;br /&gt;
=== New colonists ===&lt;br /&gt;
&lt;br /&gt;
New colonists can either join by chance, or you can encounter someone who can be saved and potentially join your colony.&lt;br /&gt;
&lt;br /&gt;
If it's a wounded person dropping in, you should always try to rescue them first. They can choose to join your colony right away. If they don't, arrest them later.&lt;br /&gt;
&lt;br /&gt;
After you get your second colonist, things will start to be much smooth and easier.&lt;br /&gt;
&lt;br /&gt;
== Extreme Biomes Survival ==&lt;br /&gt;
The above will work fine at normal temperate forest, or even rain forest. but if you start at an extreme biomes , the survival tactics will be different.&lt;br /&gt;
&lt;br /&gt;
=== Extreme Cold Biomes ===&lt;br /&gt;
&lt;br /&gt;
=== Extreme Heat Biomes ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Basics]] - for survival with an industrial start in general, especially 'Crashlanded'&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0v6zur0vjylvv1&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0v6zur0vjylvv1&amp;action=single-view"/>
		<updated>2018-12-25T08:04:50Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;post&lt;/a&gt; on &quot;Astounding absurdity&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0v6lhwmnplfbt9&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0v6lhwmnplfbt9&amp;action=single-view"/>
		<updated>2018-12-25T08:04:38Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;post&lt;/a&gt; on &quot;Astounding absurdity&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0uv1zwp29dgih9&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0uv1zwp29dgih9&amp;action=single-view"/>
		<updated>2018-12-25T07:58:53Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;post&lt;/a&gt; on &quot;Astounding absurdity&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0ulmohx1mscpzh&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0ulmohx1mscpzh&amp;action=single-view"/>
		<updated>2018-12-25T07:54:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;post&lt;/a&gt; on &quot;Astounding absurdity&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0udtkyiye8pwul&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0udtkyiye8pwul&amp;action=single-view"/>
		<updated>2018-12-25T07:50:17Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;post&lt;/a&gt; on &quot;Astounding absurdity&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0ubody9s0e5zt9&amp;action=single-view</id>
		<title>Topic:Uqm0mld642dik32l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqm0mld642dik32l&amp;topic_postId=ur0ubody9s0e5zt9&amp;topic_revId=ur0ubody9s0e5zt9&amp;action=single-view"/>
		<updated>2018-12-25T07:49:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uqm0mld642dik32l&amp;amp;topic_showPostId=ur0ubody9s0e5zt9#flow-post-ur0ubody9s0e5zt9&quot;&gt;commented&lt;/a&gt; on &quot;Astounding absurdity&quot; (&lt;em&gt;My point of view, if you consider challanging to survive at sea ice, then every thing told at this guide is fine. if your final goal is t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61884</id>
		<title>Crafting spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61884"/>
		<updated>2018-12-25T04:04:00Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: Sorry for undo and redo again..... i just wanna to confirm before issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crafting spot&lt;br /&gt;
|image = Crafting spot.png|Crafting spot&lt;br /&gt;
|description = A place for crafting simple things like shivs or bows.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp =&lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}&lt;br /&gt;
While the crafting spot is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add bill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Craftable items are:&lt;br /&gt;
* [[smokeleaf joint]]&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[club]]&lt;br /&gt;
* [[knife]]&lt;br /&gt;
* [[short bow]]&lt;br /&gt;
&lt;br /&gt;
Tribal exclusive items:&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[War veil]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
&lt;br /&gt;
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61846</id>
		<title>Crafting spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61846"/>
		<updated>2018-12-23T07:43:06Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: Undo revision 61845 by AngusNHC (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crafting spot&lt;br /&gt;
|image = Crafting spot.png|Crafting spot&lt;br /&gt;
|description = A place for crafting simple things like shivs or bows.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp =&lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}&lt;br /&gt;
While the crafting spot is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add bill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Craftable items are:&lt;br /&gt;
* [[smokeleaf joint]]&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[club]]&lt;br /&gt;
* [[knife]]&lt;br /&gt;
* [[short bow]]&lt;br /&gt;
&lt;br /&gt;
Tribal exclusive items:&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[War veil]]&lt;br /&gt;
&lt;br /&gt;
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61845</id>
		<title>Crafting spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61845"/>
		<updated>2018-12-23T06:45:47Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crafting spot&lt;br /&gt;
|image = Crafting spot.png|Crafting spot&lt;br /&gt;
|description = A place for crafting simple things like shivs or bows.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp =&lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}&lt;br /&gt;
While the crafting spot is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add bill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Craftable items are:&lt;br /&gt;
* [[smokeleaf joint]]&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[club]]&lt;br /&gt;
* [[knife]]&lt;br /&gt;
* [[short bow]]&lt;br /&gt;
&lt;br /&gt;
Tribal exclusive items:&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[War veil]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
&lt;br /&gt;
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61843</id>
		<title>Crafting spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61843"/>
		<updated>2018-12-23T04:36:50Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crafting spot&lt;br /&gt;
|image = Crafting spot.png|Crafting spot&lt;br /&gt;
|description = A place for crafting simple things like shivs or bows.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp =&lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}&lt;br /&gt;
While the crafting spot is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add bill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Craftable items are:&lt;br /&gt;
* [[smokeleaf joint]]&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[club]]&lt;br /&gt;
* [[knife]]&lt;br /&gt;
* [[short bow]]&lt;br /&gt;
&lt;br /&gt;
The following craftable items can only be made by tribal factions:&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[War veil]]&lt;br /&gt;
&lt;br /&gt;
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=61842</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=61842"/>
		<updated>2018-12-23T04:13:27Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Artificial light sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
'''Environment''' consists of several aspects throughout the map that are largely intangible but can have a great impact on human inhabitants, wild animals, and plant life. Many of these aspects are ruled by the map's biome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty, i.e. a granite chunk (beauty of -10) on a wood floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flooring ==&lt;br /&gt;
{{Main|Floors}}&lt;br /&gt;
Flooring replaces the natural terrain. It has an effect on beauty, growing zones, and walking speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[Cover|cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
# Plant growth - Plants only grow when the light level is at least 51%.&lt;br /&gt;
# Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
# Colonists' mood - Colonists in sustained darkness will have the [[Thoughts_list#In_darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: &amp;lt;em&amp;gt;Lit&amp;lt;/em&amp;gt;, &amp;lt;em&amp;gt;Brightly lit&amp;lt;/em&amp;gt;, and &amp;lt;em&amp;gt;Dark&amp;lt;/em&amp;gt;. Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances: &lt;br /&gt;
* [[torch lamp]]&lt;br /&gt;
* [[standing lamp]] and colored varieties&lt;br /&gt;
* [[sun lamp]] (brightly lit)&lt;br /&gt;
Appliances that incidentally generate light are a crematorium, an electric smelter, a [[heater]], [[Fueled generator]], [[Chemfuel powered generator ]] , and a campfire.&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
The timing and strength of daylight is affected by latitude and time of year, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''List of natural terrains'''&lt;br /&gt;
(As of Version 1.0)&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Move Speed Modifier !! Fertility !! Terrain Support&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 87% || | 100% || | Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 87% || | 70% || | Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 87% || | 140% || | Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Mud&lt;br /&gt;
| 52% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 76% || | 10% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Soft sand&lt;br /&gt;
| 52% || | 0% || Light&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 81% || | 100% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marsh&lt;br /&gt;
| 30% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Rough stone tile&lt;br /&gt;
| 87% || | 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 46% || | 100% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow ocean water&lt;br /&gt;
| 30% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Deep ocean water&lt;br /&gt;
| 0% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow water&lt;br /&gt;
| 30% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Shallow moving water&lt;br /&gt;
| 30% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Ice&lt;br /&gt;
| 52% || | 0% || Heavy&lt;br /&gt;
|-&lt;br /&gt;
! Deep water&lt;br /&gt;
| 0% || | 0% || None&lt;br /&gt;
|-&lt;br /&gt;
! Chest-deep moving water&lt;br /&gt;
| 22% || | 0% || None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
=== Types of Flooring ===&lt;br /&gt;
&lt;br /&gt;
There are several different types of flooring available, with each requiring specific resources to construct each tile.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. Wind speed continually varies between 0% to 100% but it is not displayed onscreen. Wind speed is a direct multiplier of a wind turbine's power output. At 50% wind speed a wind turbine produces 1500W of its 3000W max.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
!Label&lt;br /&gt;
!Time of year&lt;br /&gt;
!Temperature range &amp;lt;ref&amp;gt; Can continue even if the temperature exits the appropriate range, once started. &amp;lt;/ref&amp;gt;&lt;br /&gt;
!Accuracy modifier&lt;br /&gt;
!Movement speed modifier&lt;br /&gt;
!Wind speed&lt;br /&gt;
!Wind speed modifier&lt;br /&gt;
!Can put out fires&lt;br /&gt;
!Snowing rate&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fog&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|50%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Can accompany rain to create Foggy Rain&lt;br /&gt;
|-&lt;br /&gt;
|Rain&lt;br /&gt;
|Any&lt;br /&gt;
|0 - 100°C&lt;br /&gt;
|80%&lt;br /&gt;
|90%&lt;br /&gt;
|Calm to Moderate&lt;br /&gt;
|80%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain will turn into snow if the temperature falls below +2 degrees Celsius. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
|Dry Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|Lightning strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
[[File:Dry Thunderstorm.png|100px|right]]&lt;br /&gt;
|-&lt;br /&gt;
|Rainy Thunderstorm&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|Moderate to Extreme&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foggy rain&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|50%&lt;br /&gt;
|90%&lt;br /&gt;
|None to Calm&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hard snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| -270 to -0.5°C&lt;br /&gt;
|80%&lt;br /&gt;
|80%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|120%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Soft snow&lt;br /&gt;
|Mainly Winter&lt;br /&gt;
| -270 to -0.5°C&lt;br /&gt;
|80%&lt;br /&gt;
|100%&lt;br /&gt;
|None to Moderate&lt;br /&gt;
|150%&lt;br /&gt;
|Yes&lt;br /&gt;
|80%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
|Any&lt;br /&gt;
|Any&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|None to moderate&lt;br /&gt;
|100%&lt;br /&gt;
|No&lt;br /&gt;
|None&lt;br /&gt;
|An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). Lightning strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Guest&amp;diff=61384</id>
		<title>Guest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Guest&amp;diff=61384"/>
		<updated>2018-11-25T09:00:13Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: still in progress.... but it will be great if someone can furnish my poor english.........&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Guest are a friendly or neutral [[Human]] which is downed and rescued in an [[Event]] or [[injury]].  &lt;br /&gt;
&lt;br /&gt;
In order to rescue a downed human, you need to have a vacant [[Sleeping spot]], [[bedrolls]], [[bed]] or [[Hospital bed]]. Once your pawns reached the downed person and taking back to the vacant sleeping place, he/she will be identify as guest.&lt;br /&gt;
&lt;br /&gt;
If you select the option &amp;quot;Try to arrest&amp;quot; instead , the target person will be arrest as a [[prisoner]]&lt;br /&gt;
&lt;br /&gt;
Keep an eye on the health condition of downed person. Sometime downed person are hurt seriously and very close to death. It's better build a sleeping spot beside the downed person and treat the wound first, or the person will be a corpse before arrived your base. &lt;br /&gt;
&lt;br /&gt;
===Escape pod===&lt;br /&gt;
&lt;br /&gt;
[[Events#Transport_pod_crash|Transport pod crash]] land nearby. The occupant will be incapacitated. If the occupant is belong to friendly faction or a neutral refugee , you can rescued and treated as a guest or be captured as a prisoner. &lt;br /&gt;
&lt;br /&gt;
You can only capture the occupant from hostile faction and cannot treat him as a guest.&lt;br /&gt;
&lt;br /&gt;
The guest will use any bed assigned for medical purpose. After recovery, the character will start moving and walk towards the edge of the map. &lt;br /&gt;
&lt;br /&gt;
In order to become part of the colony, s/he can be captured as prisoner and then recruited.&lt;br /&gt;
&lt;br /&gt;
[[File:Guest.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Fallen visitor ===&lt;br /&gt;
[[People#Traders|Visitors]] may fall down due to environmental events such as a [[Events#Heat_Wave|heatwave]], opening the opportunity to guest them as well. Stripping a visitor doesn't have a negative impact in foreign affairs. Once the guest recovers motion, s/he will start moving towards a map edge to return home. A message will pop-up saying: ''&amp;quot;Because (name) exited the map healthy, relations with (faction) have improved by 15.&amp;quot;&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Fallen visitor 1.png|Fell on the ground&lt;br /&gt;
File:Fallen visitor 2.png|Guest at hospital&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Watermill_generator&amp;diff=61188</id>
		<title>Watermill generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Watermill_generator&amp;diff=61188"/>
		<updated>2018-11-17T01:29:09Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
|name = Watermill generator&lt;br /&gt;
|image = watermill_generator.png|128px{{!}} Watermill generator&lt;br /&gt;
|description =  Produces electricity from a river. Must be placed with its wheel in moving water. If watermills are placed too close together, the turbulence they generate will interfere and reduce power generation.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 5|6&lt;br /&gt;
|hp =400 &lt;br /&gt;
|efficiency = &lt;br /&gt;
|power = + 1100&lt;br /&gt;
|buy = {{icon|wood|280}} + {{icon|metal|80}} + {{icon|component|3}}&lt;br /&gt;
|sell = {{icon|wood|210}} + {{icon|metal|60}} + {{icon|component|2.25}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Watermill generators are built on moving water to generate a constant 1100W of electricity, regardless of weather or other conditions.&lt;br /&gt;
&lt;br /&gt;
If you wish to build multiple watermills, they will need to be spread out a bit making them slightly harder to defend than most other power generating systems. &lt;br /&gt;
&lt;br /&gt;
It will not interfere and reduce power generation if you build bridge within the zone required for the turbine.&lt;br /&gt;
&lt;br /&gt;
Requires Watermill Generator [[research]].&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
Introduced in Beta 19.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkw5hmcpipzh59&amp;action=single-view</id>
		<title>Topic:Uonkoc5q2ue20nt9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkw5hmcpipzh59&amp;action=single-view"/>
		<updated>2018-11-17T01:13:19Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uonkoc5q2ue20nt9&amp;amp;topic_showPostId=uonkoc5t739cp18t#flow-post-uonkoc5t739cp18t&quot;&gt;post&lt;/a&gt; on &quot;Redundant Extreme Cold Guide -&amp;gt; Sea Ice Guide?&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkvtgcs8lk4z2l&amp;action=single-view</id>
		<title>Topic:Uonkoc5q2ue20nt9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkvtgcs8lk4z2l&amp;action=single-view"/>
		<updated>2018-11-17T01:13:09Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uonkoc5q2ue20nt9&amp;amp;topic_showPostId=uonkoc5t739cp18t#flow-post-uonkoc5t739cp18t&quot;&gt;post&lt;/a&gt; on &quot;Redundant Extreme Cold Guide -&amp;gt; Sea Ice Guide?&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkq07ogr3e2bv1&amp;action=single-view</id>
		<title>Topic:Uonkoc5q2ue20nt9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkq07ogr3e2bv1&amp;action=single-view"/>
		<updated>2018-11-17T01:10:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uonkoc5q2ue20nt9&amp;amp;topic_showPostId=uonkoc5t739cp18t#flow-post-uonkoc5t739cp18t&quot;&gt;post&lt;/a&gt; on &quot;Redundant Extreme Cold Guide -&amp;gt; Sea Ice Guide?&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkpesaeg8d36vh&amp;action=single-view</id>
		<title>Topic:Uonkoc5q2ue20nt9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkpesaeg8d36vh&amp;action=single-view"/>
		<updated>2018-11-17T01:09:58Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uonkoc5q2ue20nt9&amp;amp;topic_showPostId=uonkoc5t739cp18t#flow-post-uonkoc5t739cp18t&quot;&gt;post&lt;/a&gt; on &quot;Redundant Extreme Cold Guide -&amp;gt; Sea Ice Guide?&quot;&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkoc5t739cp18t&amp;action=single-view</id>
		<title>Topic:Uonkoc5q2ue20nt9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uonkoc5q2ue20nt9&amp;topic_postId=uonkoc5t739cp18t&amp;topic_revId=uonkoc5t739cp18t&amp;action=single-view"/>
		<updated>2018-11-17T01:09:25Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AngusNHC (page does not exist)&quot;&gt;&lt;bdi&gt;AngusNHC&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AngusNHC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AngusNHC (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AngusNHC&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AngusNHC&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:Uonkoc5q2ue20nt9&amp;amp;topic_showPostId=uonkoc5t739cp18t#flow-post-uonkoc5t739cp18t&quot;&gt;commented&lt;/a&gt; on &quot;Redundant Extreme Cold Guide -&amp;gt; Sea Ice Guide?&quot; (&lt;em&gt;TAG ** This page is suggested for Deletion. Reason: redundant content with Ice Sheet Guide I Agree the page &amp;quot;Extreme cold guide is redund...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=61136</id>
		<title>Deterioration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=61136"/>
		<updated>2018-11-14T09:07:49Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Deterioration''' is the gradual loss of the hit points of certain items. An item is anything that can be hauled by a colonist. Deterioration is akin to an item taking damage from projectiles, explosions, or fire since they all affect the same hit points stat. Affected items include [[clothing]], [[armor]], [[weapons]], and most [[resources]]. Deterioration is applied to an item that is not placed in a safe place. Outdoor area, water, sea, swamp will trigger the deterioration. &lt;br /&gt;
&lt;br /&gt;
A [[shelf]] provides protection for any item. Mountains have an indestructible roof making them well-suited to protect perishable items. But be careful when you re-constructing the walls, If the roof collapse ,everything underneath will be buried.&lt;br /&gt;
&lt;br /&gt;
When an item's hit points reaches 0 it is destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Special notes:''&lt;br /&gt;
&lt;br /&gt;
* Deterioration is also applied to apparel (armor and clothing) when worn. A colonist wearing any apparel with hit points 20% or below will get the 'Wearing tattered apparel' thought. A colonist wearing any apparel with hit points between 21% and 50% will get the 'Wearing frayed apparel' thought.&lt;br /&gt;
&lt;br /&gt;
* Artillery shells that deteriorate to 0 hit points will explode.&lt;br /&gt;
&lt;br /&gt;
* Raw food deteriorates in addition to still being prone to spoilage.&lt;br /&gt;
&lt;br /&gt;
* Equipped weapons do not deteriorate.&lt;br /&gt;
&lt;br /&gt;
* As an item loses hit points it also loses it's [[Market_Value|market value]] very quickly. Items lose other stats as well:&lt;br /&gt;
** Apparel suffers lowered armor protection and insulation. &lt;br /&gt;
** Ranged weapons suffer lowered accuracy. &lt;br /&gt;
** Melee weapons suffer lowered melee damage.&lt;br /&gt;
** Personal shields suffer lowered max energy and lowered recharge rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deterioration Rate==&lt;br /&gt;
An item's [[Deterioration_Rate|deterioration rate]] specifies how many hit points are lost per day. Depending on the type of item it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed, or listed as '0.00/d', then the item will not deteriorate. Rain greatly affects deterioration rate. For items with the [[quality]] stat, a high quality item will have a lower deterioration rate than a poor quality item.&lt;br /&gt;
&lt;br /&gt;
==Immunity==&lt;br /&gt;
[[Metallic_Materials|Metal]] and [[Stony_Materials|stone]] are immune to deterioration. However, items crafted from these materials do not carry over that immunity.&lt;br /&gt;
&amp;lt;br&amp;gt;Other immune items:&lt;br /&gt;
* [[AI persona core]]&lt;br /&gt;
* [[Artifact]]s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=61133</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=61133"/>
		<updated>2018-11-14T08:35:39Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Freezer Tips */&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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Temperature''' is an important consideration in colony management. In some [[biomes]] temperature can reach extreme highs and lows. Temperature also plays a major role and is affected by many things in [[world generation]]. The temperature in the outdoors stay fairly consistent. Temperature can be used as a weapon for any player with adequate power to burn in a raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is an orange glow when hovering over very hot areas to help you identify them. In these areas, it is so hot that flammable objects will spontaneously catch fire, and pawns will be burnt by superheated air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Temperature affects many aspects of your colonist's life. Cold temperatures will preserve food and freeze your colonists to death, while hot temperatures will rot food, cook colonists, and can even start fires. Temperature is determined by the climate of your biome and is managed through structures in the temperature menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Temperature equalizes through roof and walls, with higher temperature differences and more connecting tiles having a stronger effect. Larger rooms have more &amp;quot;mass&amp;quot; to maintain their temperature and will have more authority over smaller rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperature transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer hot or cold quickly through a large base. Double thick walls act as an insulator to reduce heat transfer between rooms. Any room that borders an outdoors area will try to match the outdoors temperature, even if the room borders solid rock. Rooms with extreme temperature differences can be buffered with an intermediate room, such as by using a cold hallway to protect a warm bedroom from a frozen outdoors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting outside your base, or leave large solid rock clusters inside your base. This will increase your surface area against outdoor temperatures and make it more difficult to manage. Cut off the hallways using doors and mine the rock until all traces of outdoor area are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the most part your colonists do not require an ideal temperature all the time to be happy. They only become unhappy with sleeping in an overly cold or hot bedroom and only suffer damage if they lack proper [[clothing]] for a hot/cold day. A colonist at risk of injury will first suffer unhappy thoughts about their temperature and will attempt to find more suitable clothing to be comfortable.&lt;br /&gt;
&lt;br /&gt;
== Managing Temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures:&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[File:Cooler.png|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony.&lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 0 °C / 32 °F. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
===== Freezer Tips =====&lt;br /&gt;
* Building freezers that can tolerate extreme heat, due to biome or heat waves, can be challenging. The type of material used to build the walls does not matter because they all have the same insulation values. However, increasing the walls from 1-thick to 2-thick dramatically improves the insulation, but thickness beyond 2-thick does not have a noticeable effect. Never block a cooler's intake or exhaust port or else it won't function.&lt;br /&gt;
&lt;br /&gt;
* Freezers lose a great deal of cooling through doors as pawns open them. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists.&lt;br /&gt;
&lt;br /&gt;
* The hot end of the Cooler is useful for climates where the temperature rarely gets above 20C and almost never above 30C. Instead of pointing the freezer's Cooler outside, point it directly into your base. This will increase your energy efficiency and may save a few components on Heaters. It is useful also for climate where the temperature will raise just above 0C at the summer, Pointing the cold end to freezer and hot end to the Temperature controlled room. Make the food frozen and heating up the room. Maximize the energy efficiency.&lt;br /&gt;
&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[File:PassiveCooler.png|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for tribal starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{temperature|15}} for 5 days. &lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[File:Heater.png|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[File:Campfire.png|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater.&lt;br /&gt;
&lt;br /&gt;
They cannot raise the temperature to over 30 degrees Celsius.&lt;br /&gt;
&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[File:Vent.png|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Menus#Flick|flicking]].&lt;br /&gt;
&lt;br /&gt;
=== Steam Geysers ===&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates but can overheat an indoors space in warmer biomes. &lt;br /&gt;
&lt;br /&gt;
=== Fire Weapons ===&lt;br /&gt;
[[file:Molotov.png|56px|left|link=Molotov_cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[Molotov cocktail]] and [[Incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[File:Door.png|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms, or outdoors for exterior doors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Extreme Temperature Effects ==&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{temperature|2000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature. The gear tab also shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On pawns ===&lt;br /&gt;
Temperatures below a pawn's [[Minimum Comfortable Temperature|minimum comfortable temperature]] or above their [[Maximum Comfortable Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death. The simple cure for any afflicted colonist is to return them to a normal temperature environment. This process can be sped up by forcing the colonist into the opposite extreme, such as putting heatstroke victims in a freezer to cool off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailments include:&lt;br /&gt;
* [[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to heat.&lt;br /&gt;
* [[Injury#Burn|Burns]] - caused by exposure to extreme heat or contact with [[fire]].&lt;br /&gt;
* [[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to cold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On objects ===&lt;br /&gt;
Objects such as wooden structures and furniture will ignite once they reach a high enough temperature, depending on their material's [[flammability]]. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extreme cold has no negative effect on objects; most [[food]] and [[plant matter]] items spoil depending on temperature, and become refrigerated at temperatures below {{temperature|10}}, slowing down the spoiling process. When temperature reaches freezing ({{temperature|0}}), they become frozen and completely stop spoiling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Temperature Thresholds ===&lt;br /&gt;
&lt;br /&gt;
It is important to know where Temperature might become an issue. Often multiple aspects have to be considered with Temperature: Pawn Limits, Sleeping Pawn Limits (which exclude clothing values), Workbench Limits, Plant Limits.&lt;br /&gt;
&lt;br /&gt;
For example, the highest and lowest temperature pawns can survive is way above and below the temperature for plantgrowth and the temperature range of most workbrenches. In extreme heat even the spontaneous Combustion of Building Material becomes an issue.&lt;br /&gt;
&lt;br /&gt;
* 2000°C maximum value&lt;br /&gt;
* ~235°C Items spontaneously catch fire&lt;br /&gt;
* 50°C Animals max temperature&lt;br /&gt;
* 44°C Plant Growth slowed&lt;br /&gt;
* 26°C default human upper limit&lt;br /&gt;
* 21°C Heater and Cooler default target&lt;br /&gt;
* 15°C Passive Cooler min temperature&lt;br /&gt;
* 16°C default human upper limit&lt;br /&gt;
* 10-1°C Plant growth and Food Spoiling Slowed&lt;br /&gt;
* 5°C bad temperature bench modifier&lt;br /&gt;
* 2°C Tribalwear lower limit&lt;br /&gt;
* 0°C Plant growth and Food Spoiling Stopped&lt;br /&gt;
* -270°C minimum value as of B18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nutrient_paste_meal&amp;diff=61004</id>
		<title>Nutrient paste meal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nutrient_paste_meal&amp;diff=61004"/>
		<updated>2018-11-04T08:00:21Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = MealNutrientPaste&lt;br /&gt;
| description = A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Meal/NutrientPaste&lt;br /&gt;
| label = nutrient paste meal&lt;br /&gt;
| parent name = MealRottable&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| ingested direct thought = AteNutrientPasteMeal&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition = 0.90&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| taste = Awful&lt;br /&gt;
| joy offset = -0.04&lt;br /&gt;
| preferability = Awful&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 10&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 15&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| mass = 0.44&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A nutrient paste meal is produced from a [[nutrient paste dispenser]] by using 0.3 of any edible ingredients and each unit provides 0.9 nutrition. When consumed, it causes a -4 mood penalty thought [[thoughts list|''&amp;quot;Ate nutrient paste&amp;quot;'']]. No cooking skill is required to create this meal.&lt;br /&gt;
&lt;br /&gt;
A nutrient paste meal has advantages over cooked meals:&lt;br /&gt;
&lt;br /&gt;
* Extremely efficient on food reserves as it requires less ingredients and provide more nutrition.&lt;br /&gt;
* It never causes [[Ailments#Food_Poisoning|food poisoning]], while cooked meals always have a chance of causing [[Food_Poison_Chance| food poisoning]].&lt;br /&gt;
* Able to provide meals even there's no cooks.&lt;br /&gt;
&lt;br /&gt;
Colonists will prefer eating berries or simple meal instead only for a matter of taste.&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Food_production&amp;diff=61003</id>
		<title>Food production</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Food_production&amp;diff=61003"/>
		<updated>2018-11-04T07:56:26Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Strawberries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
The food production chain in RimWorld results in edible food to keep your colony sustained. There are multiple ways to obtain raw ingredients for refined food, and refined food itself.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
The most common way to produce food in RimWorld is to farm it. Vegetarian ingredients are obtained by growing crops, and meat ingredients are obtained by rearing livestock.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
RimWorld has five main crop types: [[corn plant|corn]], [[haygrass]], [[potato plant|potatoes]], [[rice plant|rice]], and [[strawberry plant|strawberries]]. Each plant in turn has their own unique set of advantages and disadvantages, making them all distinguishable from one another.&lt;br /&gt;
&lt;br /&gt;
Each crop will be roughly summarized here, but each crops' own pages will go into more detail on that particular crop:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Corn ====&lt;br /&gt;
[[File:Corn plant.png]]&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* More health points than any other crop (150 vs 85)&lt;br /&gt;
* Less labor-intensive, particularly for growers&lt;br /&gt;
* Yields ''a lot'' of [[corn]] per harvest&lt;br /&gt;
* Corn has a long shelf life&lt;br /&gt;
* Grows well in rich soil&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Long time between harvests means that supply is less consistent&lt;br /&gt;
* More risky when it comes to crop loss&lt;br /&gt;
* Can't be sown in [[hydroponics basin]]s&lt;br /&gt;
* Grows poorly in gravel&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
* Supplement food supply alongside other more stable food sources.&lt;br /&gt;
* Grow when short on growers or lack enough freezer capacity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Haygrass ====&lt;br /&gt;
[[File:Haygrass.png]]&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* [[Hay]] stacks up to 200, compared to 75 for other raw foods.&lt;br /&gt;
* Exceptionally good nutrition output&lt;br /&gt;
* Hay has a long shelf life if covered by a roof.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Can't be sown in hydroponics basins&lt;br /&gt;
* Hay is only indirectly edible by humans by making it into [[kibble]]. Even then, they won't like it.&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
* Supplement food for grazing animals when pastures are depleted.&lt;br /&gt;
* Make kibble along with unwanted meats like insect or human meats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Potatoes ====&lt;br /&gt;
[[File:Potato plant.png]]&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* Grows well in gravel&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* [[Potatoes]] have a slightly shorter shelf life&lt;br /&gt;
* Grows poorly in rich soil and hydroponics&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
* Grow in areas lacking fertile soil such as deserts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Rice ====&lt;br /&gt;
[[File:Rice plant.png]]&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* Grows quickly, so food supply is consistent&lt;br /&gt;
* Grows well in rich soil and hydroponics&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Grows poorly in gravel&lt;br /&gt;
* Yields little [[rice]] per harvest&lt;br /&gt;
* Very labor-intensive&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
* Start off your food production by growing this first.&lt;br /&gt;
* Grow in hydroponics basins for rapid production.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Strawberries====&lt;br /&gt;
[[File:Strawberry plant.png]]&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
* [[Berries]] don't give any negative thoughts when eaten raw&lt;br /&gt;
* longer shelf life compare with other cooked meals&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
* Inferior nutrition output compared to other crops&lt;br /&gt;
* Shorter shelf life compare with other raw crops&lt;br /&gt;
&lt;br /&gt;
'''Usage:'''&lt;br /&gt;
* Provide food for caravans taking medium-length trips.&lt;br /&gt;
* Grow when short on cooks.&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
&lt;br /&gt;
Though plant-based foods can sustain your colonists, you will usually need animal products if you're going to make better meals for your colonists.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of food products that can be yielded from animals: milk and meat. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[Meat]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:MeatBig_cropped.png]]&lt;br /&gt;
&lt;br /&gt;
Meat is butchered from any freshly killed animal. The amount of meat obtained is dependent on each animal, and the butchery efficiency of the cook. In general, better cooks can make more out of each dead animal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[Milk]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:Milk.png]]&lt;br /&gt;
&lt;br /&gt;
Milk can be obtained from some female tamed animals. It requires handlers to milk them occasionally.&lt;br /&gt;
&lt;br /&gt;
=== Livestock rearing ===&lt;br /&gt;
&lt;br /&gt;
Rearing livestock is a good choice for constantly providing these animal products for use. Milk in particular can only be obtained by milking livestock, outside of trading.&lt;br /&gt;
&lt;br /&gt;
There are two factors you will want to consider for livestock (solely for food production): nutrition efficiency and production rate.&lt;br /&gt;
&lt;br /&gt;
==== Nutrition efficiency ====&lt;br /&gt;
&lt;br /&gt;
This refers to how effectively the animal converts nutrition consumed to nutrition produced (either by milking or butchering). The grass on the map contains plenty of nutrition which in inaccessible to colonists, and requires you convert them to meat or milk before being consumable by colonists.&lt;br /&gt;
&lt;br /&gt;
For meat:&lt;br /&gt;
*Megaspiders have the highest efficiency of all animals with 0.716 nutrition generated per unit input. However, colonists don't like insect meat, and megaspiders can't be farmed.&lt;br /&gt;
*Foxes have the highest efficiency for regular meat with 0.561. They need to eat meat, thus there is significantly less food available.&lt;br /&gt;
*Pigs or wild boars have the highest efficiency for herbivores with 0.246.&lt;br /&gt;
&lt;br /&gt;
==== Production rate ====&lt;br /&gt;
&lt;br /&gt;
This is pretty straightforward. It is affected by the reproduction and growth rate of meat-producing animals.&lt;br /&gt;
&lt;br /&gt;
== Other methods ==&lt;br /&gt;
&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
&lt;br /&gt;
Early-game, you're not going to be able to set up a farm straight away; foraging is your best bet for keeping your colony sustained at this point. Forage for berries and agave, and hunt wild animals.&lt;br /&gt;
&lt;br /&gt;
You can also scavenge kills from predators, if they left anything behind, but be careful not to end up as prey yourself.&lt;br /&gt;
&lt;br /&gt;
==== [[Biomes]] ====&lt;br /&gt;
&lt;br /&gt;
Different biomes have different foods available to foraging.&lt;br /&gt;
&lt;br /&gt;
*Temperate forests are good in terms of food; you will have a good number of animals to hunt and berries to forage.&lt;br /&gt;
*Boreal forests have troves of raspberries waiting to be harvested and a decent number of animals during summer. Things get tougher during winter when animals leave and plants freeze over, making them inedible (though that doesn't stop you from harvesting berries).&lt;br /&gt;
*Arid shrublands have large numbers of agave plants growing, providing lots of food (though agave fruit doesn't taste good raw), and large animals that yield lots of meat.&lt;br /&gt;
*There's little to eat in a desert and even less in an extreme desert. Foraging is not a good choice there.&lt;br /&gt;
*Ice sheets yield little food, with a lot of land being unable to grow plants. Hunting is usually the only choice and there's little to hunt.&lt;br /&gt;
*There's nothing to see on sea ice.&lt;br /&gt;
&lt;br /&gt;
If you're lucky a herd of migrating animals will pass by, regardless of biome, providing valuable food especially in food deficient areas.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
&lt;br /&gt;
Between growing enough food to be self-sufficient and taming enough animals to set up a sustainable meat/milk farm, you will most likely have to resort to hunting for meats and leather.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
Trading gives lots of food instantly without much work from your colonists, but is more expensive marketwise than growing your own food.&lt;br /&gt;
&lt;br /&gt;
For colonies growing lots of food crops, trade can help obtain animal products such as meat in bulk for cooking quality meals in exchange for crop produce which is often in excess.&lt;br /&gt;
&lt;br /&gt;
== Processing food ==&lt;br /&gt;
&lt;br /&gt;
Eating raw food isn't really favorable to your colonists, usually netting them a -7 mood penalty. Besides, cooking food makes it easier to digest, allowing colonists and animals to obtain more nutrition from them.&lt;br /&gt;
Raw food can be made into several varieties of cooked meals or processed foods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few common considerations when picking the meal(s) to produce:&lt;br /&gt;
* *Work Efficiency* How much work each full unit of 1 Nutrition takes; relevant if cooking time is limited&lt;br /&gt;
* *Nutrient Efficiency* How much output nutrients can be obtained from input raw nutrients; relevant if food sources are limited&lt;br /&gt;
* *Spoil Time* How long food lasts if not frozen. Especially relevant for low tech situations, hot climates and caravans&lt;br /&gt;
* *Storage Efficiency* How many nutrients fit into one stack, useful if [[Temperature#Freezer|freezer]] space is limited. However non- and slow-spoiling food does not need Freezer space to begin with.&lt;br /&gt;
* *Weight Efficiency* How much it weights/nutrients, relevant for Caravans&lt;br /&gt;
* *Mood Effects* Food can change the mood of Humanoids dependent on the food given&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meal Name&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work Efficency (Work/1 Nutrition)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Nutrient output (Nutrition out)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Raw Nutrients (Nutrition in)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Nutrient Efficiency (Nutrition in/Nutrition out)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Units/Full Stack&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Storage Efficiency (Nutrition/Tile)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Weight/Unit&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Weight Efficiency (Nutrition/Kg)&lt;br /&gt;
! Others&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal || 5.5 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. || &lt;br /&gt;
* Trivial Production&lt;br /&gt;
* Short Spoil Time (4 days)&lt;br /&gt;
* High Work Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal || 8.8 c. || 0.9 || 0.5 || 180% || 10 || 9 || 0.44 || 2.045 c. ||&lt;br /&gt;
* Slight Upgrade of Simple Meal (+5 Mood)&lt;br /&gt;
* Needs 2 kinds of Resources (one Vegetarian)&lt;br /&gt;
|-&lt;br /&gt;
| Lavish Meal || 14 || 1 || 1 || 100% || 10 || 10 || 0.44 || 2.27 c. ||&lt;br /&gt;
* Slightly better Storage/Weight Efficiency and Mood at worse Nutrient and Work Efficiency&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican || 12.5 || 0.8 (0.05) || 0.05 || 160% || 75 || 3.75 || 0.02 || 2.5 ||&lt;br /&gt;
* Yields 16 Units per cooking action (per unit value in Brackets)&lt;br /&gt;
* Very long Spoil time at low tech, making Freezing largely unnecessary&lt;br /&gt;
* Needs 2 kinds of Resources (Meat and Vegetarian)&lt;br /&gt;
* Abysmal Storage but good Weight Efficency&lt;br /&gt;
|-&lt;br /&gt;
| Packaged Survival Meal || 26.6 c. || 0.9 || 1 || 90% || 10 || 9 || 0.40 || 2.25 ||&lt;br /&gt;
* Does not Spoil&lt;br /&gt;
* Terrible Nutrient and Work efficiency&lt;br /&gt;
* +5 Mood similar to Fine meals&lt;br /&gt;
|-&lt;br /&gt;
| Nutrient Paste || 0 || 0.9 || 0.3 || 300% || 10 || 9 || 0.44 || 2.04 ||&lt;br /&gt;
* Counts as Awful Meal&lt;br /&gt;
* Does not cause Food Poisoning&lt;br /&gt;
* No work required&lt;br /&gt;
* Extremely high Nutrient Efficiency&lt;br /&gt;
* Not intended for Storage/taking along&lt;br /&gt;
* Produced on demand from a Nutrient Paste Dispenser, making it unsuitable for animal feed and vulnerable to energy outages and&lt;br /&gt;
|-&lt;br /&gt;
| Kibble || 2 || 2.5 (0.05) || 2 || 125% || 75 || 3.75 || 0.02 || 2.5 ||&lt;br /&gt;
* Does not spoil&lt;br /&gt;
* Yields 50 Units per cooking action (per unit value in Brackets)&lt;br /&gt;
* Needs 2 Ingredients (any 2 different)&lt;br /&gt;
* Edible by most animals and humans (with a mood penalty)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Food usage guide ==&lt;br /&gt;
&lt;br /&gt;
=== Colony meals ===&lt;br /&gt;
&lt;br /&gt;
* '''Simple meals''' are usually the first stop. They can be made from everything humans can eat raw.&lt;br /&gt;
* One should then upgrade to '''Fine meals''' as soon as possible, as it offers better mood and nutrition at no other penalties other than the need for animal ingredients.&lt;br /&gt;
* '''Lavish Meals''' are a investment that should only be undertaken carefully. While they offer a mood improvement and are very satisfying, they have a poor nutrient efficiency. If food sources get scarce, downgrade to Fine Meals or Simple Meals.&lt;br /&gt;
* If space, food sources or cooking time are at a Premium, '''Nutrient Paste''' can be used. However the mood effect offsets its convenience. It is also subject to energy outages so at least some reserves of other food should be prepared.&lt;br /&gt;
* Outside of the growing Season, reserves of slow spoiling food and meals from hunted meat are common sources. A proper winter at sub-zero temperatures can make food storage much easier.&lt;br /&gt;
&lt;br /&gt;
=== Fodder (Herbivore) ===&lt;br /&gt;
&lt;br /&gt;
* '''Grazing''' is the option picked by most Herbivores by default. They will simply eat wild plants within the allowed area. As long as it is not off-season or there is a truly large amount of animals, most maps can sustain Herbivores with ease. Automatically done in caravans if possible.&lt;br /&gt;
** Animals can also eat raw plants from your crop fields. This however is extremely ineffective as the plants themselves yield a whole lot less then harvesting them.&lt;br /&gt;
* '''Kibble''' allows Herbivores to eat nutrient sources not normally part of their diet. In particular, excess meat (especially Human/Insect meat) and animal products can be turned into animal feed. The only real advantage towards meals is that it last forever, can be made with Hay and has better Work Efficiency.&lt;br /&gt;
* '''Simple Meals''' and '''Pemmican''' may sound odd, but are a viable option. They offer a higher nutrient efficiency (170% and 160% vs 125%) and storage efficiency (3.75 vs 9) than Kibble, while giving the same option to mask the use of Flesh. They also do not need management of pops actually working the butchers table.&lt;br /&gt;
* '''Hay''' has same nutrition per Unit as Kibble and most Vegetables but over twice as Weight and Storage efficient and grows rapidly. Use to supplement herbivore food when the map is not supplying enough grass to feed everyone.&lt;br /&gt;
&lt;br /&gt;
=== Fodder (Carnivore) ===&lt;br /&gt;
&lt;br /&gt;
* Most carnivores by nature can eat '''raw corpse'''s. While doing so provides Nutrition, it removes bodyparts and thus meat yield from Butchering.&lt;br /&gt;
* '''Raw meat''' is another natural Option. Butchering may not yield a higher effective Nutrition than eating the corpses, especially when done by inept cooks.&lt;br /&gt;
* Simple meals and pemmican are an option as they are with herbivores.&lt;br /&gt;
* '''Kibble''' is slightly more interesting for carnivores. It allows the use of vegetables - including the very effective Hay - for feeding them.&lt;br /&gt;
&lt;br /&gt;
== Caravan Food ==&lt;br /&gt;
&lt;br /&gt;
When sending out a Caravan, spoil time and weight are of utmost importance. Easily spoiled foodstuffs (most meals, raw meat) utterly unsuitable for anything but short distances. Be warned that time until rotting are affected by ambient temperatures.&lt;br /&gt;
&lt;br /&gt;
* '''Raw vegetables''' have a surprisingly long shelf life so they should not be underestimated if the mood penalty for Raw Food can be taken.&lt;br /&gt;
* '''Pemmican''' is a natural Solution for Caravans. It offers very good spoil time at acceptable weight and Nutrient efficiency&lt;br /&gt;
* '''Packaged survival meals''' last indefinitely, but has way worse Nutrient and Work efficiency than anything else. That makes it only useful for extremely long range travel or in high Temperature climates where even Pemmican rots fast.&lt;br /&gt;
* *Grazing* once again, Herbivores can Graze. However this option is dependent on the Tile and Season so it can change during Travel.&lt;br /&gt;
* If no Grazing is possible, '''Hay''' is somewhat preferable over Kibble for Herbivores, if you can gather enough of it.&lt;br /&gt;
* *Kibble* is useful for feeding carnivores and even Herbivores during really long stretches of non-grazing world tiles.&lt;br /&gt;
&lt;br /&gt;
== To-Do List ==&lt;br /&gt;
&lt;br /&gt;
* Detail some of the best options for livestock to rear&lt;br /&gt;
* Consider biomes for food foraging&lt;br /&gt;
* Risks of hunting&lt;br /&gt;
* Advantages and disadvantages of each means of production&lt;br /&gt;
* Insect farming and cannibalism&lt;br /&gt;
&lt;br /&gt;
To ensure that no information added is outdated, data could be extracted from the following spreadsheets:&amp;lt;br&amp;gt;&lt;br /&gt;
Animals[https://docs.google.com/spreadsheets/d/1Tjsa_Rw_sDz0IOsFY5WMZ_DAs_sx0iAVS0EfgNOU3Ns/edit#gid=0]&amp;lt;br&amp;gt;&lt;br /&gt;
Plants[https://docs.google.com/spreadsheets/d/1VnLHxjYRPSBY_24kOhRq7snnR16QNVn9bLLmTzzxqNU/edit#gid=0]&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=61002</id>
		<title>Spike trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=61002"/>
		<updated>2018-11-04T07:45:17Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|security|&lt;br /&gt;
|name = Spike trap&lt;br /&gt;
|image = DeadfallTrap.png&lt;br /&gt;
|description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forthm ''[sic]'' and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
|type = Security&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1||1&lt;br /&gt;
|hp = 40&lt;br /&gt;
|beauty = -4&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|buy = {{icon|metal|50}}&lt;br /&gt;
|sell = {{icon|metal|38}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.&lt;br /&gt;
&lt;br /&gt;
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.&lt;br /&gt;
&lt;br /&gt;
Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.&lt;br /&gt;
&lt;br /&gt;
Traps must be placed in a clear area with no other traps or obstacles near it.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Cost !! Damage !! HP !! Work to build&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Steel}} Steel || 35 || 100 || 40 || 54&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Plasteel}} Plasteel || 35 || 110 || 112 || 118&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Wood}} Wood || 35 || 45 || 16 || 38&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Uranium}} Uranium || 35 || 110 || 100 || 102&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Silver}} Silver || 350 || 85 || 28 || 54&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Gold}} Gold || 350 || 75 || 24 || 48&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Granite_Blocks}} Granite || 35 || 65 || 68 || 323&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Limestone_Blocks}} Limestone || 35 || 60 || 62 || 323&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Marble_Blocks}} Marble || 35 || 60 || 48 || 296&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Sandstone_Blocks}} Sandstone || 35 || 50 || 56 || 269&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Slate_Blocks}} Slate || 35 || 60|| 52 || 323&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Jade}} Jade|| 30 || 100 || 20 || 267&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Prior to Beta 19, they were called the Deadfall trap. They were more expensive and dealt less damage, but could be placed close together, as well as rearmed instead of being consumed upon triggering.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=61001</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=61001"/>
		<updated>2018-11-04T07:40:52Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Deadfall traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsPictures}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking every thing else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the natural features that can work as defenses, such as marshes, mountains and rivers.&lt;br /&gt;
&lt;br /&gt;
=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down enemy advance, giving you some time to shoot and soften the clash.&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of deadfall traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges (1.0 or mods) and cover on top of it, and by funneling enemies into the river, you can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in Small hills or Large hills maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by digging in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
 &lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the map, as there's a boundary you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive security choices are deadfall traps, sandbags and stone chunks. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, it's very likely you will have to move stone chunks either to build or to open a growing zone, while gathering raw materials into a stockpile zone. As you move stone chunks around, you might as well create a Dumping stockpile zone on the outside of your wall, covering its width and expanding it further. This is a little help as fire prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
&lt;br /&gt;
Your speed in this matter is greatly affected by the number of haulers available. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them down.&lt;br /&gt;
&lt;br /&gt;
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of sandbags.&lt;br /&gt;
&lt;br /&gt;
Many layers can be raised as you expand. Initially it is faster to build with wood, but later on they should be made of stone. Placing several doors  15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but is discouraged as colonists cannot may go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them (sometimes killing their own comrades who are bashing down the same spot), so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat backwards to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
When segments are broken through, they will become chokepoints which allow your colonists to concentrate fire on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of damage received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
&lt;br /&gt;
However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== Sandbags ====&lt;br /&gt;
&lt;br /&gt;
Sandbags are very efficient when placed wisely. Their protection is inferior to walls (65% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. Sandbags are faster to build but require steel instead. Some scenarios start with steel, but it is usually better used for other things. &lt;br /&gt;
&lt;br /&gt;
Sandbags are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
&lt;br /&gt;
==== Stone chunks ====&lt;br /&gt;
&lt;br /&gt;
Stone chunks are natural resources with 50% cover efficiency, the weakest protection but still worth it. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in construction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Spike trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building deadfall traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Deadfall traps.png|'''Traps in a narrow passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Controlled burning of a tropical rainforest.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. Use the &amp;quot;Cut plants&amp;quot; order to remove trees and &amp;quot;Haul&amp;quot; to haul stone chunks away, gaining berries and wood in the process, and make your stonecutters walk around less.&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with 65% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from oblique angles; ideally '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
&lt;br /&gt;
For an added bonus, build a constructed roof over your colonists' heads to shield them from rain.&lt;br /&gt;
&lt;br /&gt;
This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbag_advanced_cover.png|200px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
&lt;br /&gt;
For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
&lt;br /&gt;
This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also do not take any hits from missed shots as they are forced to stand 1 tile away from each other.&lt;br /&gt;
&lt;br /&gt;
This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly further away where defenders will fire diagonally at enemies.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
&lt;br /&gt;
While sandbags already give you an advantage over raiders in terms of cover (65% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. Enemy snipers can shoot from up to 45 tiles away, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
&lt;br /&gt;
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on growing zone tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the rock chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work good, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective across all stages. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
&lt;br /&gt;
Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
&lt;br /&gt;
To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Cheap -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
&lt;br /&gt;
At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
&lt;br /&gt;
Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
&lt;br /&gt;
A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
&lt;br /&gt;
You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
&lt;br /&gt;
To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
&lt;br /&gt;
==== Burning floors ====&lt;br /&gt;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot open doors unless they destroy them first.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use deadfall trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
4-tile wide strips of metal or stone tiles is capable of stopping the spread of fires. This can negate many fires from reaching your base and burning it down.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base, and divide the map into sections in order to control fires.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing the spread of fires. They can also distract raiders during raids.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|4-man panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and innate temperature control. You will need to make many layers of doors (at least 6 layers) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. &lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] in 0.19/1.0, while in earlier versions there is only 1, the [[improvised turret]].&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that raiders will run from exploding turrets, and to get your colonists to run from them as well.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing (starting from 0.19/1.0), costing resources, making relying on them more resource intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==== Mini-turret ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets (or improvised turrets in Beta 18 or earlier) fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower and resource consumption, it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Provides additional fire support that doesn't require drafting colonists&lt;br /&gt;
*Small target size of 68% makes them harder to hit&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement less of an issue&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Require a lot of power when active -- but you can mitigate this by toggling the turret's power when inactive&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 280 (up from 100), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== Autocannon ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal high damage and are long-ranged, but have an exclusion zone making them less effective against close ranged enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are very costly to use and are somewhat cost-inefficient devices. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*High cost per shot&lt;br /&gt;
&lt;br /&gt;
==== Uranium slug turret ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Extremely high damage shots&lt;br /&gt;
*Extremely high armor penetration- able to negate almost all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to explosives and EMP damage. &lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel improvised turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[Scyther]]s with their [[Charge lance]], making turrets less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions from damaging other turrets and your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as deadfall traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
&lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows 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 to 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;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars need to be placed outdoors, so have [[shelf|shelves]] to hold the [[mortar shell]]s Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreck havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
Depending on how you're going to use your mortars, you will need 4-24 mortars.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary mortar]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them. Be careful not to hit your colonists though.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful enough to warrant their use in every well-built defense. It doesn't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They are a must-have in case of a mechanoid raid. They stun them for a whole 90 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with shields, instantly downing many at once, making them an excellent weapon against full melee charges.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or deadfall traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Does not have a fuse (explodes instantly)&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Raiders usually less protected against heat damage&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored, shielded or fast enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
You can also use them as an anti-shield defense as they deal damage against shields, though you should be careful with friendly fire since they down your shields as well. Standing right next to a popper gives colonists a faceful of foam, but spares their shields.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, especially those that also had [[shield belt]]s, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
=== Killboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a killzone where your colonists and turrets are situated.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within your range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funnelling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of raids, to the point where some players refuse to use them since it takes the fun out of the game.&lt;br /&gt;
&lt;br /&gt;
Note that sappers will attempt to mine into the base away from the killboxes, so make sure you have an effective coping strategy.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
It's best to double wall your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood into the killbox from another direction, bypassing traps and overwhelming your defenders. This is especially if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==== Entryways ====&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]].&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
For better effectiveness fill the entryway with deadfall traps and some IED traps (not too close to each other, otherwise they will set off a chain reaction) to soften the raiders before you fire on them, or alternating chunks or sandbags to slow them down. Make sure that the walls are durable enough to withstand explosions if IED traps are used.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
File:Trap_tunnel.png|Same entryway but with deadfall traps. Deals heavy damage to incoming raids but costs a lot to build.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
Colonists defending in a killbox will be shooting at a large number of targets no more than a few tiles away (usually). Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, [[pump shotgun]]s or [[LMG]]s work good in killboxes, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
*[[Chain shotgun]]s inflict extreme pain at killbox range, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox. I will hit everything next to and behind the target, dealing heavy damage.&lt;br /&gt;
**For maximum effectiveness focus it at the exit of your killbox, a section of wall behind the raiders or a raider at the back.&lt;br /&gt;
*Long range weapons are not optimal due to lower close-range DPS. Rather, use them to pick off survivors outside the killbox.&lt;br /&gt;
*Grenades are good if you can time them right. Throw them at the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles. Don't throw too many otherwise you'll demolish the walls of the killbox.&lt;br /&gt;
*Have melee colonists with [[longsword]]s standing nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Turrets ====&lt;br /&gt;
You can put turrets in place of colonists in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids (especially in tandem with traps). Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares or EMP grenadiers, so you will need to have backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to accommodate melee blocking.&lt;br /&gt;
&lt;br /&gt;
Turrets can be placed in front of your colonists to distract scyther or shielded melee attackers. Once they are engaged, throw EMP grenades to disable shields or the mechanoids. If you have sufficiently tough turreted defenses you can stall the enemies long enough to significantly weaken or even completely defeat them. However, if you anticipate that your turrets will not hold then it is better to melee block them from the beginning.&lt;br /&gt;
&lt;br /&gt;
==== Blocking ====&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Killboxes can be made blocking compatible by leaving the place where enemies enter your killing zone empty.&lt;br /&gt;
&lt;br /&gt;
==== Explosive weapons ====&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. One safety measure is to keep some [[psychic shock lance]] or [[psychic insanity lance]] near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
==== Fire killbox ====&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, shut off the killbox, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists to manually shut off the killbox, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling 'Keep open' then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them. The easiest way to deal with them is to surround them in short range, in such way that they won't move and remain sitting ducks. Retreating will cause them to chase you for a while, so if you need to patch up, leave a few still fighting, sending reinforcements when necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Defense structure versus crash ship.png|'''In this example, the structures range is 5 tiles away, so that all firing spots can shoot at least 2 sides of possible spawn points as the ship itself will wall the guardians by its corners.'''&lt;br /&gt;
File:Defense structure vs crashed ship 2.png|'''Look at their numbers (in this case just 1 as early game), then move your pawns so all shoot as some may not have any target at their sight.'''&lt;br /&gt;
File:Defense structure vs crashed ship 3.png|'''You can relieve wounded fighters without halting the battle entirely.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proceed to build &amp;quot;[[#The &amp;quot;Fire Wall&amp;quot;|fire walls]]&amp;quot; close to the ship but NOT within 3 tiles around it, as building anything there will trigger the guardians. While building closer may look better to have them trapped, it may reduce the no. of enemies within your effective attack area, so some extra space can improve your coverage.&lt;br /&gt;
Your walls should at least have 3 connected tiles as well so that at least the center tile can be used for full protection, as two tiles walls with both occupied by fighters will leave no space to rest.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;U&amp;quot; shaped firing walls are more protective against [[Inferno cannon]]s as it reduces their multi-tile fire impact chances, but will of course narrow your shooters' attack area. [[Firefoam popper]]s or a backline firefighter can mitigate fires, giving melee troops a use in these fights.&lt;br /&gt;
* Placing a deadfall trap right in front of your sandbag may be helpful if need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;, battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids, but must pay attention NOT to fire too many as repeated EMPs will provide immunity by making them &amp;quot;Adapted&amp;quot;. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as their &amp;quot;miss&amp;quot; chance is quite large.&lt;br /&gt;
&lt;br /&gt;
Building IED traps helps too if you can somehow get them to trigger, but don't build too many or you will vaporize the mechanoid corpses which can be disassembled for resources.&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp.&lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with double-thick stone walls, next to the infestation. Build wooden floors, and fill it with wood. To save wood, build a cheap wooden item such as [[stool]]s, then deconstruct on the spot and forbid the wood. That way colonists won't haul whole stacks of wood to burn, wasting them.&lt;br /&gt;
&lt;br /&gt;
After that, build a wood wall and wooden door between the room and the infestation and then dig a 1-wide tunnel towards the infestation build a wood wall and wooden door between the room and the infestation. Finally, deconstruct the door and light up the wood. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures rise so high that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning wood, making them unable to dig. Temperatures can rapidly reach 500℃ or above, broiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=61000</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=61000"/>
		<updated>2018-11-04T07:33:34Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and have a very high damage resistant, only being surpassed by Plasteel Wall and Uranium Wall. They may be constructed from the Structure menu after you have obtain certain type of [[Stone blocks]]. It can be either deconstructing Pre-existing stone walls and tiles on map , or produced by cutting rock chunks on a [[Stonecutter's table]] after researching Stonecutting.&lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
The [[rock chunk]] are much easier to obtain and exist naturally in most biome , it is an ideal construction material for the biome which wood is scarce. &lt;br /&gt;
&lt;br /&gt;
Stone wall's high damage resistant make it an ideal High Cover ,fortify with [[Sandbags]] will be a great defensive line to fight against raiders. &lt;br /&gt;
&lt;br /&gt;
=== See also === &lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Cover]]&lt;br /&gt;
* [[Wall#Structure|Wall]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60999</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60999"/>
		<updated>2018-11-04T07:32:17Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and have a very high damage resistant, only being surpassed by Plasteel Wall and Uranium Wall. They may be constructed from the Structure menu after you have obtain certain type of [[Stone blocks]]. It can be either deconstructing Pre-existing stone walls and tiles on map , or produced by cutting rock chunks on a [[Stonecutter's table]] after researching Stonecutting.&lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
The [[rock chunk]] are much easier to obtain and exist naturally in most biome , it is an ideal construction material for the biome which wood is scarce. &lt;br /&gt;
&lt;br /&gt;
Stone wall's high damage resistant make it an ideal High Cover ,fortify with [[Sandbags]] will be a great defensive line to fight against raiders. &lt;br /&gt;
&lt;br /&gt;
=== See also === &lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Cover]]&lt;br /&gt;
* [[Structure#Wall]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60998</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60998"/>
		<updated>2018-11-04T07:27:27Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and have a very high damage resistant, only being surpassed by Plasteel Wall and Uranium Wall. They may be constructed from the Structure menu after you have obtain certain type of [[Stone blocks]]. It can be either deconstructing Pre-existing stone walls and tiles on map , or produced by cutting rock chunks on a [[Stonecutter's table]] after researching Stonecutting.&lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
The [[rock chunk]] are much easier to obtain and exist naturally in most biome , it is an ideal construction material for the biome which wood is scarce. &lt;br /&gt;
&lt;br /&gt;
Stone wall's high damage resistant make it an ideal High Cover ,fortify with [[Sandbags]] will be a great defensive line to fight against raiders. &lt;br /&gt;
&lt;br /&gt;
=== See also === &lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Cover]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60997</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60997"/>
		<updated>2018-11-04T04:41:07Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and have a very high damage resistant, only being surpassed by Plasteel Wall and Uranium Wall. Make it an ideal High [[Cover]] for defensive structure.They may be constructed from the Structure menu after you have obtain certain type of [[Stone blocks]]. It can be either deconstructing Pre-existing stone walls and tiles on map , or produced by cutting rock chunks on a [[Stonecutter's table]] after researching Stonecutting.&lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
Because the [[rock chunk]] are much easier to obtain and exist naturally in most biome , it is a ideal construction material for the biome which wood is scarce. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60996</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60996"/>
		<updated>2018-11-04T02:26:40Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and have a very high damage resistant, only being surpassed by Plasteel Wall and Uranium Wall. They may be constructed from the Structure menu after you have obtain certain type of [[Stone blocks]]. It can be either deconstructing Pre-existing stone walls and tiles on map , or produced by cutting rock chunks on a [[Stonecutter's table]] after researching Stonecutting.&lt;br /&gt;
&lt;br /&gt;
Because the [[rock chunk]] are much easier to obtain, Stone walls are very effective when used as fortifications. They can act as Defensive walls, or even support pillars for oversized rooms that would collapse in the middle otherwise. &lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60929</id>
		<title>Stone wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_wall&amp;diff=60929"/>
		<updated>2018-11-03T08:04:32Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone wall&lt;br /&gt;
|image = Stone wall.png|Stone wall&lt;br /&gt;
|info = An impassible wall. Capable of holding up a roof.&lt;br /&gt;
|type = Structure&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 420-595&lt;br /&gt;
|buy = {{icon|stone|5}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stone walls are fire proof and highly damage resistant*. They may be constructed from the Structure menu after Stonecutting has been researched. Because the materials are much easier to obtain, Stone walls are very effective when used as fortifications. They can act as Defensive walls, or even support pillars for oversized rooms that would collapse in the middle otherwise. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-existing stone walls may be found on the map, though these can not be repaired like the walls you build, until you [[claim]] them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Although high in damage resistance, Plasteel is the most damage resistant wall type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Build Time !! Flammable !! Beauty !! Value&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Wall]]&lt;br /&gt;
| 595 || | 5 || | 22  || | 0% || | 0 || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Wall]]&lt;br /&gt;
| 540 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Wall]]&lt;br /&gt;
| 420 || | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Wall]]&lt;br /&gt;
| 490|| | 5 || | 22  || | 0% || | 0 || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Wall]]&lt;br /&gt;
| 455 || | 5 || | 22 || | 0% || | 0 || | $57.70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Site&amp;diff=60927</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Site&amp;diff=60927"/>
		<updated>2018-11-03T07:46:19Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* World Quests Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A site is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters.  These are randomly generated and may or may not contain enemy pawns.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
=== Player Bases ===&lt;br /&gt;
{{Main|Colony}}&lt;br /&gt;
{{:Colony}}&lt;br /&gt;
=== Faction Bases ===&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
{{:Faction base}}&lt;br /&gt;
=== World Quests Locations ===&lt;br /&gt;
{{Main|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
World quests are events that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Site&amp;diff=60926</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Site&amp;diff=60926"/>
		<updated>2018-11-03T07:45:46Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Quest Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A site is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters.  These are randomly generated and may or may not contain enemy pawns.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
=== Player Bases ===&lt;br /&gt;
{{Main|Colony}}&lt;br /&gt;
{{:Colony}}&lt;br /&gt;
=== Faction Bases ===&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
{{:Faction base}}&lt;br /&gt;
=== World Quests Locations ===&lt;br /&gt;
{{see also|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
World quests are events that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Site&amp;diff=60925</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Site&amp;diff=60925"/>
		<updated>2018-11-03T07:42:01Z</updated>

		<summary type="html">&lt;p&gt;AngusNHC: /* Quest Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A site is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters.  These are randomly generated and may or may not contain enemy pawns.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
=== Player Bases ===&lt;br /&gt;
{{Main|Colony}}&lt;br /&gt;
{{:Colony}}&lt;br /&gt;
=== Faction Bases ===&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
{{:Faction base}}&lt;br /&gt;
=== Quest Locations ===&lt;br /&gt;
==== Loot Stash ====&lt;br /&gt;
==== Enemy Outpost ====&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
{{see also|World Quests Guide#Peace talks opportunity}}&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader plans a peace talk with your faction at the location. You need to send a negotiator to the location to begin negotiations to improve relations. &lt;br /&gt;
&lt;br /&gt;
Pirates will never attempt peace talks. &lt;br /&gt;
&lt;br /&gt;
==== Lump of Precious Resources ====&lt;br /&gt;
==== AI Ship ====&lt;/div&gt;</summary>
		<author><name>AngusNHC</name></author>
	</entry>
</feed>