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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Mod_folder_structure&amp;diff=77613</id>
		<title>Modding Tutorials/Mod folder structure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Mod_folder_structure&amp;diff=77613"/>
		<updated>2020-12-02T17:56:49Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Targetting specific game versions */ New section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
{{Credit|[[User:Alistaire|Alistaire]]}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial introduces you to the mod folder structure and shows you a standard folder structure setup to help you start out.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Modding Tutorials/Mod folder structure#Complete mod folder structure|Complete mod folder structure]] is a list of all folders you might find in your average mod directory. This includes /Core/.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Folder structure|Exploring the Folder Structure]] starts off explaining the folder structure. This is part two if you will.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=What you'll learn=&lt;br /&gt;
&lt;br /&gt;
You'll learn the following mod structure:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    About/&lt;br /&gt;
      About.xml&lt;br /&gt;
      Preview.png&lt;br /&gt;
    Assemblies/&lt;br /&gt;
      ProjectName.dll&lt;br /&gt;
    Defs/&lt;br /&gt;
      (..)&lt;br /&gt;
    Languages/&lt;br /&gt;
      English/&lt;br /&gt;
        Strings/&lt;br /&gt;
          NameBanks/&lt;br /&gt;
    Patches/&lt;br /&gt;
    Sounds/&lt;br /&gt;
    Source/&lt;br /&gt;
      ProjectName/&lt;br /&gt;
        ProjectName.sln&lt;br /&gt;
    Textures/&lt;br /&gt;
&lt;br /&gt;
.. Along with a few tips on how to keep your mod folder structure readable and functional.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Standard mod folder structure=&lt;br /&gt;
&lt;br /&gt;
Mod folders are located in the mods folder, which is located as such:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  RimWorld******/&lt;br /&gt;
    Mods/&lt;br /&gt;
&lt;br /&gt;
..relative to your RimWorld install directory. Each mod is a sub folder of this Mods folder and each mod has to follow the following structure precisely. Your mod '''needs''' an About folder and optionally at least one of the following: Assemblies, Defs, Patches, Languages, Textures, Sounds. It is not recommended to have empty folders, and RimWorld will choke on empty or malformed xml files.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The About folder==&lt;br /&gt;
{{Main|Modding Tutorials/About folder}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Making a mod starts with you making a folder structure. Some mods need textures and sounds, while others are XML or even C# only.&amp;lt;br/&amp;gt;&lt;br /&gt;
Every mod does however require the following structure to show up in the mods list:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    About/&lt;br /&gt;
      About.xml&lt;br /&gt;
&lt;br /&gt;
Along with this vital information it's possible to add a preview image for your mod. This makes the structure as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    About/&lt;br /&gt;
      About.xml&lt;br /&gt;
      Preview.png&lt;br /&gt;
&lt;br /&gt;
The size of the base game Preview.png is 400x61 pixels, but some mods use higher preview images. The image is centered in the mod's description, and can be of any size.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Defs folder==&lt;br /&gt;
{{Main|Modding Tutorials/Defs folder}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your mod adds new content, chances are you're going to use XML files. These files are going to be stored in the folder structure as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Defs/&lt;br /&gt;
      BiomeDefs/&lt;br /&gt;
        Biomes.xml&lt;br /&gt;
      BodyDefs/&lt;br /&gt;
        Bodies.xml&lt;br /&gt;
      BodyPartDefs/&lt;br /&gt;
        BodyParts.xml&lt;br /&gt;
      (..)&lt;br /&gt;
&lt;br /&gt;
The contents of a Def folder don't follow a clear naming convention, but the folder names are generally the same in every mod.&amp;lt;br/&amp;gt;&lt;br /&gt;
Using a non-standard name is going to make it harder for others to navigate your mod's folders, so it is advised to keep the folder names consistent with the base game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typically, the files inside these folders are named after their contents:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Core/&lt;br /&gt;
    Defs/&lt;br /&gt;
      ThingDefs/&lt;br /&gt;
        Apparel_Hats.xml&lt;br /&gt;
        Apparel_Shield.xml&lt;br /&gt;
        (..)&lt;br /&gt;
        Weapons_Melee.xml&lt;br /&gt;
        Weapons_RangedNeolithic.xml&lt;br /&gt;
&lt;br /&gt;
This makes it easier for people to navigate XML code. If your mod is going to add both apparel and weapons, or even both hats and shoes, you're best off separating the XML code in their respective files.&amp;lt;br/&amp;gt;&lt;br /&gt;
Some mod authors choose to make a separate file for each of their items. This makes it easier for others to remove only part of your mod and keep the rest of it, but with very large mods it makes it harder to navigate the folder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Textures and Sounds folders==&lt;br /&gt;
{{Main|Modding Tutorials/Textures folder|Modding Tutorials/Sounds folder}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you're using Defs chances are you're creating a content mod. This type of mod is most likely very dull without its own custom graphics and sounds. Adding such content requires the following folders:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Textures/&lt;br /&gt;
    Sounds/&lt;br /&gt;
&lt;br /&gt;
The contents of the Textures and Sounds folder usually aren't the same between mods. The base game sorts these files in various folders and subfolders, but in the end it's very hard to navigate them based on the folder names.&amp;lt;br/&amp;gt;&lt;br /&gt;
It's possible to categorize this content by item (submachinegun#1, pistol#3) or item type (guns, buildings), as an example. Whatever you do it's best to keep the structure consistent throughout both folders.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Source and Assemblies folders==&lt;br /&gt;
{{Main|Modding Tutorials/Setting up a solution}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to take a shot at [[Modding Tutorials/Writing custom code|C# modding]], you want an '''empty''' Source and an '''empty''' Assemblies folder. You'll want to [[Modding Tutorials/Setting up a solution|create the C# project]] inside your Source folder, and compile the class library into the Assemblies folder. These things are processed automatically by your [[Modding Tutorials/Recommended software#IDE's|IDE]], so you don't have to make these folder structures yourself:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Assemblies/&lt;br /&gt;
      ProjectName.dll&lt;br /&gt;
    Source/&lt;br /&gt;
      SolutionName/&lt;br /&gt;
        SolutionName.sln&lt;br /&gt;
        ProjectName/&lt;br /&gt;
          ProjectName.csproj&lt;br /&gt;
          (..)&lt;br /&gt;
&lt;br /&gt;
''Or:''&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Assemblies/&lt;br /&gt;
      ProjectName.dll&lt;br /&gt;
    Source/&lt;br /&gt;
      ProjectName/&lt;br /&gt;
        SolutionName.sln&lt;br /&gt;
        ProjectName.csproj&lt;br /&gt;
        (..)&lt;br /&gt;
&lt;br /&gt;
'''Once again''', the structure of these folders is decided almost entirely by the author's editing software. Therefore the only things you have to set up are the following folders:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Assemblies/&lt;br /&gt;
    Source/&lt;br /&gt;
&lt;br /&gt;
.. And then once you create a solution starting in ../YourModName/Source/ everything else will be sorted out by the software. People don't navigate these folders, they open ProjectName.sln to navigate it using their software of choice.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Patches folder==&lt;br /&gt;
{{Main|Modding Tutorials/PatchOperations}}&amp;lt;/br&amp;gt;&lt;br /&gt;
If you wish to edit another mod's XML or Defs, the best way to do so is by using PatchOperations. &lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Patches/&lt;br /&gt;
&lt;br /&gt;
==The Languages folder==&lt;br /&gt;
{{Main|Modding Tutorials/Languages folder}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless you're on a translation team or making a C# mod, you're unlikely to need these folders a lot.&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Languages/&lt;br /&gt;
      English/&lt;br /&gt;
        Keyed/&lt;br /&gt;
          Keys.xml/&lt;br /&gt;
&lt;br /&gt;
Keys.xml (name is irrelevant) will contain keys you refer to in C#, and translate in XML. If you send a message and want to be able to translate that into other languages, you can use &amp;quot;MySentence&amp;quot;.Translate() where you'd normally use a string, and keep the translation of &amp;lt;MySentence&amp;gt;This is my sentence.&amp;lt;/MySentence&amp;gt; in the Keys.xml file. This allows you (and others) to translate your mod in their language.&lt;br /&gt;
&lt;br /&gt;
If you want to translate Defs, refer to [https://ludeon.com/forums/index.php?topic=2933.0 Ludeon instructions]. Remember that Core is a mod as well. If you want to translate custom Defs, you'll need the following folder structure:&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Languages/&lt;br /&gt;
      Non-English/&lt;br /&gt;
        DefInjected/&lt;br /&gt;
          MyNameSpace.MyCustomDef/&lt;br /&gt;
&lt;br /&gt;
If you want to randomly generate names using your own words, you will have to use this folder:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  YourModName/&lt;br /&gt;
    Languages/&lt;br /&gt;
      English/&lt;br /&gt;
        Strings/&lt;br /&gt;
          NameBanks/&lt;br /&gt;
&lt;br /&gt;
In this folder you put .txt files with a new word on every line. Using XML you will then be able to randomly pick one of the lines in the file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Targetting specific game versions==&lt;br /&gt;
&lt;br /&gt;
Many top level mod folders (Assemblies, Defs, etc) can be placed under a parent matching a target game version. Such directories will be loaded by the game version matching the parent preventing the equivilent default directories from loading. Known exceptions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;About/&amp;lt;/code&amp;gt;: must be in mod root&lt;br /&gt;
* &amp;lt;code&amp;gt;loadFolders.xml&amp;lt;/code&amp;gt;: must be in mod root&lt;br /&gt;
* &amp;lt;code&amp;gt;Language/&amp;lt;/code&amp;gt;: versions prior to 1.1 will only load mod root version&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
&lt;br /&gt;
 YourModName/&lt;br /&gt;
   1.0/&lt;br /&gt;
     Patches/ # loads if version = 1.0&lt;br /&gt;
         [...]&lt;br /&gt;
   1.1/&lt;br /&gt;
     Patches/ # loads if version = 1.1&lt;br /&gt;
         [...]&lt;br /&gt;
   Patches/ # loads otherwise&lt;br /&gt;
     [...]&lt;br /&gt;
&lt;br /&gt;
Folder loading can be customised using &amp;lt;code&amp;gt;loadFolders.xml&amp;lt;/code&amp;gt; file placed in mod root. Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;loadFolders&amp;gt;&lt;br /&gt;
  &amp;lt;v1.1&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;/&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;1.1&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.1&amp;gt;&lt;br /&gt;
  &amp;lt;v1.2&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;/&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;1.2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li IfModLoaded=&amp;quot;Royalty&amp;quot;&amp;gt;RoyaltyDefs&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/v1.2&amp;gt;&lt;br /&gt;
&amp;lt;/loadFolders&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;loadFolders.xml&amp;lt;/code&amp;gt; allowed a &amp;lt;code&amp;gt;&amp;lt;default&amp;gt;&amp;lt;/code&amp;gt; option which has since been removed.&lt;br /&gt;
&lt;br /&gt;
=Complete mod folder structure=&lt;br /&gt;
&lt;br /&gt;
  */&lt;br /&gt;
    About/&lt;br /&gt;
      About.xml&lt;br /&gt;
      Preview.png-&lt;br /&gt;
    Assemblies/-&lt;br /&gt;
      *.dll+&lt;br /&gt;
    Defs/-&lt;br /&gt;
      *Defs/+&lt;br /&gt;
        *.xml+&lt;br /&gt;
    Languages/-&lt;br /&gt;
      */*&lt;br /&gt;
        DefInjected/-&lt;br /&gt;
          *Defs/+&lt;br /&gt;
            *.xml+&lt;br /&gt;
        Keyed/-&lt;br /&gt;
          *.xml+&lt;br /&gt;
        Strings/-&lt;br /&gt;
          NameBanks/&lt;br /&gt;
            *.txt+&lt;br /&gt;
        FriendlyName.txt-&lt;br /&gt;
        LangIcon.png&lt;br /&gt;
        LanguageInfo.xml&lt;br /&gt;
    Patches/-&lt;br /&gt;
        *.xml+&lt;br /&gt;
    Sounds/-&lt;br /&gt;
      */*#&lt;br /&gt;
        *.wav+&lt;br /&gt;
    Source/-&lt;br /&gt;
      */*#&lt;br /&gt;
        bin/&lt;br /&gt;
          Debug/&lt;br /&gt;
            *.**&lt;br /&gt;
        obj/&lt;br /&gt;
          Debug/&lt;br /&gt;
            *.**&lt;br /&gt;
        Properties/-&lt;br /&gt;
          AssemblyInfo.cs&lt;br /&gt;
        Source-DLLs/-&lt;br /&gt;
          Assembly-CSharp.dll&lt;br /&gt;
          UnityEngine.dll&lt;br /&gt;
        *.csproj&lt;br /&gt;
        *.OpenCover.Settings&lt;br /&gt;
        *.sln&lt;br /&gt;
        */*#&lt;br /&gt;
          *.cs+&lt;br /&gt;
    Textures/-&lt;br /&gt;
      */*#&lt;br /&gt;
        *.psd*&lt;br /&gt;
        *.psd.meta*&lt;br /&gt;
        *.png*&lt;br /&gt;
&lt;br /&gt;
  Anything with a / at the end is a folder;&lt;br /&gt;
  Anything with a . in it is a file;&lt;br /&gt;
  The * in *.* and */ stands for any arbitrary string;&lt;br /&gt;
  The * after a file/folder stands for an occurence of &amp;gt;= 0;&lt;br /&gt;
  The + after a file/folder stands for an occurrence of &amp;gt; 0;&lt;br /&gt;
  The - after a file/folder stands for an occurrence of &amp;lt;= 1;&lt;br /&gt;
  The # after a folder stands for a folder depth of &amp;gt;= 0.&lt;br /&gt;
&lt;br /&gt;
=Next up=&lt;br /&gt;
* [[Modding Tutorials/Recommended software|Recommended Software]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:AnnanFay&amp;diff=77591</id>
		<title>User:AnnanFay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:AnnanFay&amp;diff=77591"/>
		<updated>2020-12-01T20:45:32Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=77590</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=77590"/>
		<updated>2020-12-01T20:42:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Hypothermic Slowdown (Insectoid) */ Original research - tested myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
''This article is about chronic [[health]] conditions that cannot be treated completely using medicine alone.  For physical damage, see [[Injury]].  For treatable conditions, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with '''body part replacements''' or usage of the '''[[healer mech serum]]'''.&lt;br /&gt;
&lt;br /&gt;
==Chronic==&lt;br /&gt;
Ailments that come with age. EIther non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
===Alzheimer's===&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 12 days'')&lt;br /&gt;
* Forget memory (''mtb of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 9 days'')&lt;br /&gt;
* Forget memory (''mtb of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 7 days'')&lt;br /&gt;
* Forget memory (''mtb of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 4 days'')&lt;br /&gt;
* Forget memory (''mtb of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Asthma===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || &amp;gt;=0% severity || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days).  One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing the lung with a non-diseased one.&lt;br /&gt;
&lt;br /&gt;
===Bad Back===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% movement&lt;br /&gt;
* -10% manipulation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]]&lt;br /&gt;
&lt;br /&gt;
===Cataracts===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye.  This results in 50% sight if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured by installing a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye&lt;br /&gt;
&lt;br /&gt;
===Carcinoma===&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective.&lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
*When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.&lt;br /&gt;
*When stable, it neither grows nor regresses on its own. &lt;br /&gt;
*When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || &amp;gt;=15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* Surgical removal; this needs 4 medicine (regular or above) and a doctor of Medicine skill 10 or above, and has only 70% base chance to succeed&lt;br /&gt;
&lt;br /&gt;
===Dementia===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
* Impaired speech (-25%)&lt;br /&gt;
** Net loss of 40% speech including brain function loss&lt;br /&gt;
* Impaired hearing (-25%)&lt;br /&gt;
** Net loss of 40% hearing including brain function loss&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
according to a curve, in loss of a skill level per day:&lt;br /&gt;
**0.05% at level 4&lt;br /&gt;
**0.15% at level 12&lt;br /&gt;
**0.25% at level 20&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frail===&lt;br /&gt;
Generalized loss of muscle and bone density.  Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% movement&lt;br /&gt;
* -30% manipulation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artery Blockage===&lt;br /&gt;
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. &amp;lt;br&amp;gt;&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || &amp;gt;=90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hearing Loss===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% hearing if both ears are affected)&lt;br /&gt;
* Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
* Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Acute==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures.  These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
===Malnutrition===&lt;br /&gt;
When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% consciousness&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious (consciousness max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.&lt;br /&gt;
&lt;br /&gt;
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.&lt;br /&gt;
&lt;br /&gt;
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || &amp;gt;=15% blood loss || -10% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || &amp;gt;=30% blood loss || -20% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || &amp;gt;=45% blood loss || -40% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || &amp;gt;=60% blood loss || consciousness 10% max&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heatstroke===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum Comfortable Temperature|maximum comfortable temperature]].&lt;br /&gt;
* Heatstroke (initial): consciousness -5%&lt;br /&gt;
* Heatstroke (minor): consciousness -10%, moving -10%&lt;br /&gt;
* Heatstroke (serious): consciousness -20%, moving -30%, pain +15%&lt;br /&gt;
* Heatstroke (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Heatstroke (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum Comfortable Temperature|minimum comfortable temperature]].&lt;br /&gt;
* Hypothermia (shivering): consciousness -5%, manipulation -8%&lt;br /&gt;
* Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10%&lt;br /&gt;
* Hypothermia (serious):  consciousness -20%, manipulation -50%, moving -30%, pain +15%&lt;br /&gt;
* Hypothermia (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Hypothermia (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Hypothermic Slowdown (Insectoid)===&lt;br /&gt;
[[Insectoids]] avoid Hypothermia and experience Hypothermic Slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;&amp;quot;A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.&amp;quot;&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[Immunity Gain Speed|immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight pain (+15%)&lt;br /&gt;
* -10% moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged kidney&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
===Cryptosleep sickness===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists at the start of the game of the default scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent vomiting (''mtb of 3 hours'')&lt;br /&gt;
* Impaired consciousness (x80%)&lt;br /&gt;
* Impaired movement (x90%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
===Food poisoning===&lt;br /&gt;
Occurs after having eaten a contaminated meal or occasionally from raw food. The [[Food Poison Chance|chance of contamination]] for cooked meals is determined by the cook's [[Skills#Cooking|skill]] and the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared&lt;br /&gt;
&lt;br /&gt;
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (minor)''' || 0-4 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.3 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired consciousness (x60%)&lt;br /&gt;
* Impaired movement (x80%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
* Reduced blood filtration (x95%)&lt;br /&gt;
* Much slower eating (x50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4-20 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.2 days'')&lt;br /&gt;
* Significant pain (+40%)&lt;br /&gt;
* Impaired consciousness (x50%)&lt;br /&gt;
* Impaired movement (x50%)&lt;br /&gt;
* Impaired manipulation (x80%)&lt;br /&gt;
* Reduced blood filtration (x85%)&lt;br /&gt;
* Much slower eating (x30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20-24 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.4 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired consciousness (x60%)&lt;br /&gt;
* Impaired movement (x80%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
* Reduced blood filtration (x95%)&lt;br /&gt;
* Much slower eating (x30%)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toxic buildup===&lt;br /&gt;
&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic Fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides.  When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || &amp;gt;=4% severity ||&lt;br /&gt;
* -5% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% consciousness&lt;br /&gt;
* Vomiting (''mtb of 5 days'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 146 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -25% consciousness&lt;br /&gt;
* Vomiting (''mtb of 1 day'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 37 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
* Vomiting (''mtb of 0.5 day'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 13 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brain shock===&lt;br /&gt;
 ''After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.'' - In-game description&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the Core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[consciousness]] max 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Surgical==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
===Anesthetic===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0-6 hours from onset ||&lt;br /&gt;
* Unconscious (consciousness max 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6-12 hours from onset ||&lt;br /&gt;
* Reduced pain (x80%)&lt;br /&gt;
* Impaired consciousness (70% max)&lt;br /&gt;
* Impaired movement (-20%)&lt;br /&gt;
* Impaired manipulation (-20%)&lt;br /&gt;
* Impaired metabolism (-20%&lt;br /&gt;
* Impaired sight (-15%)&lt;br /&gt;
* Vomiting (''mtb of 0.25 days'')&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Forget memory thought (''mtb of 5 days'')&lt;br /&gt;
* Improved mood (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced pain (x95%)&lt;br /&gt;
* Impaired consciousness (90% max)&lt;br /&gt;
* Impaired movement (-5%)&lt;br /&gt;
* Impaired manipulation (-10%)&lt;br /&gt;
* Vomiting (''mtb of 4 days'')&lt;br /&gt;
* Confused wandering (''mtb of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of mobility (max 10%)&lt;br /&gt;
* Loss of manipulation (max 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days.  Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || &amp;gt;=10% severity ||&lt;br /&gt;
* Frequent mental breaks (''mtb of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || &amp;gt;=25% severity ||&lt;br /&gt;
* Consciousness -10%&lt;br /&gt;
* Frequent mental breaks (''mtb of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* Consciousness -20%&lt;br /&gt;
* Frequent mental breaks (''mtb of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || &amp;gt;=55% severity ||&lt;br /&gt;
* Consciousness -30%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || &amp;gt;=70% severity ||&lt;br /&gt;
* Consciousness -40%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || &amp;gt;=85% severity ||&lt;br /&gt;
* Pawn becomes unconscious (consciousness max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Healer Mech Serum&lt;br /&gt;
*Allowing the pawn to die again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
Probability of contracting:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
==Heart Attack==&lt;br /&gt;
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0-50% of LE: 99,999,999 - 99,999,999&amp;lt;br&amp;gt;&lt;br /&gt;
50-60% of LE: 99,999,999 - 2,500&amp;lt;br&amp;gt;&lt;br /&gt;
60-100% of LE: 2,500 - 300&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&amp;lt;br&amp;gt;&lt;br /&gt;
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&amp;lt;br&amp;gt;&lt;br /&gt;
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
A heart attack has 3 stages.&lt;br /&gt;
&lt;br /&gt;
'''Painful: 0 - 59% severity'''&lt;br /&gt;
*Consciousness x50%&lt;br /&gt;
*Pain +40%&lt;br /&gt;
'''Debilitating: 60 - 99% severity'''&lt;br /&gt;
*Consciousness max 10%&lt;br /&gt;
*Pain +60%&lt;br /&gt;
'''Fatal: 100% severity'''&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with Cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas added&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisioning added. Cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=About.xml&amp;diff=74692</id>
		<title>About.xml</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=About.xml&amp;diff=74692"/>
		<updated>2020-09-05T23:17:50Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Moved explanations to after the tags. Added incompatibleWith.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
This article is supposed to explain what tags are available in the About.xml file &amp;amp; what the tags do &amp;amp; how you should use them. The exact format of the article is still under development, please help.&lt;br /&gt;
&lt;br /&gt;
(Yes, I'm aware that I'm not writing this as objectively as an article should be (sorry), but I feel I need to explain what this article should aim towards, please DON'T just delete it! )&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&lt;br /&gt;
These are the tags I have found in various mods I have downloaded, but I don't understand all of them, i'm not sure if all of them even CAN be combined with each other &amp;amp; therefore I need help from more experienced developers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;ModMetaData&amp;gt;&lt;br /&gt;
    &amp;lt;!-- The name of the mod --&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Example Mod&amp;lt;/name&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- The mod author names, usually set to your Steam/Forum name --&amp;gt;&lt;br /&gt;
    &amp;lt;author&amp;gt;Mod Author, Contributing Author, Other Folks, etc.&amp;lt;/author&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- A URL to be displayed on your mod info page(if available). Can be set to link to anything. Most link it to their Github/Workshop page/forum post. --&amp;gt;&lt;br /&gt;
    &amp;lt;url&amp;gt;www.anything.com&amp;lt;/url&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- Added in 1.0. Please make it human readable. Avoid acronyms where possible. Normally qualifiers seperated by periods.--&amp;gt;&lt;br /&gt;
    &amp;lt;packageId&amp;gt;AuthorName.ModSeries.ModName&amp;lt;/packageId&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- Supported version lists which versions of Rimworld your mod is compatible with. If your mod doesn't break across versions, lists them all here. --&amp;gt;&lt;br /&gt;
    &amp;lt;supportedVersions&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1.1&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1.2&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/supportedVersions&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- Describes your mod, can be multiple lines long. --&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;Sample description.&lt;br /&gt;
        &lt;br /&gt;
        Which spans multiple lines.&lt;br /&gt;
    &amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;!-- List of other mods which your mod requires to function. --&amp;gt;&lt;br /&gt;
    &amp;lt;modDependencies&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;&lt;br /&gt;
            &amp;lt;packageId&amp;gt;Unknown (help extend this)&amp;lt;/packageId&amp;gt;&lt;br /&gt;
            &amp;lt;displayName&amp;gt;Unknown (help extend this)&amp;lt;/displayName&amp;gt;&lt;br /&gt;
            &amp;lt;downloadUrl&amp;gt;Unknown (help extend this)&amp;lt;/downloadUrl&amp;gt;&lt;br /&gt;
            &amp;lt;steamWorkshopUrl&amp;gt;Unknown (help extend this)&amp;lt;/steamWorkshopUrl&amp;gt;&lt;br /&gt;
        &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/modDependencies&amp;gt;&lt;br /&gt;
    &amp;lt;modDependenciesByVersion&amp;gt;&lt;br /&gt;
        &amp;lt;v1.1&amp;gt;&lt;br /&gt;
            &amp;lt;li&amp;gt;&lt;br /&gt;
                &amp;lt;packageId&amp;gt;Unknown (help extend this)&amp;lt;/packageId&amp;gt;&lt;br /&gt;
                &amp;lt;displayName&amp;gt;Unknown (help extend this)&amp;lt;/displayName&amp;gt;&lt;br /&gt;
                &amp;lt;steamWorkshopUrl&amp;gt;Unknown (help extend this)&amp;lt;/steamWorkshopUrl&amp;gt;&lt;br /&gt;
                &amp;lt;downloadUrl&amp;gt;Unknown (help extend this)&amp;lt;/downloadUrl&amp;gt;&lt;br /&gt;
            &amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/v1.1&amp;gt;&lt;br /&gt;
    &amp;lt;/modDependenciesByVersion&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- Lists the mods which should be loaded before your mod. Helps ensure your dependencies are loaded in first. --&amp;gt;&lt;br /&gt;
    &amp;lt;loadAfter&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Ludeon.RimWorld&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;Ludeon.RimWorld.Royalty&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/loadAfter&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;!-- List of packageIds of any mods which are incompatible with your mod. --&amp;gt;&lt;br /&gt;
    &amp;lt;incompatibleWith&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;erdelf.HumanoidAlienRaces&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/incompatibleWith&amp;gt;&lt;br /&gt;
&amp;lt;/ModMetaData&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deprecated Parts ==&lt;br /&gt;
&amp;lt;targetVersion&amp;gt; has been replaced by &amp;lt;supportedVersions&amp;gt;. Use is as follows :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;supportedVersions&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1.0&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/supportedVersions&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Another tag format? ==&lt;br /&gt;
&lt;br /&gt;
Another way to explain this data might be more similar to a filesystem, like this:&lt;br /&gt;
* ModMetaData/name = The name of the mod (probably better)&lt;br /&gt;
or:&lt;br /&gt;
* &amp;lt;ModMetaData&amp;gt;/&amp;lt;author&amp;gt; = Name of who created this mod (bad, because eg: &amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt; interfere with the Wiki-code)&lt;br /&gt;
&lt;br /&gt;
or: (I really like this format)&lt;br /&gt;
* '''&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;''' - MUST be included exactly like this, explains to the program how the data should be interpreted.&lt;br /&gt;
* '''ModMetaData''' - A container for all the data that is related to this mod.&lt;br /&gt;
** '''name''' - The name of the mod.&lt;br /&gt;
** '''author''' - The name of the author.&lt;br /&gt;
*** '''supportedVersions''' - A container for suported versions.&lt;br /&gt;
**** '''li''' - A list item containing a version number, like 1.0 or 2.5.3&lt;br /&gt;
*** '''modDependencies''' - A container for mods that is needed for this nod to function properly.&lt;br /&gt;
* ....&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
* &amp;lt;ModMetaData&amp;gt;/&amp;lt;packageId&amp;gt; How is this determined?&lt;br /&gt;
* Are &amp;lt;ModMetaData&amp;gt;/ &amp;lt;modDependencies&amp;gt; &amp;amp; &amp;lt;modDependenciesByVersion&amp;gt; mutually exclusive? or can both be present in the same file?&lt;br /&gt;
* I think there exist some kind of: &amp;lt;ModMetaData&amp;gt;/ '''&amp;lt;incompatibleWith&amp;gt;''' / &amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt; /&amp;lt;packageId&amp;gt; tag, but I haven't seen it in any of my downloaded mods, please add it if you know more about it.&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Geothermal_generator&amp;diff=73545</id>
		<title>Geothermal generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Geothermal_generator&amp;diff=73545"/>
		<updated>2020-08-17T20:58:11Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|name = Geothermal generator&lt;br /&gt;
|image = GeothermalPlant.png&lt;br /&gt;
|imagesize = 160px&lt;br /&gt;
|description =  Produces electricity from geothermal steam geysers. Must be placed on a geyser.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|hp = 500&lt;br /&gt;
|power = + 3600 &lt;br /&gt;
|resources to make = {{icon|steel|400}} + {{icon|component|8}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|255}} + {{icon|component|6}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|The '''geothermal generator''' is a power generator that once [[research]]ed, can be built on top of a [[steam geyser]] to convert natural heat into electrical power, providing a constant 3600W. Steam geysers are randomly generated per map, sometimes close to each other, others scattered towards the edges or center. Colonies are often seen built in their proximity from early days for future benefit.}}&lt;br /&gt;
&lt;br /&gt;
It can be built indoors, but this causes [[Temperature|heat]] buildup and eventually [[fire]]. A prevention method is to leave an open path towards [[Environment#Openness|outside]] or intentionally [[No roof area|unroof]] the setup. [[Vent]]s can be used to pipe the heat into other rooms. An open door will also release some of the heat from its room. However, in cold [[biomes]], the increased temperature becomes beneficial as heat is needed instead. The amount of heat it provides is only a little more than a normal [[heater]].&lt;br /&gt;
&lt;br /&gt;
Geothermal generators have a [[beauty]] score of -30. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If closed under roof it can heat up to 8 rooms of 6x6 placed symmetrically around it with a 1 tile corridor in between.&lt;br /&gt;
&lt;br /&gt;
A geothermal generator and 2 batteries can power a sun lamp and full set of [[hydroponics basin]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steam_geyser&amp;diff=73544</id>
		<title>Steam geyser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steam_geyser&amp;diff=73544"/>
		<updated>2020-08-17T20:55:53Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirected page to Environment#Terrain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Environment#Terrain]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=73446</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=73446"/>
		<updated>2020-08-15T03:25:56Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: I think this is what that sentence meant. Rewriting for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Infestations are an [[event]] and are big threat. This can happen randomly or can be caused by a [[quest]], quests will warn if this is an outcome.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C gradually reduce the spawn chances, with the chance dropping to zero at -17°C. A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.&lt;br /&gt;
&lt;br /&gt;
[[File:Planned infestation.jpg|400px|thumb|left|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear.&lt;br /&gt;
&lt;br /&gt;
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives to defend them, attacking and chasing any intruder within a radius of 30 to 35 tiles and returning to their hives once the threat is gone.  They will also randomly dig at rocks to expand their hive.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance.  When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
&lt;br /&gt;
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony.  You can retrieve the jelly when the insects are asleep. &amp;lt;br&amp;gt;&lt;br /&gt;
Another product [[glow pod]]s that light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meals&amp;diff=73333</id>
		<title>Meals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meals&amp;diff=73333"/>
		<updated>2020-08-12T18:34:42Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /*Quick Reference Table*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
[[Food|Cooking]] meals let you convert raw ingredients into food which is more enjoyable and/or nutritious.&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! data-sort-type=number | Market Value !! data-sort-type=number | Ingredient Count !! data-sort-type=number | Nutrients (In) !! data-sort-type=number | Nutrients (Out) !! data-sort-type=number | Nutrient Efficiency !! Taste&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]              || 3 {{Silver}}   || n/a || 0.1 || n/a                || n/a || Fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine meal]]              || 20 {{Silver}}  || 2 || 0.5 || 0.9                || 180% || Fine&lt;br /&gt;
|-&lt;br /&gt;
| [[Kibble]]                 || 1.1 {{Silver}} || 2 || 2.0 || 2.5 = 0.05 * 50    || 125% || Raw&lt;br /&gt;
|-&lt;br /&gt;
| [[Lavish meal]]            || 40 {{Silver}}  || 2 || 1.0 || 1.0                || 100% || Lavish&lt;br /&gt;
|-&lt;br /&gt;
| [[Nutrient paste meal]]    || 10 {{Silver}}  || 1 || 0.3 || 0.9                || 300% || Awful&lt;br /&gt;
|-&lt;br /&gt;
| [[Packaged survival meal]] || 24 {{Silver}}  || 1 || 0.6 || 0.9                || 150% || Simple&lt;br /&gt;
|-&lt;br /&gt;
| [[Pemmican]]               || 1.4 {{Silver}} || 2 || 0.5 || 0.8 = 0.05 * 16    || 160% || Simple&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple meal]]            || 15 {{Silver}}  || 1 || 0.5 || 0.9                || 180% || Simple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{List|Meal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Silver&amp;diff=73332</id>
		<title>Template:Silver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Silver&amp;diff=73332"/>
		<updated>2020-08-12T18:17:12Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Utility template for displaying currency values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Icon Small|silver}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=73308</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=73308"/>
		<updated>2020-08-10T18:13:04Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Hypothermic Slowdown (Insectoid) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
''This article is about chronic [[health]] conditions that cannot be treated completely using medicine alone.  For physical damage, see [[Injury]].  For treatable conditions, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with '''body part replacements''' or usage of the '''[[healer mech serum]]'''.&lt;br /&gt;
&lt;br /&gt;
==Chronic==&lt;br /&gt;
Ailments that come with age. EIther non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
===Alzheimer's===&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 12 days'')&lt;br /&gt;
* Forget memory (''mtb of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 9 days'')&lt;br /&gt;
* Forget memory (''mtb of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 7 days'')&lt;br /&gt;
* Forget memory (''mtb of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 4 days'')&lt;br /&gt;
* Forget memory (''mtb of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Asthma===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || &amp;gt;=0% severity || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days).  One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing the lung with a non-diseased one.&lt;br /&gt;
&lt;br /&gt;
===Bad Back===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% movement&lt;br /&gt;
* -10% manipulation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]]&lt;br /&gt;
&lt;br /&gt;
===Cataracts===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye.  This results in 50% sight if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured by installing a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye&lt;br /&gt;
&lt;br /&gt;
===Carcinoma===&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective.&lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
*When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.&lt;br /&gt;
*When stable, it neither grows nor regresses on its own. &lt;br /&gt;
*When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || &amp;gt;=15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* Surgical removal; this needs 6 medicine (regular or above) and a doctor of Medicine skill 10 or above, and has only 70% base chance to succeed&lt;br /&gt;
&lt;br /&gt;
===Dementia===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
* Impaired speech (-25%)&lt;br /&gt;
** Net loss of 40% speech including brain function loss&lt;br /&gt;
* Impaired hearing (-25%)&lt;br /&gt;
** Net loss of 40% hearing including brain function loss&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
according to a curve, in loss of a skill level per day:&lt;br /&gt;
**0.05% at level 4&lt;br /&gt;
**0.15% at level 12&lt;br /&gt;
**0.25% at level 20&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frail===&lt;br /&gt;
Generalized loss of muscle and bone density.  Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% movement&lt;br /&gt;
* -30% manipulation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artery Blockage===&lt;br /&gt;
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. &amp;lt;br&amp;gt;&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || &amp;gt;=90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* Heart attacks (''mtb of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hearing Loss===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% hearing if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acute==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures.  These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
===Malnutrition===&lt;br /&gt;
When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% consciousness&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% consciousness&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious (consciousness max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.&lt;br /&gt;
&lt;br /&gt;
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.&lt;br /&gt;
&lt;br /&gt;
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || &amp;gt;=15% blood loss || -10% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || &amp;gt;=30% blood loss || -20% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || &amp;gt;=45% blood loss || -40% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || &amp;gt;=60% blood loss || consciousness 10% max&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || consciousness 10% max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heatstroke===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum Comfortable Temperature|maximum comfortable temperature]].&lt;br /&gt;
* Heatstroke (initial): consciousness -5%&lt;br /&gt;
* Heatstroke (minor): consciousness -10%, moving -10%&lt;br /&gt;
* Heatstroke (serious): consciousness -20%, moving -30%, pain +15%&lt;br /&gt;
* Heatstroke (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Heatstroke (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum Comfortable Temperature|minimum comfortable temperature]].&lt;br /&gt;
* Hypothermia (shivering): consciousness -5%, manipulation -8%&lt;br /&gt;
* Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10%&lt;br /&gt;
* Hypothermia (serious):  consciousness -20%, manipulation -50%, moving -30%, pain +15%&lt;br /&gt;
* Hypothermia (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Hypothermia (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Hypothermic Slowdown (Insectoid)===&lt;br /&gt;
[[Insectoids]] avoid Hypothermia and experience Hypothermic Slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;&amp;quot;A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.&amp;quot;&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[Immunity Gain Speed|immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight pain (+15%)&lt;br /&gt;
* -10% moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged kidney&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
===Cryptosleep sickness===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists at the start of the game of the default scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent vomiting (''mtb of 3 hours'')&lt;br /&gt;
* Impaired consciousness (x80%)&lt;br /&gt;
* Impaired movement (x90%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
===Food poisoning===&lt;br /&gt;
Occurs after having eaten a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Food Poison Chance|cook's skill]] and the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared&lt;br /&gt;
&lt;br /&gt;
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (minor)''' || 0-4 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.3 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired consciousness (x60%)&lt;br /&gt;
* Impaired movement (x80%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
* Reduced blood filtration (x95%)&lt;br /&gt;
* Much slower eating (x50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4-20 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.2 days'')&lt;br /&gt;
* Significant pain (+40%)&lt;br /&gt;
* Impaired consciousness (x50%)&lt;br /&gt;
* Impaired movement (x50%)&lt;br /&gt;
* Impaired manipulation (x80%)&lt;br /&gt;
* Reduced blood filtration (x85%)&lt;br /&gt;
* Much slower eating (x30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20-24 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.4 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired consciousness (x60%)&lt;br /&gt;
* Impaired movement (x80%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
* Reduced blood filtration (x95%)&lt;br /&gt;
* Much slower eating (x30%)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toxic buildup===&lt;br /&gt;
&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic Fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides.  When a pawn affected by moderate toxic buildup dies, its corpse will instantly rot.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites or, if you have the Royalty DLC, [[venom talon]] and [[venom fangs]].&lt;br /&gt;
&lt;br /&gt;
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || &amp;gt;=4% severity ||&lt;br /&gt;
* -5% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% consciousness&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% consciousness&lt;br /&gt;
* Vomiting (''mtb of 5 days'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 146 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -25% consciousness&lt;br /&gt;
* Vomiting (''mtb of 1 day'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 37 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
* Vomiting (''mtb of 0.5 day'')&lt;br /&gt;
* Dementia ('''permanent''', ''mtb of 13 days to develop'')&lt;br /&gt;
* Carcinoma (''mtb of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Surgical==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
===Anesthetic===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0-6 hours from onset ||&lt;br /&gt;
* Unconscious (consciousness max 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6-12 hours from onset ||&lt;br /&gt;
* Reduced pain (x80%)&lt;br /&gt;
* Impaired consciousness (70% max)&lt;br /&gt;
* Impaired movement (-20%)&lt;br /&gt;
* Impaired manipulation (-20%)&lt;br /&gt;
* Impaired metabolism (-20%&lt;br /&gt;
* Impaired sight (-15%)&lt;br /&gt;
* Vomiting (''mtb of 0.25 days'')&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Forget memory thought (''mtb of 5 days'')&lt;br /&gt;
* Improved mood (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced pain (x95%)&lt;br /&gt;
* Impaired consciousness (90% max)&lt;br /&gt;
* Impaired movement (-5%)&lt;br /&gt;
* Impaired manipulation (-10%)&lt;br /&gt;
* Vomiting (''mtb of 4 days'')&lt;br /&gt;
* Confused wandering (''mtb of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of mobility (max 10%)&lt;br /&gt;
* Loss of manipulation (max 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days.  Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || &amp;gt;=10% severity ||&lt;br /&gt;
* Frequent mental breaks (''mtb of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || &amp;gt;=25% severity ||&lt;br /&gt;
* Consciousness -10%&lt;br /&gt;
* Frequent mental breaks (''mtb of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* Consciousness -20%&lt;br /&gt;
* Frequent mental breaks (''mtb of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || &amp;gt;=55% severity ||&lt;br /&gt;
* Consciousness -30%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || &amp;gt;=70% severity ||&lt;br /&gt;
* Consciousness -40%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || &amp;gt;=85% severity ||&lt;br /&gt;
* Pawn becomes unconscious (consciousness max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Healer Mech Serum&lt;br /&gt;
&lt;br /&gt;
Probability of contracting:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
==Heart Attack==&lt;br /&gt;
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0-50% of LE: 99,999,999 - 99,999,999&amp;lt;br&amp;gt;&lt;br /&gt;
50-60% of LE: 99,999,999 - 2,500&amp;lt;br&amp;gt;&lt;br /&gt;
60-100% of LE: 2,500 - 300&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&amp;lt;br&amp;gt;&lt;br /&gt;
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&amp;lt;br&amp;gt;&lt;br /&gt;
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
A heart attack has 3 stages.&lt;br /&gt;
&lt;br /&gt;
'''Painful: 0 - 59% severity'''&lt;br /&gt;
*Consciousness x50%&lt;br /&gt;
*Pain +40%&lt;br /&gt;
'''Debilitating: 60 - 99% severity'''&lt;br /&gt;
*Consciousness max 10%&lt;br /&gt;
*Pain +60%&lt;br /&gt;
'''Fatal: 100% severity'''&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=73307</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=73307"/>
		<updated>2020-08-10T17:54:33Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* On pawns */ Burns / Heatstroke as pages.&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''' management is an important part of a productive colony. Temperature mostly affects pawn mood, food and corpse spoilage, and plant growth. In some [[biomes]] outdoor temperature can reach deadly highs, lows, or both depending on the season - pawns must wear appropriate clothing to survive long periods of time outdoors. Temperature also plays a major role and is affected by many things in [[world generation]]. Extreme cold or heat can even kill animals, and extreme heat can cause and sustain fires.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Cold temperatures preserve food and corpses by slowing spoilage. Freezing temperatures preserve food and corpses indefinitely, but can also cause hypothermia in living things and eventually freeze them to death. Warm temperatures rot food and corpses, and extreme heat causes heatstroke which can also lead to death.&lt;br /&gt;
&lt;br /&gt;
Outdoor temperature usually fluctuates slowly by day and season and is bounded by the climate of your biome. Be careful though, because unpredictable events like cold snap and volcanic winter can also change outdoor temperature unexpectedly.&lt;br /&gt;
&lt;br /&gt;
Colonists are sensitive when sleeping and become unhappy in a mildly cold or hot bedroom. [[Clothing]] can insulate against temperatures extremes and make pawns more comfortable when awake. When faced with temperature extremes, colonists automatically search for and equip any suitable clothing they can find in storage.&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Indoor temperature can be managed through structures in the temperature menu. Keep in mind that heat transfers between rooms and also the outside through roofs, walls, and doors. Large temperature differences, open doors, open roofs, and long thin rooms can make temperature hard to regulate. Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms.&lt;br /&gt;
&lt;br /&gt;
Temperature/heat transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer heat easily through a large base.&lt;br /&gt;
&lt;br /&gt;
Double thick walls and intermediate rooms act as an insulator and slow heat transfer- try using a hallway or storage room to protect bedrooms and work rooms from temperature extremes. Any room that borders an outdoors area transfers more heat, and will usually be closer to outdoor temperature, even if the room borders solid rock.&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting with the outdoors, or leave large solid rock clusters inside your base. This will increase your surface area to outdoor temperature and make indoor temperature more difficult to manage. Cut off outside hallways using doors and mine rock until all traces of outdoor area are gone.&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 {{Temperature|20}} (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 {{Temperature|60}} can be cooled down to comfortable {{Temperature|24}} 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 {{Temperature|0}}. 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 the 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 {{Temperature|20}} and almost never above {{Temperature|30}}. Instead of pointing the freezer's hot end outside, point it directly into your base. This will increase your energy efficiency and may save a few components on Heaters.&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. It needs to be fueled when it runs out of fuel.&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 {{Temperature|20}} (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 {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} 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 {{Temperature|30}}.&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|1000}} 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;
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;
=== 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;
* [[Heatstroke|Heatstroke]] - caused by prolonged exposure to heat.&lt;br /&gt;
* [[Burn|Burns]] - caused by exposure to extreme heat or contact with [[fire]].&lt;br /&gt;
* [[Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Frostbite]] - injury to extremities caused by prolonged exposure to cold.&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 plant growth and the temperature range of most workbenches. In extreme heat, even the spontaneous Combustion of Building Material becomes an issue.&lt;br /&gt;
&lt;br /&gt;
* 1000°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;
* 30°C Campfire max temperature&lt;br /&gt;
* 26°C default human upper limit&lt;br /&gt;
* 21°C Heater and Cooler default target&lt;br /&gt;
* 16°C default human lower limit&lt;br /&gt;
* 15°C Passive Cooler min temperature&lt;br /&gt;
* 10-1°C Plant growth and food spoiling slowed&lt;br /&gt;
* 5°C bad temperature bench modifier&lt;br /&gt;
* 0°C Plant growth and food spoiling stopped&lt;br /&gt;
* -270°C minimum value&lt;br /&gt;
&lt;br /&gt;
== Room Temperature Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Temperature mechanics ===&lt;br /&gt;
&lt;br /&gt;
Equalisation calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
All internal calculations are done in celsius. Fahrenheit is simply a different way to display the same absolute value.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to a extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Outside ===&lt;br /&gt;
&lt;br /&gt;
Spaces that are not enclosed are simply considered &amp;quot;outside&amp;quot;. The outside temperature is defined entirely by the climate and storyteller. No amount of heat adding/removing can change it, not even the Mod Tools can change it by simply adding/removing heat to the outdoor &amp;quot;room&amp;quot; - unless they set it for the entire map, nothing will happen. Proximity to heatsources does not mater. Instead the &amp;quot;outside&amp;quot; value is used.&lt;br /&gt;
&lt;br /&gt;
Despite this &amp;quot;outdoor&amp;quot; is still used like any other neighbouring room for wall equalisation. And often the most important room for that mater.&lt;br /&gt;
&lt;br /&gt;
Rooms can be in one of 3 states:&lt;br /&gt;
* Unroofed (not a single roof tile). This means it will simply use outdoor temperatures. It does still count as a &amp;quot;room&amp;quot; for most game mechanics, but for temeperature mechanices every active tick it will set to outdoors temperature regardless of difference.&lt;br /&gt;
* fully roofed (all tiles in the room have a roof tile). These rooms are entirely subject to heating, cooling and temperature equalisation&lt;br /&gt;
* partially roofed (uses outdoor temperature) while this room seems to maintain temperature while paused, the next equalisation tick will simply set it to outdoor temperature as a fully unroof one&lt;br /&gt;
* partially roofed (not use outdoor temperature) While there will be significant equalisation via the (lack of) roof, the room still has its own temperature calculation. The exact flipover point between this and &amp;quot;uses outdoor&amp;quot; is not static and seems to change with roomsizes. Possibly something based on the summed &amp;quot;no roof equalisation&amp;quot; value. &amp;lt; 1/4 of all roof tiles seems to be the limit.&lt;br /&gt;
&lt;br /&gt;
=== Passive Equalisation ===&lt;br /&gt;
&lt;br /&gt;
This is equalisation via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as isolating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the square/cube law, with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalisation via walls. Adding more than a 2nd layer of wall does not seems to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalisation purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalisation values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalisation values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalisation with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalisation rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
* Thin Roof at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
* unroofed tiles are looked at in relation to the total count of roofed tiles. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
* thick roof isolate the same as thin roof. However, they also add a cooling effect if indoor temperature is above about {{temperature|15}}; this effect is extremely small compared to other sources, however&lt;br /&gt;
&lt;br /&gt;
=== Active Equalisation ===&lt;br /&gt;
&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalisation tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heatstroke&amp;diff=73306</id>
		<title>Heatstroke</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heatstroke&amp;diff=73306"/>
		<updated>2020-08-10T17:53:31Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirected page to Ailments#Heatstroke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ailments#Heatstroke]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Burn&amp;diff=73305</id>
		<title>Burn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Burn&amp;diff=73305"/>
		<updated>2020-08-10T17:53:06Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirected page to Health Difficulties#Burn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Health_Difficulties#Burn]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hypothermia&amp;diff=73304</id>
		<title>Hypothermia</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hypothermia&amp;diff=73304"/>
		<updated>2020-08-10T17:47:13Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirected page to Ailments#Hypothermia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ailments#Hypothermia]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=73303</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=73303"/>
		<updated>2020-08-10T17:45:23Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Undo revision by AnnanFay (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
''This article is about physical damage.  For chronic health conditions see [[Ailments]].  For treatable illnesses, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
[[Human]]oids, [[animal]]s, and [[mechanoid]]s sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].&lt;br /&gt;
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[#Incapacitation | downed]]'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists. &lt;br /&gt;
&lt;br /&gt;
==Injury types==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
{{main|Pain}}&lt;br /&gt;
Injuries cause pain to a colonist, and excessive pain can cause a pawn to be downed from pain shock.&lt;br /&gt;
&lt;br /&gt;
Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain.&lt;br /&gt;
&lt;br /&gt;
==Recovering from injuries==&lt;br /&gt;
Injured colonists will recover from their wounds over time.&lt;br /&gt;
Every couple of minutes in game, a random injury will be healed by a small amount.&lt;br /&gt;
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.&lt;br /&gt;
&lt;br /&gt;
Every 600 ticks {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage are healed from a randomly selected (non-permanent) wound.&lt;br /&gt;
The exact heal rate is determined by adding up three factors:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate''': All pawns have a base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;&lt;br /&gt;
* '''Is the pawn lying down or in a bed?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for resting on a [[sleeping spot]] or the ground, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt; for resting on a [[bed]] / [[bedroll]], and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt; for resting on a [[hospital bed]]&lt;br /&gt;
* '''Is the wound tended?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for a 0% quality tend and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+0.08'''&amp;lt;/font&amp;gt; per point of tend quality, up to &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt; at 100% tend quality&lt;br /&gt;
&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts.&lt;br /&gt;
The colonist heals {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage every 600 ticks, so they'll need {{math|20 &amp;amp;divide; (heal rate &amp;amp;times; 0.01)}} ticks to fully recover.&lt;br /&gt;
To give a few examples:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it'll take 150,000 ticks (2 and a half in-game days) to heal&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it'll take 51,724 ticks to heal (around 21 hours in game)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it'll take 35,294 ticks to heal (around 14 hours in game)&lt;br /&gt;
&lt;br /&gt;
Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]]&lt;br /&gt;
&lt;br /&gt;
==Scarring==&lt;br /&gt;
&lt;br /&gt;
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.&lt;br /&gt;
&lt;br /&gt;
Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.&lt;br /&gt;
&lt;br /&gt;
It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s.  Artificial body parts will never scar.&lt;br /&gt;
&lt;br /&gt;
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.&lt;br /&gt;
&lt;br /&gt;
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.&lt;br /&gt;
&lt;br /&gt;
==Trauma Savant==&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. &lt;br /&gt;
&lt;br /&gt;
Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), often rendering a pawn permanently comatose in extreme cases, this being due to pain stacking with the reduced part efficiency. However, in real life the human brain has no pain receptors. This is due to how if anything manages to get into the brain and damage it, it will already have caused intense pain from having to penetrate the skull, and the person is likely going to be fatally wounded regardless of how they react. Headaches are often caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vrqzldp4e0pjvr7x&amp;topic_postId=vrsymws8hafkuwzx&amp;topic_revId=vrsymws8hafkuwzx&amp;action=single-view</id>
		<title>Topic:Vrqzldp4e0pjvr7x</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vrqzldp4e0pjvr7x&amp;topic_postId=vrsymws8hafkuwzx&amp;topic_revId=vrsymws8hafkuwzx&amp;action=single-view"/>
		<updated>2020-08-10T17:39:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:AnnanFay&quot; class=&quot;mw-userlink&quot; title=&quot;User:AnnanFay&quot;&gt;&lt;bdi&gt;AnnanFay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AnnanFay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AnnanFay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AnnanFay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AnnanFay&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:Vrqzldp4e0pjvr7x&amp;amp;topic_showPostId=vrsymws8hafkuwzx#flow-post-vrsymws8hafkuwzx&quot;&gt;commented&lt;/a&gt; on &quot;Hypothermia&quot; (&lt;em&gt;That&amp;#039;s a good point. I completely missed that it was already here. Not sure why the old links were pointing towards Injury.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=73302</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=73302"/>
		<updated>2020-08-10T17:38:52Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Quests also spawn infestations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Infestations are an [[event]] and are big threat. This can happen randomly or can be caused by a [[quest]], quests will warn if this is an outcome.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C gradually reduce the spawn chances, with the chance dropping to zero at -17°C. A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Neither heat nor floors have any bearing on hive spawning. If spawned by a quest they may spawn outside in the open.&lt;br /&gt;
&lt;br /&gt;
[[File:Planned infestation.jpg|400px|thumb|left|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear.&lt;br /&gt;
&lt;br /&gt;
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives to defend them, attacking and chasing any intruder within a radius of 30 to 35 tiles and returning to their hives once the threat is gone.  They will also randomly dig at rocks to expand their hive.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance.  When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
&lt;br /&gt;
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony.  You can retrieve the jelly when the insects are asleep. &amp;lt;br&amp;gt;&lt;br /&gt;
Another product [[glow pod]]s that light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=73299</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=73299"/>
		<updated>2020-08-09T07:33:34Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Hypothermia */ More details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
''This article is about physical damage.  For chronic health conditions see [[Ailments]].  For treatable illnesses, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
[[Human]]oids, [[animal]]s, and [[mechanoid]]s sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].&lt;br /&gt;
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[#Incapacitation | downed]]'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists. &lt;br /&gt;
&lt;br /&gt;
==Injury types==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
&lt;br /&gt;
Hypothermia is caused by [[temperature|temperatures]] outside a pawns comfortable temperature range. Hypothermia slowly goes away in comfortable temperatures.&lt;br /&gt;
&lt;br /&gt;
Hyperthermia causes pain and decreased [[moving]], [[manipulation]] and [[consciousness]]. Hypothermia also causes [[frostbite]] in extremities.&lt;br /&gt;
&lt;br /&gt;
Hypothermia has several stages of severity from 1% to 100% (death). Above 60% (extreme) maximum consciousness is 10% (very poor) and the pawn likely collapses.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
{{main|Pain}}&lt;br /&gt;
Injuries cause pain to a colonist, and excessive pain can cause a pawn to be downed from pain shock.&lt;br /&gt;
&lt;br /&gt;
Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain.&lt;br /&gt;
&lt;br /&gt;
==Recovering from injuries==&lt;br /&gt;
Injured colonists will recover from their wounds over time.&lt;br /&gt;
Every couple of minutes in game, a random injury will be healed by a small amount.&lt;br /&gt;
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.&lt;br /&gt;
&lt;br /&gt;
Every 600 ticks {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage are healed from a randomly selected (non-permanent) wound.&lt;br /&gt;
The exact heal rate is determined by adding up three factors:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate''': All pawns have a base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;&lt;br /&gt;
* '''Is the pawn lying down or in a bed?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for resting on a [[sleeping spot]] or the ground, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt; for resting on a [[bed]] / [[bedroll]], and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt; for resting on a [[hospital bed]]&lt;br /&gt;
* '''Is the wound tended?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for a 0% quality tend and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+0.08'''&amp;lt;/font&amp;gt; per point of tend quality, up to &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt; at 100% tend quality&lt;br /&gt;
&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts.&lt;br /&gt;
The colonist heals {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage every 600 ticks, so they'll need {{math|20 &amp;amp;divide; (heal rate &amp;amp;times; 0.01)}} ticks to fully recover.&lt;br /&gt;
To give a few examples:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it'll take 150,000 ticks (2 and a half in-game days) to heal&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it'll take 51,724 ticks to heal (around 21 hours in game)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it'll take 35,294 ticks to heal (around 14 hours in game)&lt;br /&gt;
&lt;br /&gt;
Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]]&lt;br /&gt;
&lt;br /&gt;
==Scarring==&lt;br /&gt;
&lt;br /&gt;
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.&lt;br /&gt;
&lt;br /&gt;
Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.&lt;br /&gt;
&lt;br /&gt;
It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s.  Artificial body parts will never scar.&lt;br /&gt;
&lt;br /&gt;
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.&lt;br /&gt;
&lt;br /&gt;
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.&lt;br /&gt;
&lt;br /&gt;
==Trauma Savant==&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. &lt;br /&gt;
&lt;br /&gt;
Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), often rendering a pawn permanently comatose in extreme cases, this being due to pain stacking with the reduced part efficiency. However, in real life the human brain has no pain receptors. This is due to how if anything manages to get into the brain and damage it, it will already have caused intense pain from having to penetrate the skull, and the person is likely going to be fatally wounded regardless of how they react. Headaches are often caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hypothermia&amp;diff=73298</id>
		<title>Hypothermia</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hypothermia&amp;diff=73298"/>
		<updated>2020-08-09T07:29:44Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirected page to Injury#Hypothermia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Injury#Hypothermia]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=73297</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=73297"/>
		<updated>2020-08-09T07:28:41Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* On pawns */&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''' management is an important part of a productive colony. Temperature mostly affects pawn mood, food and corpse spoilage, and plant growth. In some [[biomes]] outdoor temperature can reach deadly highs, lows, or both depending on the season - pawns must wear appropriate clothing to survive long periods of time outdoors. Temperature also plays a major role and is affected by many things in [[world generation]]. Extreme cold or heat can even kill animals, and extreme heat can cause and sustain fires.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Cold temperatures preserve food and corpses by slowing spoilage. Freezing temperatures preserve food and corpses indefinitely, but can also cause hypothermia in living things and eventually freeze them to death. Warm temperatures rot food and corpses, and extreme heat causes heatstroke which can also lead to death.&lt;br /&gt;
&lt;br /&gt;
Outdoor temperature usually fluctuates slowly by day and season and is bounded by the climate of your biome. Be careful though, because unpredictable events like cold snap and volcanic winter can also change outdoor temperature unexpectedly.&lt;br /&gt;
&lt;br /&gt;
Colonists are sensitive when sleeping and become unhappy in a mildly cold or hot bedroom. [[Clothing]] can insulate against temperatures extremes and make pawns more comfortable when awake. When faced with temperature extremes, colonists automatically search for and equip any suitable clothing they can find in storage.&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Indoor temperature can be managed through structures in the temperature menu. Keep in mind that heat transfers between rooms and also the outside through roofs, walls, and doors. Large temperature differences, open doors, open roofs, and long thin rooms can make temperature hard to regulate. Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms.&lt;br /&gt;
&lt;br /&gt;
Temperature/heat transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer heat easily through a large base.&lt;br /&gt;
&lt;br /&gt;
Double thick walls and intermediate rooms act as an insulator and slow heat transfer- try using a hallway or storage room to protect bedrooms and work rooms from temperature extremes. Any room that borders an outdoors area transfers more heat, and will usually be closer to outdoor temperature, even if the room borders solid rock.&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting with the outdoors, or leave large solid rock clusters inside your base. This will increase your surface area to outdoor temperature and make indoor temperature more difficult to manage. Cut off outside hallways using doors and mine rock until all traces of outdoor area are gone.&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 {{Temperature|20}} (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 {{Temperature|60}} can be cooled down to comfortable {{Temperature|24}} 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 {{Temperature|0}}. 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 the 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 {{Temperature|20}} and almost never above {{Temperature|30}}. Instead of pointing the freezer's hot end outside, point it directly into your base. This will increase your energy efficiency and may save a few components on Heaters.&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. It needs to be fueled when it runs out of fuel.&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 {{Temperature|20}} (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 {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} 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 {{Temperature|30}}.&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|1000}} 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;
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;
=== 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;
* [[Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Frostbite]] - injury to extremities caused by prolonged exposure to cold.&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 plant growth and the temperature range of most workbenches. In extreme heat, even the spontaneous Combustion of Building Material becomes an issue.&lt;br /&gt;
&lt;br /&gt;
* 1000°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;
* 30°C Campfire max temperature&lt;br /&gt;
* 26°C default human upper limit&lt;br /&gt;
* 21°C Heater and Cooler default target&lt;br /&gt;
* 16°C default human lower limit&lt;br /&gt;
* 15°C Passive Cooler min temperature&lt;br /&gt;
* 10-1°C Plant growth and food spoiling slowed&lt;br /&gt;
* 5°C bad temperature bench modifier&lt;br /&gt;
* 0°C Plant growth and food spoiling stopped&lt;br /&gt;
* -270°C minimum value&lt;br /&gt;
&lt;br /&gt;
== Room Temperature Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Temperature mechanics ===&lt;br /&gt;
&lt;br /&gt;
Equalisation calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
All internal calculations are done in celsius. Fahrenheit is simply a different way to display the same absolute value.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to a extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Outside ===&lt;br /&gt;
&lt;br /&gt;
Spaces that are not enclosed are simply considered &amp;quot;outside&amp;quot;. The outside temperature is defined entirely by the climate and storyteller. No amount of heat adding/removing can change it, not even the Mod Tools can change it by simply adding/removing heat to the outdoor &amp;quot;room&amp;quot; - unless they set it for the entire map, nothing will happen. Proximity to heatsources does not mater. Instead the &amp;quot;outside&amp;quot; value is used.&lt;br /&gt;
&lt;br /&gt;
Despite this &amp;quot;outdoor&amp;quot; is still used like any other neighbouring room for wall equalisation. And often the most important room for that mater.&lt;br /&gt;
&lt;br /&gt;
Rooms can be in one of 3 states:&lt;br /&gt;
* Unroofed (not a single roof tile). This means it will simply use outdoor temperatures. It does still count as a &amp;quot;room&amp;quot; for most game mechanics, but for temeperature mechanices every active tick it will set to outdoors temperature regardless of difference.&lt;br /&gt;
* fully roofed (all tiles in the room have a roof tile). These rooms are entirely subject to heating, cooling and temperature equalisation&lt;br /&gt;
* partially roofed (uses outdoor temperature) while this room seems to maintain temperature while paused, the next equalisation tick will simply set it to outdoor temperature as a fully unroof one&lt;br /&gt;
* partially roofed (not use outdoor temperature) While there will be significant equalisation via the (lack of) roof, the room still has its own temperature calculation. The exact flipover point between this and &amp;quot;uses outdoor&amp;quot; is not static and seems to change with roomsizes. Possibly something based on the summed &amp;quot;no roof equalisation&amp;quot; value. &amp;lt; 1/4 of all roof tiles seems to be the limit.&lt;br /&gt;
&lt;br /&gt;
=== Passive Equalisation ===&lt;br /&gt;
&lt;br /&gt;
This is equalisation via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as isolating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the square/cube law, with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalisation via walls. Adding more than a 2nd layer of wall does not seems to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalisation purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalisation values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalisation values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalisation with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalisation rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
* Thin Roof at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
* unroofed tiles are looked at in relation to the total count of roofed tiles. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
* thick roof isolate the same as thin roof. However, they also add a cooling effect if indoor temperature is above about {{temperature|15}}; this effect is extremely small compared to other sources, however&lt;br /&gt;
&lt;br /&gt;
=== Active Equalisation ===&lt;br /&gt;
&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalisation tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Frostbite&amp;diff=73296</id>
		<title>Frostbite</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Frostbite&amp;diff=73296"/>
		<updated>2020-08-09T07:27:04Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Redirect to Health_Difficulties#Frostbite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Health_Difficulties#Frostbite]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=73295</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=73295"/>
		<updated>2020-08-09T07:25:57Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: New section on Hypothermia. I can't find this information anywhere but the Temperature page links here!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
''This article is about physical damage.  For chronic health conditions see [[Ailments]].  For treatable illnesses, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
[[Human]]oids, [[animal]]s, and [[mechanoid]]s sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].&lt;br /&gt;
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[#Incapacitation | downed]]'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists. &lt;br /&gt;
&lt;br /&gt;
==Injury types==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
&lt;br /&gt;
Hypothermia is caused by [[temperature|temperatures]] outside a pawns comfortable temperature range. Hypothermia slowly goes away in comfortable temperatures.&lt;br /&gt;
&lt;br /&gt;
Hyperthermia causes pain and decreased moving, manipulation and consciousness. Hypothermia also causes [[frostbite]] in extremities.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
{{main|Pain}}&lt;br /&gt;
Injuries cause pain to a colonist, and excessive pain can cause a pawn to be downed from pain shock.&lt;br /&gt;
&lt;br /&gt;
Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain.&lt;br /&gt;
&lt;br /&gt;
==Recovering from injuries==&lt;br /&gt;
Injured colonists will recover from their wounds over time.&lt;br /&gt;
Every couple of minutes in game, a random injury will be healed by a small amount.&lt;br /&gt;
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.&lt;br /&gt;
&lt;br /&gt;
Every 600 ticks {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage are healed from a randomly selected (non-permanent) wound.&lt;br /&gt;
The exact heal rate is determined by adding up three factors:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate''': All pawns have a base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;&lt;br /&gt;
* '''Is the pawn lying down or in a bed?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for resting on a [[sleeping spot]] or the ground, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt; for resting on a [[bed]] / [[bedroll]], and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt; for resting on a [[hospital bed]]&lt;br /&gt;
* '''Is the wound tended?''': &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt; for a 0% quality tend and &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+0.08'''&amp;lt;/font&amp;gt; per point of tend quality, up to &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt; at 100% tend quality&lt;br /&gt;
&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts.&lt;br /&gt;
The colonist heals {{math|''heal rate'' &amp;amp;times; 0.01}} points of damage every 600 ticks, so they'll need {{math|20 &amp;amp;divide; (heal rate &amp;amp;times; 0.01)}} ticks to fully recover.&lt;br /&gt;
To give a few examples:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it'll take 150,000 ticks (2 and a half in-game days) to heal&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it'll take 51,724 ticks to heal (around 21 hours in game)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it'll take 35,294 ticks to heal (around 14 hours in game)&lt;br /&gt;
&lt;br /&gt;
Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]]&lt;br /&gt;
&lt;br /&gt;
==Scarring==&lt;br /&gt;
&lt;br /&gt;
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.&lt;br /&gt;
&lt;br /&gt;
Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.&lt;br /&gt;
&lt;br /&gt;
It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s.  Artificial body parts will never scar.&lt;br /&gt;
&lt;br /&gt;
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.&lt;br /&gt;
&lt;br /&gt;
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.&lt;br /&gt;
&lt;br /&gt;
==Trauma Savant==&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. &lt;br /&gt;
&lt;br /&gt;
Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), often rendering a pawn permanently comatose in extreme cases, this being due to pain stacking with the reduced part efficiency. However, in real life the human brain has no pain receptors. This is due to how if anything manages to get into the brain and damage it, it will already have caused intense pain from having to penetrate the skull, and the person is likely going to be fatally wounded regardless of how they react. Headaches are often caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vrbkouec3f9h4425&amp;topic_postId=vrbkouec3j7jc80d&amp;topic_revId=vrbkra7lfwjrmpot&amp;action=single-view</id>
		<title>Topic:Vrbkouec3f9h4425</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vrbkouec3f9h4425&amp;topic_postId=vrbkouec3j7jc80d&amp;topic_revId=vrbkra7lfwjrmpot&amp;action=single-view"/>
		<updated>2020-08-02T22:21:20Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:AnnanFay&quot; class=&quot;mw-userlink&quot; title=&quot;User:AnnanFay&quot;&gt;&lt;bdi&gt;AnnanFay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AnnanFay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AnnanFay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AnnanFay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AnnanFay&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:Vrbkouec3f9h4425&amp;amp;topic_showPostId=vrbkouec3j7jc80d#flow-post-vrbkouec3j7jc80d&quot;&gt;post&lt;/a&gt; on &quot;Other than Fuel, is there anything wood can do that steel / stone cannot?&quot;&lt;/span&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vrbkouec3f9h4425&amp;topic_postId=vrbkouec3j7jc80d&amp;topic_revId=vrbkouec3j7jc80d&amp;action=single-view</id>
		<title>Topic:Vrbkouec3f9h4425</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vrbkouec3f9h4425&amp;topic_postId=vrbkouec3j7jc80d&amp;topic_revId=vrbkouec3j7jc80d&amp;action=single-view"/>
		<updated>2020-08-02T22:20:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:AnnanFay&quot; class=&quot;mw-userlink&quot; title=&quot;User:AnnanFay&quot;&gt;&lt;bdi&gt;AnnanFay&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AnnanFay&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AnnanFay (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AnnanFay&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AnnanFay&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:Vrbkouec3f9h4425&amp;amp;topic_showPostId=vrbkouec3j7jc80d#flow-post-vrbkouec3j7jc80d&quot;&gt;commented&lt;/a&gt; on &quot;Other than Fuel, is there anything wood can do that steel / stone cannot?&quot; (&lt;em&gt;I remember there used to be a number of things which required wood. - AnnanFay (talk) 22:20, 2 August 2020 (UTC)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=67365</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=67365"/>
		<updated>2019-12-17T23:14:13Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Beauty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Room stats''' are automatically calculated values of a room that passively affects thoughts about and events in the room. Room stats can be inspected with the [[Room inspection tool]]. &lt;br /&gt;
[[Room roles]], which also can be inspected with the same tool, may be affected by all, some or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
Room stats are:&lt;br /&gt;
* Impressiveness (an aggregate of other stats)&lt;br /&gt;
* Wealth&lt;br /&gt;
* Space&lt;br /&gt;
* Beauty&lt;br /&gt;
* Cleanliness&lt;br /&gt;
&lt;br /&gt;
Room stats affect things like:&lt;br /&gt;
* Medical treatment quality (from ''cleanliness'')&lt;br /&gt;
* Research speed (from ''cleanliness'')&lt;br /&gt;
* Mood of the people residing in them, resulting in thoughts like&lt;br /&gt;
** &amp;quot;Ate in impressive dining room&amp;quot;&lt;br /&gt;
** Owning impressive bedroom&lt;br /&gt;
** Owning bed in impressive barracks&lt;br /&gt;
** &amp;quot;Did joy activity in impressive rec room&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Related [[traits]]:&lt;br /&gt;
* Greedy: Unhappy without sufficiently impressive room.&lt;br /&gt;
* Jealous: Unhappy if anyone has a noticeably better room.&lt;br /&gt;
* Ascetic: Unhappy if room is too impressive. Happy if room is dull or worse.&lt;br /&gt;
&lt;br /&gt;
==Room roles==&lt;br /&gt;
{{:Room roles}}&lt;br /&gt;
&lt;br /&gt;
== Impressiveness ==&lt;br /&gt;
The value for impressiveness is based on the four other stats (wealth, beauty, spaciousness and cleanliness) with a heavy weighting towards the weakest of the four, as well as spaciousness being a limiting factor; there are sharply diminishing returns from increasing any room stat.&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game.  However, the following rules of thumb can be applied:&lt;br /&gt;
# '''Keep all four room stats equally in mind, when designing an impressive room.''' If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room.  For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit (low ''cleanliness'').  It is very difficult to compensate for one low contributing factor by raising the others.&lt;br /&gt;
# '''Making a particularly small room ''impressive'' is difficult.'''  Impressiveness is limited by room size: if you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the vanilla game).  Eg. a furnished bedroom with a 4×6 footprint would be fine, and a little smaller would still be OK.  On the other hand, any  &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
# '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect.  This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes.  Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
# '''Do not go overboard.''' Increasing any of the stats has dramatically diminishing returns with regards to impressiveness.  It is not worth putting a lot of resources into any of the stats beyond a point (unless you care about the stat for other reasons).&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Scale the input values individually, so that typical in-game stats end up in a range of single digit values.&lt;br /&gt;
# Attenuate those values further by applying a logarithm function.&lt;br /&gt;
# Combine the results into an impressiveness score, using a weighted summation.&lt;br /&gt;
# Apply another attenuation function to the result depending on the space in the room.&lt;br /&gt;
&lt;br /&gt;
The details of the calculation follow.&lt;br /&gt;
&lt;br /&gt;
==== Base values ====&lt;br /&gt;
Firstly, all four &amp;quot;raw&amp;quot; stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
''Example:'' a room with a ''wealth'' stat of 3000 has a '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; value of 2 and a room with a ''cleanliness'' of 0 has a '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; value of 1.&lt;br /&gt;
&lt;br /&gt;
==== Modified values ====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows:&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt; 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt; −1)&lt;br /&gt;
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).&lt;br /&gt;
&lt;br /&gt;
Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the &amp;quot;modified&amp;quot; base values will only meaningfully grow for low base values, before returns start to diminish rapidly.  An example about room ''wealth'' explains it best.&lt;br /&gt;
&lt;br /&gt;
Start with a room with a ''wealth'' of 3000:&lt;br /&gt;
: W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 3000 ÷ 1500 = 2&lt;br /&gt;
: W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; = 1 + ln(W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt;) = 1 + ln(2) =  '''1.69'''&lt;br /&gt;
Now lets ''triple'' the ''wealth'' to 9000:&lt;br /&gt;
: W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; triples to 6&lt;br /&gt;
: W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = '''2.79'''&lt;br /&gt;
So, while we have '''tripled''' the ''wealth'', the derived value only increased by about 65%.&lt;br /&gt;
&lt;br /&gt;
Now triple the wealth again to an absolutely ludicrous 27,000, getting us W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; = '''3.89''', only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).&lt;br /&gt;
&lt;br /&gt;
==== Impressiveness score ====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.&lt;br /&gt;
&lt;br /&gt;
'''If the room is big enough, this is the final result.'''&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I  (no change)&lt;br /&gt;
This means that a relatively small room cannot be very &amp;quot;impressive&amp;quot;, because lack of spaciousness will heavily weigh down the overall impressiveness.&lt;br /&gt;
&lt;br /&gt;
''Example:'' a &amp;quot;rather right&amp;quot; room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100.  Any impressiveness up to 100 would not be affected in this case.  However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers).  This is because the equation is&lt;br /&gt;
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101&lt;br /&gt;
therefore i = 4 (''i'' is the required increment).&lt;br /&gt;
&lt;br /&gt;
==== Diminishing returns from room stats ====&lt;br /&gt;
Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving &amp;quot;fair&amp;quot; (ie. linear) returns:&lt;br /&gt;
* ''Wealth'' above 1,500&lt;br /&gt;
* ''Beauty'' above 3&lt;br /&gt;
* ''Cleanliness'' above 0 (ie. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' above 125&lt;br /&gt;
If you reach any of these values, it becomes more economical to shift attention to other stats.  A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore observe that the factors (ie. modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1.  Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''.&lt;br /&gt;
&lt;br /&gt;
This makes sense intuitively, since we usually associate &amp;quot;impressive rooms&amp;quot; with being very spacious.&lt;br /&gt;
&lt;br /&gt;
=== Levels of impressiveness ===&lt;br /&gt;
&lt;br /&gt;
The exact ''impressiveness'' value will then be rounded ''down'' to the nearest integer, and a label (or &amp;quot;level&amp;quot;) of impressiveness will be given to the room, according to the below table.&lt;br /&gt;
&lt;br /&gt;
Any mood effects from the room then depend on this impressiveness level, and not on the precise value.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is the sum of the market value of all items in the room and all walls and doors surrounding the room.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
This is the average environmental beauty of the room including its walls with a penalty for small rooms.  The door, and the floor tile underneath the door has no influence.  Floor tiles underneath walls do not count.&lt;br /&gt;
&lt;br /&gt;
Room Beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cleanliness ==&lt;br /&gt;
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause food poisoning. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of [[filth]], and the cleanliness value of some furniture such as the [[Butcher table]] and the [[Stonecutter's table]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=  -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object&lt;br /&gt;
! Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
| Sterile Tile floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Steel, Silver or Gold floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Bridge and all other constructed flooring || 0&lt;br /&gt;
|-&lt;br /&gt;
| Smooth or Rough stone || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dirt floor (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| Marshy soil || -2&lt;br /&gt;
|-&lt;br /&gt;
| Blood || -10&lt;br /&gt;
|-&lt;br /&gt;
| Insect blood, vomit, fuel puddle || -15&lt;br /&gt;
|-&lt;br /&gt;
| Dirt, rubble, all other filth || -5&lt;br /&gt;
|-&lt;br /&gt;
| Chunks || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; the player can locate filth in a given room, which will be highlighted due to its negative &amp;quot;beauty value&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The beauty value is ''not'' equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The ''beauty'' value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.&lt;br /&gt;
&lt;br /&gt;
==== Test ====&lt;br /&gt;
&lt;br /&gt;
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of filth over sterile rooms&lt;br /&gt;
|-&lt;br /&gt;
! Size m^2&lt;br /&gt;
!Measurements&lt;br /&gt;
!Dirt beauty&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value Difference&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1*1 || -15 || -4.40/0.60 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 5*5 ||-15 || 0.40/0.60 || -0.20&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5*10 || -15 || 0.50/0.60 || -0.10&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 10*10 || -15 || 0.55/0.60 || -0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spilling behavior (observed in hospital):'''&lt;br /&gt;
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.&lt;br /&gt;
&lt;br /&gt;
'''Spilling test:'''&lt;br /&gt;
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using &amp;quot;damage 10 tool&amp;quot;. &lt;br /&gt;
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.&lt;br /&gt;
&lt;br /&gt;
'''Observation:'''&lt;br /&gt;
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only  blood stacking on previously non bloody tiles will.&lt;br /&gt;
'''After further observations:'''&lt;br /&gt;
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.&lt;br /&gt;
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness than 1 x blood + 1 x firefoam on one tile.&lt;br /&gt;
&lt;br /&gt;
'''Stacking of dirt and filth test'''&lt;br /&gt;
*Method: 5*5 room, stacking as much filth as possible over all tiles.&lt;br /&gt;
**Adding blood (-30) from ''Spilling test''. &lt;br /&gt;
**Adding fire foam (-25) using dev tools.&lt;br /&gt;
**getting rid of the floor (-1). &lt;br /&gt;
**Adding vomit (-41).&lt;br /&gt;
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). &lt;br /&gt;
**insect fluids have not been tested.&lt;br /&gt;
&lt;br /&gt;
*Results:&lt;br /&gt;
**From the given results it seems that the tiles can not have a beauty value past -107.&lt;br /&gt;
**It has been observed that the &amp;quot;beauty value&amp;quot; does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.&lt;br /&gt;
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.&lt;br /&gt;
&lt;br /&gt;
Observation:&lt;br /&gt;
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Beauty values by type of filth (sample) :&lt;br /&gt;
|-&lt;br /&gt;
! Filth&lt;br /&gt;
!Beauty (outdoor)&lt;br /&gt;
!Beauty (indoor)&lt;br /&gt;
|-&lt;br /&gt;
| blood || -8 to -10 || -15 to -30&lt;br /&gt;
|-&lt;br /&gt;
| dirt || -4 to -5 || -15&lt;br /&gt;
|-&lt;br /&gt;
| vomit || -11 to -13 || -40&lt;br /&gt;
|-&lt;br /&gt;
| fire foam || -8 || -25&lt;br /&gt;
|-&lt;br /&gt;
| item on floor || -6 to -7|| -6 to -7&lt;br /&gt;
|-&lt;br /&gt;
| meat on floor || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| chunk || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| soil || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| mud || -2 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor). &lt;br /&gt;
&lt;br /&gt;
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.&lt;br /&gt;
&lt;br /&gt;
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion'''&lt;br /&gt;
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.&lt;br /&gt;
**The cheapest design to keep at least [0 &amp;lt;= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.&lt;br /&gt;
**The most effective option to keep at least [0.40 &amp;lt; cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.&lt;br /&gt;
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling form the patient in bed (bleeds slower).&lt;br /&gt;
**The cheapest design to keep at [0 &amp;lt;= cleanliness] would be 4x5 (for at least 17).&lt;br /&gt;
**The most effective to keep at [0.40 &amp;lt; cleanliness] would be 6x5 (for at least 34).&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67349</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67349"/>
		<updated>2019-12-09T10:12:12Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Anyone know how to disable the spammy 'thanks for X' notifications? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;br /&gt;
:The Obsolete template might work, use &amp;lt;nowiki&amp;gt;{{Obsolete}}&amp;lt;/nowiki&amp;gt;. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 03:25, 29 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Disease&amp;diff=67348</id>
		<title>Disease</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Disease&amp;diff=67348"/>
		<updated>2019-12-08T04:47:20Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
HediffDefs\Hediffs_Infections.xml&lt;br /&gt;
HediffDefs\Hediffs_GlobalMisc.xml&lt;br /&gt;
HediffDefs\Incidents_Bad_Disease.xml&lt;br /&gt;
BiomeDefs\Biomes.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:''Main article: [[Disease]]''&amp;lt;/includeonly&amp;gt;''Note: This article is about treatable illnesses.  For physical damage, see [[Injury]].  For other health conditions, see [[Ailments]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;[[Colonist]]s sometimes contract diseases. Diseases most often occur through random [[events]] that vary by [[Biomes|biome]] and difficulty. [[Disease#Infection|Infections]] have a random chance of developing from an [[injury]] regardless of biome.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Diseases cause infected colonists to suffer symptoms, which can vary from disease to disease. Diseases progress through stages of intensity until either the colonist develops immunity or the disease runs its course, usually leading to death. Diseases progression generally follows a pattern of minor -&amp;gt; major -&amp;gt; extreme. The more severe the disease, the more dramatic the symptoms. Diseases are not contagious and do not spread between pawns.&lt;br /&gt;
&lt;br /&gt;
==Treatment==&lt;br /&gt;
At regular intervals, a [[rest]]ing colonist can be treated by a [[Skills#Medicine|doctor]]. This slows the progression of symptoms and for most diseases it is critical to treat the colonist as often as possible.  You cannot give a new treatment until 3 hours before the expiry of the previous one, and you can see the remaining time by hovering over the disease in the colonist's '''Health''' tab.  The treatment interval varies for each disease.&lt;br /&gt;
&lt;br /&gt;
'''Treatment Quality''' is determined by a variety of factors, including the doctor's [[skills|skill]] and the quality of [[Doctoring|medicine]] used. Progression of the disease is slowed depending on how good the treatment was.&lt;br /&gt;
&lt;br /&gt;
'''Immunity:''' Colonists will gradually develop immunity to potentially fatal diseases, such as wound infections or [[Disease#plague|plague]]. When immunity reaches 100%, the symptoms will not immediately disappear, but will instead tick backwards towards zero with the colonist no longer needing any treatment.  If the disease symptoms progress past 100% before immunity does, the colonist will die.  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and [[blood filtration]].&lt;br /&gt;
&lt;br /&gt;
'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing faster than they would usually. Older colonists are more susceptible to sickness than younger ones.  Colonists with only one [[kidney]] have their blood filtration reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
==Diseases==&lt;br /&gt;
Most diseases have the following:&lt;br /&gt;
*General Symptoms - initial symptoms that develop in the first few days of being sick.&lt;br /&gt;
*Advanced Symptoms - symptoms that set in when the disease progresses for any reason (e.g. being untreated or gets worse).&lt;br /&gt;
*Treatment - some illnesses are treatable with medicine, but not all diseases are treatable, especially [[ailments|chronic diseases]].&lt;br /&gt;
&lt;br /&gt;
==Fatal diseases==&lt;br /&gt;
&lt;br /&gt;
The below diseases have the potential to kill affected colonists if not treated well.&lt;br /&gt;
&lt;br /&gt;
===Flu===&lt;br /&gt;
Main Page: [[Flu]]&lt;br /&gt;
&lt;br /&gt;
Trivial disease that can be caught anywhere. Generally not fatal to healthy colonists.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
*Reduced Consciousness&lt;br /&gt;
*Impaired Manipulation&lt;br /&gt;
*Hindered Breathing&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
*Vomiting&lt;br /&gt;
*Mild Pain&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Medicine&lt;br /&gt;
&lt;br /&gt;
===Plague===&lt;br /&gt;
Main Page: [[Plague]]&lt;br /&gt;
&lt;br /&gt;
Somewhat deadly disease that can be caught anywhere.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
*Moderate Pain&lt;br /&gt;
*Somewhat Reduced Consciousness&lt;br /&gt;
*Somewhat Reduced Manipulation&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
*Excruciating Pain&lt;br /&gt;
*Loss of Consciousness&lt;br /&gt;
*Difficulty in Breathing&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Medicine&lt;br /&gt;
&lt;br /&gt;
===Malaria===&lt;br /&gt;
Main Page: [[Malaria]]&lt;br /&gt;
&lt;br /&gt;
Disease that can be especially caught in jungles. Reduces blood filtration.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
*Reduced Blood Filtration&lt;br /&gt;
*Slightly reduced Consciousness&lt;br /&gt;
*Slightly hindered Manipulation&lt;br /&gt;
*Vomiting&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
*Loss of Consciousness&lt;br /&gt;
*Moderate Pain&lt;br /&gt;
*Frequent Vomiting&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Medicine&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Main Page: [[Infection]]&lt;br /&gt;
&lt;br /&gt;
Occurs in open wounds, frostbite, and burns when left untreated or in unsanitary environments. Progresses and kills rapidly if poorly treated.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
*Mild pain&lt;br /&gt;
*Reduced Consciousness&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
*Loss of Consciousness&lt;br /&gt;
*Excruciating Pain&lt;br /&gt;
*Breathing difficulties&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Medicine&lt;br /&gt;
*Amputating the affected part&lt;br /&gt;
&lt;br /&gt;
===Sleeping Sickness===&lt;br /&gt;
Main Page: [[Sleeping sickness]]&lt;br /&gt;
&lt;br /&gt;
Slow-progressing disease exclusive to the jungles of the RimWorlds.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
*Trivial Pain&lt;br /&gt;
*Moderately reduced Consciousness&lt;br /&gt;
*Slightly reduced Manipulation&lt;br /&gt;
*Occasional Vomiting&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
*Loss of Consciousness&lt;br /&gt;
*Frequent Vomiting&lt;br /&gt;
*Moderate Pain&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Medicine&lt;br /&gt;
&lt;br /&gt;
==Non-fatal==&lt;br /&gt;
These diseases cannot kill the colonist but can hamper effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Gut Worms===&lt;br /&gt;
{{:Gut worms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muscle Parasites===&lt;br /&gt;
{{:Muscle parasites}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fibrous Mechanites===&lt;br /&gt;
{{:Fibrous mechanites}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensory Mechanites===&lt;br /&gt;
{{:Sensory mechanites}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disease Frequency==&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
|+ '''Disease frequency by difficulty'''&lt;br /&gt;
! Difficulty !! Disease interval multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful || 3&lt;br /&gt;
|-&lt;br /&gt;
| Base builder || 3&lt;br /&gt;
|-&lt;br /&gt;
| Some challenge || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Rough || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Intense || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Extreme || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=67347</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=67347"/>
		<updated>2019-12-04T19:20:44Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Points */ According to bbqftw on reddit this is out of date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Raiders, are enemies who attack in groups during the period where the storyteller's threat cycle is active - or at possibly any time in the case of Randy Random. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game will automatically display a red alert envelope with two different versions, whether they will prepare and then attack or will attack immediately.&lt;br /&gt;
&lt;br /&gt;
Raiders will attack, destroy or burn random targets without any visible strategy or tactic, but will not attack natural rock walls (except sappers), wild [[animals]] or unpowered turrets. They will however, engage prisoners from enemy factions.&lt;br /&gt;
&lt;br /&gt;
Besides attempting to raze your base, if not engaging your defenders due to no contact, the behavior will change into other goals such as: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, as well as give up and retreat due to exhaustion and starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Prisoner return as raider.png|400px|thumb|left|Abandoned prisoner returns to ambush a caravan.]]&lt;br /&gt;
&lt;br /&gt;
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.&lt;br /&gt;
&lt;br /&gt;
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[pistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders will not use the best weapon for their skills, instead randomly picking weapons. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Weapons that are in '''bold''' are weapons that a raider kind is particularly likely to equip; weapons that are in ''italics'' are weapons that a raider kind is particularly unlikely to equip.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Penitent&lt;br /&gt;
|[[File:Penitent2056.png]] || | 35 || | 20-110 || | Poor || | 50-100 || | 90-150 || | [[Club]], [[Knife]] || | Up to 60 || | Occasionally has wooden prostheses&lt;br /&gt;
|-&lt;br /&gt;
! Archer&lt;br /&gt;
|[[File:Archer1557.png]] || | 48 || | 50-180 || | Poor || | 180-350 || | 80 || | '''[[Short bow]]''' || | Up to 60 || | Rarely has wooden prostheses&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|[[File:Warrior1557.png]] || | 60 || | 50-180 || | Poor || | 200-300 || | 150 || | '''[[Ikwa]]''' || | Up to 60 || | Always has [[war veil]].&lt;br /&gt;
|-&lt;br /&gt;
! Hunter&lt;br /&gt;
|[[File:Hunter1722.png]] || | 65 || | 50-180 || | Normal || | 200-300 || | 100 || | '''[[Recurve bow]]''' || | Up to 60 || | Always has war veil. Tribal traders are based on this pawn, though they have [[tribal headdress]]es instead.&lt;br /&gt;
|-&lt;br /&gt;
! Berserker&lt;br /&gt;
|[[File:Berserker1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 300 || | '''[[Spear]]''' || | Up to 60 || | Always has [[war mask]].&lt;br /&gt;
|-&lt;br /&gt;
! Heavy Archer&lt;br /&gt;
|[[File:HeavyArcher1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 250 || | [[Greatbow]], [[Pila]] || | Up to 60 || | Always has war mask.&lt;br /&gt;
|-&lt;br /&gt;
! Archer chief&lt;br /&gt;
|[[File:Chief1557.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | '''Greatbow''' || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
! Berserker chief&lt;br /&gt;
|[[File:MeleeChief2056.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | [[Longsword]], [[Spear]] || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Drifter&lt;br /&gt;
|[[File:Drifter1557.png]] || | 35 || | 20-60 || | Poor || | 90-280 || | 60-200 || | Club, Knife || | Any || |  Never carries food. Occasionally has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Scavenger Thrasher&lt;br /&gt;
|[[File:Thrasher1557.png]] || | 45 || | 40-110 || | Normal || | 300-800 || | 100-160 || | Club, [[Gladius]], Knife, [[Mace]] || | Any || | Rarely has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Scavenger Gunner&lt;br /&gt;
|[[File:Scavenger1557.png]] || | 45 || | 40-110 || | Normal || | 300-500 || | 200-300 || | [[Autopistol]], ''[[Bolt-action rifle]]'', [[Machine pistol]], ''[[Pump shotgun]]'', [[Revolver]] || | Any || | Rarely has wooden prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Pirate Gunner&lt;br /&gt;
|[[File:Pirate1557.png]] || | 65 || | 70-230 || | Normal || | 400-1000 || | 250-345 || | Autopistol, '''Bolt-action rifle''', ''[[Incendiary launcher]]'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Villager&lt;br /&gt;
|[[File:Villager1557.png]] || | 35 || | 20-200 || | Poor || | 200-400 || | 65-250 || | Autopistol, '''Knife''', ''Machine pistol'', Revolver || | Any || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Town Councilman&lt;br /&gt;
|[[File:Councilman2056.png]] || | 40 || | 100 || | Good || | 700-1200 || | 200 || | Autopistol, Revolver || | At least 30 || | Always has [[bowler hat]]. Only one can show in a raid. Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Town Guard&lt;br /&gt;
|[[File:Guard1557.png]] || | 55 || | 60-200 || | Normal || | 400-600 || | 250-400 || | Autopistol, '''Bolt-action rifle''', ''[[Heavy SMG]]'', ''Incendiary launcher'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Any || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Grenadier&lt;br /&gt;
|[[File:Grenadier1557.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | [[Frag grenades]], [[Molotov cocktails]] || |  Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! EMP Grenadier&lt;br /&gt;
|[[File:EMPGrenadier2056.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | '''[[EMP grenades]]''' || |  Up to 65 || | Rarely has wooden or standard prostheses.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Gunner&lt;br /&gt;
|[[File:Gunner1557.png]] || | 90 || | 70-320 || | Normal || | 1000-1500 || | 330-650 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Sniper&lt;br /&gt;
|[[File:Sniper1557.png]] || | 110 || | 70-320 || | Normal || | 1000-1500 || | 600 || | '''[[Sniper rifle]]''' || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary Slasher&lt;br /&gt;
|[[File:Slasher1557.png]] || | 150 || | 70-320 || | Normal || | 300-1400 || | 200-500 || | Gladius, '''Longsword''', Mace, '''Spear''' || | Up to 65 || | Always has [[shield belt]]. Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Heavy Mercenary&lt;br /&gt;
|[[File:Heavy1557.png]] || | 150 || | 70-320 || | Normal || | 200-350 || | 1200 || | [[Doomsday rocket launcher]], [[Minigun]], [[Triple rocket launcher]] || | Up to 65 || | Occasionally has standard prostheses or bionics.&lt;br /&gt;
|-&lt;br /&gt;
! Elite Mercenary&lt;br /&gt;
|[[File:Elite1557.png]] || | 150 || | 100 || | Normal || | 2500-3500 || | 500-1400 || | Assault rifle, LMG || | Up to 45 || | May have bionics. Bosses are functionally identical and may be faction leader.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Ancient Soldier&lt;br /&gt;
|[[File:SpaceSoldier1722.png]] || | 100 || | 100 || | Normal || | 0-3800 || | 300-900 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Any || | May have bionics or power claws.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! Scyther&lt;br /&gt;
|[[File:Scyther1557.png]] || | 160 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! Lancer&lt;br /&gt;
|[[File:Lancer2056.png]] || | 160 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
! Centipede&lt;br /&gt;
|[[File:Centipede1557.png]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raiders' Strategies ==&lt;br /&gt;
&lt;br /&gt;
=== Immediate Attack ===&lt;br /&gt;
&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods.&lt;br /&gt;
&lt;br /&gt;
=== Mid-base Drop Pods ===&lt;br /&gt;
&lt;br /&gt;
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.&lt;br /&gt;
&lt;br /&gt;
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Attack Smart ===&lt;br /&gt;
&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual.Their ultimate goal is to reach one of your colonists assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who cave in to mountain bases as the defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs).It's possible to create such an trap area to kill them before hand. &lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and wil construct 2 [[mortar]]s and sandbags as cover.&lt;br /&gt;
&lt;br /&gt;
You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.&lt;br /&gt;
&lt;br /&gt;
Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.&lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege pirates not engaging friendlies yet.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
&lt;br /&gt;
Enemies capable of drop pods have a chance of landing scattered across the map.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
&lt;br /&gt;
Pirate raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
&lt;br /&gt;
Pirates have the chance to send snipers only, meaning that all attackers will have long ranged attacks.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
&lt;br /&gt;
{{Obsolete}}&lt;br /&gt;
&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
Where '''C''' is the number of colonists that your base has; '''iW''' is the base's item wealth; '''bW''' is the base's building wealth; '''sR''' is the short-term ramp-up factor; '''lR''' is the long-term ramp-up factor; '''D''' is the difficulty's threat scale factor (i.e. points multiplier); '''T''' is based on the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced; and '''R''' is based on the strategy that the raiders are using.&lt;br /&gt;
&lt;br /&gt;
'''C''', '''iW''', and '''bW''' can be checked under the 'History' tab. Colonists are always worth 42 points, regardless of if they're a peg-legged, pacifistic grandma; or a level 20 trigger-happy, bionic, CED (combat enhancing drug) junkie.&lt;br /&gt;
&lt;br /&gt;
'''D''''s value is 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
&lt;br /&gt;
'''T''''s value is 0.5 for 1; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second ever big threat, and so on.&lt;br /&gt;
&lt;br /&gt;
'''R''''s value is 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
&lt;br /&gt;
====Ramp-Up Factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
&lt;br /&gt;
== Defense Strategies ==&lt;br /&gt;
&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider Preparation ===&lt;br /&gt;
&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|Solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[Deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids only come in 3 types, Lancers, Scythers and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of long-range sniping attacks. If fighting it from a distance, cover along with long-ranged weapons such as [[sniper rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Because of the Lancers lack of melee ability, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Minigun]] and [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. &amp;lt;br&amp;gt;&lt;br /&gt;
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is not recommended due to its armor, high health and heavy damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[Minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Community_portal&amp;diff=67344</id>
		<title>RimWorld Wiki:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Community_portal&amp;diff=67344"/>
		<updated>2019-11-28T22:38:42Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Link to information about not being able to create new pages was moved. Help:Basics only redirects to the formatting cheatsheet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| class=&amp;quot;communityportal&amp;quot; |&lt;br /&gt;
&amp;lt;div class=&amp;quot;cp-header&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 140%;&amp;quot;&amp;gt;Community Portal&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Phoebe.png|75px]]&lt;br /&gt;
Need help, want something changed or want to debate about something? Here you will find exactly what you need!&lt;br /&gt;
[[File:Randy.png|75px]]&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Cassandra.png|75px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{fullurl|RimWorld Wiki:Community portal|action{{=}}watch|text=Add this page}} to your [[Special:Watchlist|watchlist]] and stay on top of things!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New to wikis? ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;stafflist&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{staff|user=Zesty|role=Administrator}}&lt;br /&gt;
{{staff|user=TynanSylvester|role=Administrator}}&lt;br /&gt;
{{staff|user=MrPetovan|role=Administrator}}&lt;br /&gt;
{{staff|user=Jimyoda|role=Moderator}}&lt;br /&gt;
{{staff|user=PigeonGuru|role=Moderator}}&lt;br /&gt;
{{staff|user=Pangaea|role=Moderator}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
* In case you need some help with editing pages, Wikipedia's &amp;quot;[[Wikipedia:Wikipedia:How to edit a page|How to edit a page]]&amp;quot; article is a great source of information.&lt;br /&gt;
&lt;br /&gt;
* Transclusion: Some pages display text from another page by using a special markup to transclude it. Editing the text must be done on the page from which the text is transcluded. &lt;br /&gt;
** For example, when editing the page Character Types you'll see &amp;lt;span style=&amp;quot;font-family: monospace; font-size:130%; &amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{:Colonist}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; which is markup text that automatically copies text from the page &amp;lt;span style=&amp;quot;font-family: monospace; font-size:130%; &amp;quot;&amp;gt;Colonist&amp;lt;/span&amp;gt;.&lt;br /&gt;
** To learn more about transclusions, see [https://en.wikipedia.org/wiki/Wikipedia:Transclusion Wikipedia:Transclusion].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to help out ==&lt;br /&gt;
&lt;br /&gt;
* '''[[Special:RecentChanges|Recent changes]]''' shows the latest page updates in this wiki and clicking on the (diff/hist) is the easiest way to learn common practices.&lt;br /&gt;
* '''[[:Category:Stubs|Stub]]''' articles are pages in need of additional content, an easy way to get started.&lt;br /&gt;
* When you get better, check the list of '''[[:Category:Pages to be rewritten|pages to be rewritten]]''' and improve already filled pages that need better &amp;quot;noise-sound&amp;quot; ratio. Friendly readability and concise, structured writing.&lt;br /&gt;
* Another helpful activity is to check '''[[Special:WantedPages|wanted pages]]''' list, frequently linked-to articles that don't exist yet and can be started from blank free of remarks.&lt;br /&gt;
* Tag maintenance templates '''[[:Category:Templates]]''' or '''[[{{ns:project}}:Templates]]''' to pages that you think had been overlooked and need to be polished.&lt;br /&gt;
* Upload and add some images! Visit '''[[Special:Upload]]'''. Add them &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[:Category:Images]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Check for spelling and punctuation mistakes/errors.&lt;br /&gt;
* You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits beforehand, this is to prevent vandalism. If you don't meet the count yet, just perform any of the above mentioned tasks to raise your count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Want to discuss stuff? ==&lt;br /&gt;
&lt;br /&gt;
* If you want to discuss anything specific to an article, you can use the [https://en.wikipedia.org/wiki/Help:Talk_pages Discussion page] for that article. &amp;lt;small&amp;gt;(Note that if that particular talk page doesn't exist yet, you need to pass the [[Help:Starting_a_new_page#Permissions|anti-bot]] filter before you can create it.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* For more general discussions you can use the Discussion tab of this page.&lt;br /&gt;
&lt;br /&gt;
=== Current discussions ===&lt;br /&gt;
&lt;br /&gt;
No current discussions right now.&lt;br /&gt;
&lt;br /&gt;
== Announcements ==&lt;br /&gt;
&lt;br /&gt;
*[[User_talk:Zesty#New_Moderators_583|New Moderators]]: [[User:Jimyoda|Jimyoda]], &amp;lt;s&amp;gt;[[User:Yoshida Keiji|Yoshida Keiji]]&amp;lt;/s&amp;gt; and [[User:PigeonGuru|PigeonGuru]].&lt;br /&gt;
**Update: [[User:Pangaea|Pangaea]] has now been promoted to moderator&lt;br /&gt;
&lt;br /&gt;
== Things to do ==&lt;br /&gt;
&lt;br /&gt;
; Useful activities&lt;br /&gt;
* Create links to some '''[[Special:LonelyPages|orphaned pages]]'''.&lt;br /&gt;
* Fix any '''[[Special:DoubleRedirects|double redirects]]''' by redirecting the first page to the third page.&lt;br /&gt;
* Check for '''[[Special:BrokenRedirects|broken redirects]]''' and either mark them for deletion or find a more appropriate target.&lt;br /&gt;
* Consider splitting up very '''[[Special:LongPages|long pages]]''' into different pages or subpages.&lt;br /&gt;
* Create some links on '''[[Special:DeadendPages|dead end pages]]'''.&lt;br /&gt;
* ''Add more...''&lt;br /&gt;
&lt;br /&gt;
== Translation ==&lt;br /&gt;
&lt;br /&gt;
{{Warning|'''Note:''' The translation extension is disabled. Currently, we are more focused in cleaning up translation tags than adding translations.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Starting_a_new_page&amp;diff=67343</id>
		<title>Help:Starting a new page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Starting_a_new_page&amp;diff=67343"/>
		<updated>2019-11-28T22:36:13Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: The current help pages currently do not mention the 10 edit permission limit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbar help}}&lt;br /&gt;
&lt;br /&gt;
There are several ways to start a new page. These can vary, based on the type of page started.&lt;br /&gt;
&lt;br /&gt;
==Permissions==&lt;br /&gt;
&lt;br /&gt;
With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam-bot measure.&lt;br /&gt;
&lt;br /&gt;
== From the search box ==&lt;br /&gt;
If you search for a page that doesn't exist (using the search box and “🔍” button at the upper right of the page), then the following line will appear: &lt;br /&gt;
&lt;br /&gt;
'''Create the page &amp;quot;New page&amp;quot; on this wiki!'''&lt;br /&gt;
&lt;br /&gt;
It will be above any search results, should any appear. Simply click on the link to open the new page for editing.&lt;br /&gt;
&lt;br /&gt;
== From a link ==&lt;br /&gt;
Following a link to a page that doesn't exist will open it for editing. You might not be able to create a new page unless you are logged in. &lt;br /&gt;
&lt;br /&gt;
New page links typically look different from links to existing pages. Depending on settings, a different color or a question mark is used. (Sometimes links to new pages are called &amp;quot;red links&amp;quot;, the display option of one of the settings). Links to non-existent pages are created with &amp;lt;nowiki&amp;gt;[[New page name]]&amp;lt;/nowiki&amp;gt; from the wiki editor. (In this case, the empty page &amp;quot;New page name&amp;quot; would be created).&lt;br /&gt;
&lt;br /&gt;
Links to non-existing pages are common. They are typically created in preparation for creating the page and to encourage other people to do so. Links are not only convenient for navigation, but also make people aware of the new page (those who read a related page and also those who [[Special:Watchlist|watch]] the related page). New page links are not truly broken as long as the name correctly identifies the intended content. (A new page link with a &amp;quot;wrong&amp;quot; or misspelled name, or that duplicates content found under another name is &amp;quot;broken&amp;quot;, but in a different sense.) &lt;br /&gt;
&lt;br /&gt;
Of course, you can also create the link yourself, in a related page, index page or your user page. However, it may be better to wait to create links until after creating the new page, especially if the new link replaces one to an existing page. In this case, create the link but press &amp;lt;code&amp;gt;Show preview&amp;lt;/code&amp;gt;, instead of &amp;lt;code&amp;gt;Save page&amp;lt;/code&amp;gt;. From preview area, clicking the new link will create the new page (without updating the referring page).&lt;br /&gt;
&lt;br /&gt;
== Using the URL bar ==&lt;br /&gt;
Using the browser address bar to enter a URL to a new page is another way to start the new page process. Easier still is editing the pagename part of a URL for an existing page. Using the URL for the new page displays the default 'no article' message. The default page has the usual &amp;lt;u&amp;gt;''Edit this page''&amp;lt;/u&amp;gt; link, which can be used to begin adding content.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== From the Community portal ==&lt;br /&gt;
The Community portal on all wikis has a &amp;quot;Start a new article&amp;quot; bullet point by default. Typing in the name of the page and clicking the now blue 'Create page' button will redirect to the default page with the usual &amp;lt;u&amp;gt;''Edit this page''&amp;lt;/u&amp;gt; link, which can be used to begin adding content.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Special notes ==&lt;br /&gt;
=== New pages and blank pages ===&lt;br /&gt;
A '''new page''' is distinguishable from a blank page: the latter has a page history. Creating a new page is just like editing a blank page, but links to blank pages will not be red.&lt;br /&gt;
&lt;br /&gt;
=== Category pages ===&lt;br /&gt;
Categories and category pages are technically separate, and a category can exist without a page. When you open a category page that doesn't exist, you may see that that pages are already in the associated category. The main use of category pages is to put categories within more general categories, as categorizing the category page will categorize the category too. This allows a wiki community to create a hierarchy of categories. Category pages can also be utilized to provide further information on the type of articles contained in the category.&lt;br /&gt;
&lt;br /&gt;
=== File pages ===&lt;br /&gt;
Image files and file pages are also technically separate, but typically a link to a file page will not be red unless the image is missing. File pages are useful for categorizing images, showing license information, and providing a description of the image.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67342</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67342"/>
		<updated>2019-11-28T22:34:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Out of date content template */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Out of date content template ==&lt;br /&gt;
&lt;br /&gt;
Is there an out-of-date template to put on sections or pages which contain old data? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:34, 28 November 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67341</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=67341"/>
		<updated>2019-11-28T22:17:50Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Wooden foot */  Spamming this page until I hit 10 edits and can create pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just posting for future readers to say that this no longer needs doing. - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:17, 28 November 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Floors&amp;diff=67335</id>
		<title>Floors</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Floors&amp;diff=67335"/>
		<updated>2019-11-27T09:35:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Types of Flooring */ Values are wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Description == &lt;br /&gt;
[[File:Floors.png|500px|right]]&lt;br /&gt;
Floor improvements can bring benefits such as mobility speed, aesthetic comfort and hygiene, as well as prevent wild plants from growing and fires from spreading.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
&lt;br /&gt;
Soil grows vegetation such as grass, bushes and trees, all of which cause a walking speed reduction for Colonists. Other natural surfaces incapable of growing vegetation such as sand or ice also have low movement speeds. Flooring a frequent path will reduce the time required to walk between the two ends.&lt;br /&gt;
&lt;br /&gt;
=== Beauty of room ===&lt;br /&gt;
&lt;br /&gt;
Colonists are affected in mood according to their surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. [[Carpets]] for instance can make bedrooms look nicer for their occupants.&lt;br /&gt;
&lt;br /&gt;
=== Sanitation / Safety ===&lt;br /&gt;
&lt;br /&gt;
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.&lt;br /&gt;
&lt;br /&gt;
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the posssibility of infection.  Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.&lt;br /&gt;
&lt;br /&gt;
=== No plant growth ===&lt;br /&gt;
&lt;br /&gt;
Any flooring placed outdoors will prevent grass, bushes or trees from spreading there.  This can be useful to keep any trees from growing in the path of a [[wind turbine]] and reducing its power output.  Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby.  It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.&lt;br /&gt;
&lt;br /&gt;
Flooring can even help with security in certain biomes.  While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.&lt;br /&gt;
&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;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Materials !! Resources Per Square !! Beauty !! Move Speed Modifier !! Flammability !! Cleanliness !! Wealth&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood floor]]&lt;br /&gt;
| Wood || | 3{{icon|wood}} || | 0 || | 100 || | 22 || 0 || 3.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Carpets|Carpet]]&lt;br /&gt;
| Cloth || | 7{{icon|cloth}} || | 2 || | 100 || | 32 || 0 || 13.38&lt;br /&gt;
|-&lt;br /&gt;
! [[Sterile tile]]&lt;br /&gt;
| Silver/Steel || | 12{{icon|silver}} &amp;amp; 3{{icon|metal}} || | 0 || | 100 || | 0 || +0.6 || 23.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Stone tile]]&lt;br /&gt;
| Sandstone, Granite, Limestone, Slate or Marble || | 4{{icon|stone}} || | 1 || | 100 || 0 || 0 || 8&lt;br /&gt;
|-&lt;br /&gt;
! [[Flagstone]]&lt;br /&gt;
| Sandstone, Granite, Limestone, Slate or Marble || | 4{{icon|stone}} || | 0 || | 100 || 0  || 0 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver tile]]&lt;br /&gt;
| Silver || | 70{{icon|silver}} || | 5 || | 100 || 0 || +0.2 || 73&lt;br /&gt;
|-&lt;br /&gt;
! [[Metal tile]]&lt;br /&gt;
| Steel || | 7{{icon|metal}} || | 1 || | 100 || 0  || +0.2 || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Paved tile]]&lt;br /&gt;
| Steel || | 2{{icon|metal}} || | 0 || | 100 || 0  || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Concrete]]&lt;br /&gt;
| Steel || | 1{{icon|metal}} || | -1 || | 100 || 0  || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold tile]]&lt;br /&gt;
| Gold || | 70{{Icon Small|gold}} || | 12 || | 100 || 0  || +0.2 || 705&lt;br /&gt;
|-&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| Natural Stone Floor || | Free || | 2 || | 100 || 0 || 0 || 8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Furniture&amp;diff=67334</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Furniture&amp;diff=67334"/>
		<updated>2019-11-26T23:09:46Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: The stats table is missing bedrolls. Does anyone know their stats? How do they compare to beds? (I can't ask on the Talk page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#vardefine:cellsize|width=80px height=80px}}&lt;br /&gt;
{{#vardefine:imagesize|70px}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:sleeping_spot.png         |{{#var:imagesize}}|link=Sleeping spot]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:double_sleeping_spot.png         |{{#var:imagesize}}|link=&amp;gt;Double sleeping spot]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:bed.png                   |{{#var:imagesize}}|link=Bed]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Double_bed.png            |{{#var:imagesize}}|link=Double bed]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:RoyalBed_actual.png       |{{#var:imagesize}}|link=Royal bed]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:hospital_bed.png          |{{#var:imagesize}}|link=Hospital bed]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:animal_sleeping_spot.png  |{{#var:imagesize}}|link=Animal sleeping spot]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:animal_sleeping_box.png   |{{#var:imagesize}}|link=Animal sleeping box]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:animal_bed.png            |{{#var:imagesize}}|link=Animal bed]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:stool.png                 |{{#var:imagesize}}|link=Stool]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:bedroll.png               |{{#var:imagesize}}|link=Bedroll]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sleeping spot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Double sleeping spot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Bed]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Double bed]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Royal bed]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hospital bed]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Animal sleeping spot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Animal sleeping box]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Animal bed]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Stool]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Bedroll]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:dining_chair.png    |{{#var:imagesize}}|link=Dining chair]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:armchair.png        |{{#var:imagesize}}|link=Armchair]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:table_short.png     |{{#var:imagesize}}|link=Table (short)]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:table_long.png      |{{#var:imagesize}}|link=Table (long)]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:plant_pot.png       |{{#var:imagesize}}|link=Plant pot]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:TorchLamp.png       |{{#var:imagesize}}|link=Torch lamp]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:standing_lamp.png   |{{#var:imagesize}}|link=Standing lamp]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:LampSun.png         |{{#var:imagesize}}|link=Sun lamp]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:equipment_rack.png  |{{#var:imagesize}}|link=Shelf]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dining chair]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Armchair]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Table (short)]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Table (long)]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Plant pot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Torch lamp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Standing lamp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sun lamp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Shelf]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moving and storing furniture ==&lt;br /&gt;
&lt;br /&gt;
* Constructing furniture will install it on the spot where the blueprint was placed, and make it immediately useable.  It can afterwards be ''uninstalled'' which puts it into ''minified'' form, and allows it to be transported and stored.&lt;br /&gt;
* A minified piece of furniture only takes 1 tile of storage space, no matter how large it is when installed.&lt;br /&gt;
* Minified furniture can be deconstructed without installing it first.  This will give the same amount of materials back as deconstructing the installed piece of furniture would.&lt;br /&gt;
* &amp;quot;Re-installing&amp;quot; furniture will minify it, haul it to the target blueprint, and install it there.&lt;br /&gt;
* Furniture does not deteriorate under &amp;quot;unroofed&amp;quot; or &amp;quot;outdoors&amp;quot; conditions, neither in installed nor minified form.&lt;br /&gt;
&lt;br /&gt;
==Summary Table==&lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Name !! HP !! Build Time !! Material Cost !! Flammability (%) !! Provides [[Cover]] (%) !! Path Cost !! Standable !! Comfort (%) !! Beauty !! Size in Blocks&lt;br /&gt;
|-&lt;br /&gt;
! [[Animal sleeping spot]]&lt;br /&gt;
| N/A || 0 || 0 || 0 || 0 || 0 || yes || - || 0 || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Animal sleeping box]]&lt;br /&gt;
| 49* || ?* || 25* || 20* || 25 || 40 || no || 60 || 0 || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Animal bed]]&lt;br /&gt;
| 140* || varies || 45 textile || 100 || 25 || 40 || no || 75 || 0 || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Armchair]]&lt;br /&gt;
| 220 || 84-150 || 100 textile || 100 || 0 || 30 || yes || 80 || 3 || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Bed]]&lt;br /&gt;
| 91* || 580* || 45** || 20* || 40 || 60 || no || 75 || 1* || 1x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Dining chair]]&lt;br /&gt;
| 110* || 67 || 45** || 20* || 0 || 30 || yes  || 70 || 7* || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Double bed]]&lt;br /&gt;
| 130* || ?* || 85** || 20* || 40 || 60 || no || 75 || 2* || 2x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Hospital bed]]&lt;br /&gt;
| 150* || 175* || 120** || 20* || 40 || 60 || no || 80 || neutral || 1x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 65* || 175 || 20** || 20* || 20 || 0 || no || - || neutral || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Royal bed]]&lt;br /&gt;
| 200* || 175* || 120** || 20* || 40 || 60 || no || 90 || 50 || 2x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Shelf]]&lt;br /&gt;
| 65* || 175 || 30** || 20* || 40 || 0 || no  || - || neutral || 1x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Sleeping spot]]&lt;br /&gt;
| N/A || 0 || 0 || 0 || 0 || 0 || yes  || 40 || neutral || 1x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Stool]]&lt;br /&gt;
| 49* || 150* || 25** || 20* || 0 || 30 || yes  || 50 || 3* || 1x1 &lt;br /&gt;
|-&lt;br /&gt;
! [[Standing lamp]]&lt;br /&gt;
| 50 || 35 || 5 || 100 || 0 || 0 || no || - || neutral || 1x1&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (short)]]&lt;br /&gt;
| 100 || 125 || 20** || 20* || 40 || 60 || no || - || 8* ||| 2x2&lt;br /&gt;
|-&lt;br /&gt;
! [[Table (long)]]&lt;br /&gt;
| 150 || 250 || 35** || 20* || 40 || 60 || no || - || 12* || 2x4&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;#42; value for Steel; varies by material&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; x10 for small volume materials (silver, gold, uranium)&lt;br /&gt;
&lt;br /&gt;
==Artwork==&lt;br /&gt;
Furniture of excellent [[quality]] or above will bear artwork. A description is provided by the Art button on the inspect pane.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{nav|furniture|wide}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive&amp;diff=67333</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive&amp;diff=67333"/>
		<updated>2019-11-26T05:47:44Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Added caves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|name = Hive&lt;br /&gt;
|image = Hive.png|128px{{!}}Hive&lt;br /&gt;
|description =  A hive of giant insects. Will spawn additional insects and hives over time.&lt;br /&gt;
|type = Buildings{{!}}Buildings&lt;br /&gt;
|type2 = Natural{{!}}Natural&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 300&lt;br /&gt;
|flammability = 1.0&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A hive can spawn in regions with caves or when opening an [[ancient shrine]] or at [[Events#Infestation|Infestation events]]. It is imperative that you destroy it as fast as possible. A few seconds after the encounter, it will start to deploy insects like [[megascarab]]s, [[megaspider]]s  and [[spelopede]]s. Megaspiders or spelopedes tend the hives, and without them, the hives will begin to show lack of maintenance, and shortly afterwards will deteriorate in 2.5 in-game hours. Insects will attack creatures trespassing the hive's boundaries, except for wild animals. They will not chase too far away and won't defend themselves from attackers outside the radius. As well as mine random tiles which sometimes lead to [[Collapsed rocks]] falling from above and killing anything below.&lt;br /&gt;
&lt;br /&gt;
If left untouched, each hive will spawn another hive within a few tiles in a progressive pattern. The time between hive reproduction depends on difficulty. Hives can increase the temperature of their surroundings up to 38°C. It spawns 20 [[Insect jelly]] within 10.4 to 12 game hours in its direct radius, and 1 [[Glow pod]]s within 12 and 24 game hours. Hives take damage at -20°C. If a dormant hive is damaged by a change in temperature, the insects may turn manhunter to attack the perceived threat.&lt;br /&gt;
&lt;br /&gt;
During Infestation, full waves of insects appear during the first few seconds. The hives may expand to tiles with an overhead mountain, but not roofs.&lt;br /&gt;
&lt;br /&gt;
When destroyed they drop 100 insect jelly.&lt;br /&gt;
&lt;br /&gt;
Dormant hives may be present in maps which have [[Cave]]s. Those hives will not spread, although they will produce jelly and glow pods as usual. They will also spawn with insects around them, but they will not spawn more over time.&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mountain&amp;diff=67327</id>
		<title>Mountain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mountain&amp;diff=67327"/>
		<updated>2019-11-25T14:25:40Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
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{{TOCright}}&lt;br /&gt;
Mountains, or hills, in RimWorld, are a natural structure that contain resources and special rooms.&lt;br /&gt;
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Shells fired from [[mortar]]'s will break through constructed roofing but not through mountains (or any tile underneath one).&lt;br /&gt;
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==Resources==&lt;br /&gt;
Many resources can naturally be found in mountains, such as minerals, stone, and even loot!&lt;br /&gt;
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===Minerals/Metals===&lt;br /&gt;
Minerals and metals come in deposits called veins. They can be found in mountains and hills. They are found easier if the terrain that you landed on is either: Small Hills, Large Hills, or Mountainous.&lt;br /&gt;
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{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Drops (Max) !! Vein Size !! Hitpoints !! Rarity !! Mining Speed&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| 35 {{icon|steel}} || | 20-40 || | 1,500 || | Common || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Jade]]&lt;br /&gt;
| 35 {{icon|jade}} || | 1-6 || | 1,500 || | Rare || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| 2 {{icon|component}} || | 3-6 || | 2,000 || | Common || | Moderately Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| 35 {{icon|gold}} || | 1-6 || | N/A || | Rare || | N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Uranium]]&lt;br /&gt;
| 35 {{icon|uranium}} || | 1-6 || | 4,000 || | Very Rare || | Slow&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| 35 {{icon|silver}} || | 4-12 || | 1,500 || | Uncommon || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| 35 {{icon|plasteel}} || | 10-50 || | 10,000 || | Uncommon || | Very Slow&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
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