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	<updated>2026-06-07T20:55:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Knife&amp;diff=180680</id>
		<title>Knife</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Knife&amp;diff=180680"/>
		<updated>2026-06-04T22:43:35Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fix info about knife requiring smithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the uncraftable [[jade]] variant|jade knife}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Knife&lt;br /&gt;
| image = Knife.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 12&lt;br /&gt;
| meleeattack2type = cut&lt;br /&gt;
| meleeattack2part = blade&lt;br /&gt;
| meleeattack2cool = 1.5&lt;br /&gt;
| meleeattack2ap = 18&lt;br /&gt;
| meleeattack3dmg = 13&lt;br /&gt;
| meleeattack3type = stab&lt;br /&gt;
| meleeattack3part = point&lt;br /&gt;
| meleeattack3cool = 2&lt;br /&gt;
| meleeattack3ap = 20&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Fueled smithy&lt;br /&gt;
| production facility 3 = Electric smithy&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic&lt;br /&gt;
}}&lt;br /&gt;
The '''knife''' is a primitive, sharp melee [[weapon]]. It deals a low amount of damage, but has a short cooldown, making it friendlier to unskilled users.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from any outlander  and orbital combat suppliers, or obtained from [[outlander]] and [[pirate]] [[raider]]s drops.&lt;br /&gt;
&lt;br /&gt;
A plasteel knife is given at the beginning with [[Scenario system#Crashlanded|Crashlanded]] scenario, while a unique [[jade knife]] is given at the beginning with [[Scenario system#Lost Tribe|Lost Tribe]] scenario.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Crafting a knife can be done from the first day and the only melee competition without research is the [[club]]. Researching smithing unlocks a variety of new weapons. Despite the [[gladius]] and [[ikwa]] being more expensive and the game displaying higher {{DPS}} in their inventory, both are ''worse'' than the knife (assuming same material/quality). This is due to the quirks of the [[melee verb selection]] system:&lt;br /&gt;
* Each weapon has multiple attacks, or ''verbs'', with some better than others. The knife's ''Cut'' attack is the strongest, and in gameplay, it is selected 75% of the time. Meanwhile, the game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values), so it assumes that the knife's inferior ''Point'' attack is used more often than it actually is.&lt;br /&gt;
* The knife is more likely to inflict [[Damage types#Cut|''Cut'']] damage.  Whenever a Cut attack is rolled, it has a chance to ''cleave'', dealing 140% damage split across body parts. While ''Stab'' damage is more likely to destroy parts and can damage internal body parts, Cut's damage will deal more {{DPS}} and thus cause [[pain shock]] or death by HP loss faster (these are the most common ways to down a pawn).&lt;br /&gt;
&lt;br /&gt;
This comparison remains true even after considering  [[melee damage factor]]s like [[strong melee damage]] [[gene]]{{BiotechIcon}} and weapon quality.&lt;br /&gt;
&lt;br /&gt;
Once [[longsword]]s are available, knives are statistically worse than a sword of the same material/quality but knives are surprisingly competitive once the low cost and easy of getting high quality knifes are taken into account. A knife will have a higher average {{DPS}} than a sword of the same material one quality level lower, and you get {{#expr: {{Q|Longsword|Resource 1 Amount}}/{{P|Resource 1 Amount}} round 2}} chances to roll a high-quality knife for the same material cost as the sword. Similarly, two melee fighters with knives will do better than a single fighter with a sword.  As such high quality [[plasteel]] and [[bioferrite]]{{AnomalyIcon}} knives can remain a valid choice even until the end-game, though they are typically phased out by resource-rich colonies.&lt;br /&gt;
&lt;br /&gt;
[[Mace]]s and [[warhammer]]s{{RoyaltyIcon}} deal less pure {{DPS}}, but as they do Blunt damage, they have a different niche compared to the knife. They have superior body part overkill mechanics, and made from [[uranium]] and at high qualities, they can remove entire limbs. Maces are end-game options and the specifics of whether they outperform their sharp competitors depends on a variety of factors including the presence of any [[melee damage factor]]s and whether [[Ultra Weapons|ultratech weapon]]s{{RoyaltyIcon}} are available.&lt;br /&gt;
&lt;br /&gt;
=== Crashlanded ===&lt;br /&gt;
In the Crashlanded [[scenario]], you receive a normal [[quality]] [[plasteel]] knife. This is roughly as strong as a normal steel [[longsword]], and stronger than most other steel weapons of normal quality. Compared to the longsword, the knife attacks faster for less damage per hit, and is marginally worse against armor. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of [[style]]s which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Knife.png|Base variant&lt;br /&gt;
HoraxianKnife.png|Horaxian{{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Received a new texture.&lt;br /&gt;
* [[Anomaly DLC]] Release - Received a new style, Horaxian.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Knife Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Knives]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=180625</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=180625"/>
		<updated>2026-05-28T21:19:34Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Normalize medical terms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Doctoring''' is a type of work assigned to colonists from the [[Work|Work menu]]. The [[Medical]] skill is the primary determinant for success. Colonists [[incapable]] of Caring will never perform doctor work.&lt;br /&gt;
&lt;br /&gt;
Doctor work assigns pawns to the following jobs: tending to patients, tending to self (if enabled), feeding patients, performing surgical operations, rescuing downed pawns or downed tamed animals, tending to and operating on animals, feeding ill animals, and cheering up patients. &lt;br /&gt;
&lt;br /&gt;
How well a colonist performs in Doctoring mainly depends on their medical [[skill]], the quality of [[medicine]] used, and the cleanliness of the [[room]] in which they are operating. The doctor's physical condition plays an important role, too.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions.&lt;br /&gt;
&lt;br /&gt;
Doctors can &amp;quot;self-tend&amp;quot; at 70% effectiveness to treat their own wounds or illnesses. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview.&lt;br /&gt;
&lt;br /&gt;
== Skill ==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the [[Medical Tend Quality|tend quality]] as well as [[Medical Surgery Success Chance|surgery success chance]] and [[Medical Tend Speed|tend speed]] before other factors are taken in. All values in this table take post-processing into account where necessary.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
| 20% || 30% || 40% || 50% || 60% || 70% || 80% || 90% || 100% || 105% || 110% || 115% || 120% || 125% || 130% || 135% || 140% || 145% || 150% || 152.5% || 155%&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Speed&lt;br /&gt;
| 40% || 46% || 52% || 58% || 64% || 70% || 76% || 82% || 88% || 94% || 100% || 106% || 112% || 118% || 124% || 130% || 136% || 142% || 148% || 154% || 160%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success Chance&lt;br /&gt;
| 10% || 20% || 30% || 40% || 50% || 60% || 70% || 75% || 80% || 85% || 90% || 92% || 94% || 96% || 98% || 100% || 102% || 104% || 106% || 108% || 110%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! Colonist&lt;br /&gt;
! Medicine Skill&lt;br /&gt;
! Base Tend Quality&lt;br /&gt;
! Manipulation &amp;lt;ref&amp;gt;90% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Sight &amp;lt;ref&amp;gt;70% importance in tend quality, effective up to 140%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Final Tend Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || 80% || 100% || 100% || '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
! B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || 200% || 60% || 30% || '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
! C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || 50% || 190% || 140% || '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
! D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || 130% || 50% || 100% || '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }}&lt;br /&gt;
&lt;br /&gt;
== Medicines ==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing operations to be performed. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the standard [[medicine]], and the rare [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the default healthcare given to pawns. Defaults to glitterworld medicine for colonists, herbal meds for everybody else, and no medicine for [[entities]].{{AnomalyIcon}}. To do this go under assign or animals and click on the medicine icon next to a pawn, holding click and dragging allows multiple pawns to have their medicine changed. The default medicine assigned can be changed by going under a pawn's health tab and clicking &amp;quot;Allow medicine&amp;quot; and then &amp;quot;change defaults&amp;quot;&lt;br /&gt;
=== Treatment options ===&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies and operations, rather than wasted on minor injuries.&lt;br /&gt;
&lt;br /&gt;
=== No medical care ===&lt;br /&gt;
This option prevents pawns from receiving any sort of medical care. Leaving them to die or rarely recover on their own.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. If the colony has [[Ideoligion#Slaughtering_animals|Slaughtering animals]]{{IdeologyIcon}} precept, this can be useful to prevent doctors from tending to pen animals that inevitably overpopulate and start starving to death, saving their time for other matters. Pawns with that precept are not affected by tamed animals dying to natural causes.&lt;br /&gt;
&lt;br /&gt;
=== Doctor care, but no medicine ===&lt;br /&gt;
[[File:Doctor care but no medicine.png|left]]&lt;br /&gt;
Doctors will attempt to perform a treatment without any sort of medicine, this is far slower than without medicine and treats only 1 wound at a time,  due to the lower potency chances of infection occurring or immunity being outpaced by severity on diseases are higher. '''Note''' that it is not possible to do most operations without medicine.&amp;lt;br&amp;gt;&lt;br /&gt;
This is also ideal to use on bruises or long-term ailments that can't cause death in-order to save resources, such as [[asthma]], and [[Sensory mechanites|Sensory]]/[[Fibrous mechanites|Fibrous Mechanites]] &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| 30% || 70% || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 6% || 15% || 24% || 31.5% || 36% || 40.5% || 45% || 46.5%&lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Herbal medicine ===&lt;br /&gt;
[[{{Q|Herbal medicine|Image}}|left|link=Herbal medicine]]&lt;br /&gt;
[[Herbal medicine]] is an organic medicine which can be grown from [[healroot]], or acquired from tribal factions. It is a cheap medicine that can be used for bleeding injuries or diseases that don't need more than 70% treatment, operations with a high success rate or where the patient's life doesn't matter such as organ-harvesting.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 12% || 30% || 48% || 63% || 72% || 81% || 90% || 93% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 12% || 30% || 48% || 55.2% || 57% || 57.9% || 58.8% || 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medicine ===&lt;br /&gt;
[[{{Q|Medicine|Image}}|left|link=Medicine]]&lt;br /&gt;
Standard [[medicine]] is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for bridging the immunity gap of illnesses or for installing body parts though the risk of failure is still present. Odds can be improved by boosting manipulation through drugs like [[go-juice]] and [[wake-up]] or implants.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 20% || 50% || 80% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 20% || 50% || 80% || 92% || 95% || 96.5% || 98% || 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Glitterworld medicine ===&lt;br /&gt;
[[{{Q|Glitterworld medicine|Image}}|left|link=Glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
[[Glitterworld medicine]] is the most powerful medicine out of the three types available, and can only be found through trading with exotic good traders and faction bases or as a quest reward. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
It is mostly useful for lowering the luck factor in treatment for diseases that would be otherwise lethal or low success rate operations such as excising cancerous growths, or installing bionics. Other medicine will be satisfactory for injuries or diseases with a low immunity to severity gap.&lt;br /&gt;
&lt;br /&gt;
With DLCs Glitterworld medicines gains more uses for treating [[paralytic abasia]]{{RoyaltyIcon}} and [[blood rot]]{{RoyaltyIcon}} which cost 10, and the [[Biosculpter pod]]'s {{IdeologyIcon}} bioregeneration cycle costs 2 and treats missing small limbs and scars.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Attributes&lt;br /&gt;
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
! Values&lt;br /&gt;
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Tend quality'''&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
! Doctor Level&lt;br /&gt;
! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
! Base Avg. Quality&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|-&lt;br /&gt;
! Base Surgery Success&lt;br /&gt;
| 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
{{Stub|section=1|reason= Tend time? how amny wounds are tended, and what controls that, what does tending do to thw injuries? etc? Has stats but little.in the way of actual mechanics}}&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
=== Tend quality ===&lt;br /&gt;
{{Stub|section=1|reason=Does not explain what Tend Quality actually does}}&lt;br /&gt;
First, Base Tend Quality is calculated. Then, other factors apply if relevant. Tend Quality is adjusted up to 25% up or down randomly. Finally, the Tend quality is limited to a range between 0% and the Max Tend Quality of the medicine used. &lt;br /&gt;
&lt;br /&gt;
'''1. Base Tend Quality'''&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Base Tend Quality''' = [[Medical Tend Quality|Medical Tend Quality]] × [[Medical Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.a. Offsets from hospital bed and vitals monitor'''&lt;br /&gt;
::If applicable, Medical Tend Quality Offset from the bed is added to the Base Tend Quality value. This offset only exists on Hospital Beds and Vitals Monitors attached to hospital beds. No other beds have Medical Tend Quality Offset.&lt;br /&gt;
&lt;br /&gt;
::Laying Down is not a factor. Draft tends on injured colonists standing up will have the same Medical Tend Qualities as tends while laying in a standard bed.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Offset''' = Base Tend Quality + 0.1 Hospital Bed (if applicable) + 0.07 Vitals Monitor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''1.b. Self tend factor'''&lt;br /&gt;
::If Self Tending, Tend Quality with Offset is adjusted by 70%.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;code&amp;gt;'''Medical Tend Quality with Self Tend''' = Medical Tend Quality with Offset * 0.7 Self Tend Factor (if applicable)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2. Randomization'''&lt;br /&gt;
:Medical Tend Quality is then randomized. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Randomized Tend Quality''' = Medical Tend Quality with Self Tend * Random Value between 0.75 and 1.25&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3. Maximum tend quality'''&lt;br /&gt;
:The Final Tend Quality is then limited to a range of 0 to Maximum Tend Quality from Medicine used.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;'''Final Tend Quality''' = Clamped 0% to Maximum Tend Quality from Medicine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The maximum tend quality of each medicine is as follows:&lt;br /&gt;
:* '''70%''' for {{Icon Small|herbal medicine}} [[herbal medicine]] or no medicine&lt;br /&gt;
:* '''100%''' for {{Icon Small|medicine}} [[medicine]]&lt;br /&gt;
:* '''130%''' for {{Icon Small|glitterworld medicine}} [[glitterworld medicine]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* [[Light]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Global Work Speed]] and thus of Medical Tend Speed and a factor of [[Surgery Success Chance]].&lt;br /&gt;
* [[Cleanliness]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Infection|Infection Chance]].&lt;br /&gt;
* Being indoors or outdoors is ''not'' a factor of Medical Tend Quality. It is, however, a factor of cleanliness and thus Infection Chance.&lt;br /&gt;
&lt;br /&gt;
==== Total tend quality ====&lt;br /&gt;
Some medical issues are cured when the sum of all tends performed reach a certain value. This is described as &amp;quot;total tend quality&amp;quot;. The current total and the required total to cure will be displayed in the mouse-over menu on the issue in question on the pawn's health menu. The value will not be displayed for issues not cured by total tend quality, so its presence is a clear indicator of how to cure the issue. &lt;br /&gt;
&lt;br /&gt;
The following use this mechanic: &lt;br /&gt;
* [[Gut worms]]&lt;br /&gt;
* [[Muscle parasites]]&lt;br /&gt;
&lt;br /&gt;
=== Draft Tending ===&lt;br /&gt;
Drafted colonists can be forced to tend wounds of injured pawns using right click. The injured pawn does not need to be laying down in order to be draft tended. One can even Draft Tend an injured pawn on a non-aggressive mental break or a downed enemy in the field. The tend quality of Draft Tended injuries uses the same formula as undrafted treatment. The &amp;quot;Tend (without medicine)&amp;quot; option is useful for emergency treatment. The option &amp;quot;Tend ___&amp;quot; that does not say (without medicine) will use the medicine in the doctor's inventory regardless of the targets medical settings. After using the medicine in inventory, the doctor will grab the nearest medicine of any quality.&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
{{Stub|section=1|reason=More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]]}}&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
An '''operation''' is a [[bill]] to be performed on a [[colonist]] by a doctor. This may involve the removal or addition of [[body parts]], administration of [[drugs]] or excising [[Carcinoma|carcinomas]]. Many operations require a minimum [[Medical|Medical skill]] (e.g. excising a [[carcinoma]] requires level 10). Some operations require a minimum [[medicine]] level ([[Herbal medicine]] is the minimum required medicine for most operations).&lt;br /&gt;
&lt;br /&gt;
=== Operation Success Rate ===&lt;br /&gt;
When an operation is performed, a degree of chance is calculated to assess the probability that the outcome of the operation will be successful.&lt;br /&gt;
&lt;br /&gt;
This is determined as a product of:&lt;br /&gt;
* The [[Medical Surgery Success Chance|Surgery Success Chance]] stat of the surgeon performing the operation&lt;br /&gt;
* The [[Medical Potency]] stat of the [[Medicine]] used for performing the operation&lt;br /&gt;
* The [[Surgery Success Chance Factor]] stat of a [[bed]] or other [[sleep furniture]] upon which the operation is performed&lt;br /&gt;
* The Success Rate Multiplier for the specific operation&lt;br /&gt;
* [[Mental inspiration#Inspired surgery|Inspired Surgery]] Factor&lt;br /&gt;
&lt;br /&gt;
This may be expressed as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;'''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance &amp;lt;sub&amp;gt;Surgeon&amp;lt;/sub&amp;gt;]] × [[Surgery Success Chance Factor|Surgery Success Chance &amp;lt;sub&amp;gt;Bed&amp;lt;/sub&amp;gt;]] × [[Medical Potency]] × Operation Success Rate Multiplier × [[Mental inspiration#Inspired surgery|Inspired Surgery]] Factor&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additionally:&lt;br /&gt;
* The resulting '''Operation Success Rate''' is capped at {{%|0.98}}.&lt;br /&gt;
* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.&lt;br /&gt;
&lt;br /&gt;
=== Calculating success ===&lt;br /&gt;
'''Surgeon's [[Medical Surgery Success Chance]] stat'''&lt;br /&gt;
* Determined by Medical skill. (see [[#Skill]] section)&lt;br /&gt;
* [[Manipulation]] acts as a direct multiplier. For example, 115% Manipulation = x1.15 success.&lt;br /&gt;
* [[Sight]] acts as a direct multiplier at 100% and below. For example, 90% Sight = x0.9 success but 110% Sight = x1 success.&lt;br /&gt;
&lt;br /&gt;
'''Bed's [[Surgery Success Chance Factor]] stat'''&lt;br /&gt;
* Determined by type of bed and its quality. [[Bed]]s and [[bedroll]]s have a modifier of 1.0. [[Hospital bed]]s have a modifier of 1.15. [[Quality]] is a multiplier. Material does not matter.&lt;br /&gt;
* Then multiplied by the room's [[cleanliness]] stat. It is 1 for 0 cleanliness and 1.018 for a clean room with [[Sterile tile|sterile]] flooring. The minimum is 0.6, reached at -5 cleanliness and also applied outdoors.&lt;br /&gt;
* Then multiplied by [[light]] factor. If the head of the bed has lighting below 50%, there is a penalty. It reaches 0.75 for complete darkness.&lt;br /&gt;
* If surgery is done outdoors, there is an 0.85 penalty multiplier (on top of the above-mentioned 0.6 cleanliness multiplier).&lt;br /&gt;
&lt;br /&gt;
'''[[Medical Potency]]'''&lt;br /&gt;
* Determined by the type of medicine. The [[medicine]] item (industrial medicine) has a modifier of 1.0. (see [[Medical Potency]])&lt;br /&gt;
&lt;br /&gt;
'''Operation Success Rate Multiplier'''&lt;br /&gt;
* Modifier dependent on the type of operation.&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Operation !! Operation Success Rate Multiplier (%)&lt;br /&gt;
|-&lt;br /&gt;
! Administer ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Drugs|drug]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| ''Can't fail''&lt;br /&gt;
|-&lt;br /&gt;
! [[Anesthetic|Anesthetize]]&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[scaria]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Euthanize by cut&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Excise [[carcinoma]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Harvest ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! Install ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove ''&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Body Parts|body part]] or [[:Category:Implant|implant]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;''&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Sterilized|Sterilize]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Anti-[[abasia]] mechanite infusion {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Cure [[blood rot]] {{RoyaltyIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Hemogen_pack#Blood_transfusion|Blood transfusion]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[hemogen pack]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Extract [[ovum]] for IVF {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[embryo]] {{BiotechIcon}}&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Implant [[xenogerm]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Tubal_ligation|tubal ligation]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Perform [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Remove [[Reproduction#IUD|IUD]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Reverse [[Reproduction#Vasectomy|vasectomy]] {{BiotechIcon}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Terminate [[pregnancy]] {{BiotechIcon}}&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Bliss lobotomy]] {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Ghoul]] infusion {{AnomalyIcon}}&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
! [[Surgical inspection]] {{AnomalyIcon}}&lt;br /&gt;
|150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Note that the '''Success Rate Multiplier''' for each operation is shown in-game on the '''Information''' page for an added bill in the [[Colonist]]'s '''Health''' → '''Operations''' tab.''&lt;br /&gt;
&lt;br /&gt;
'''Inspired Surgery Factor'''&lt;br /&gt;
* 1 by default.&lt;br /&gt;
* 2 if the surgeon has an [[Mental inspiration#Inspired surgery|inspiration for surgery]].&lt;br /&gt;
&lt;br /&gt;
=== Surgical inspection ===&lt;br /&gt;
{{Anomaly|section =1}}&lt;br /&gt;
{{Spoiler|section=1}}&lt;br /&gt;
With the [[Anomaly]] DLC surgical inspections can be used to diagnose hediffs before they are made visible. This operation deals [[Damage#cut|cut damage]] to a random body part '''including the brain''' and checks for any hediffs on the pawn.&lt;br /&gt;
&lt;br /&gt;
Note that a doctor may lie about the results of the inspection if it is in their own self-interest. The only currently known case where this will happen is when the doctor has been implanted with a [[metalhorror]] and would otherwise discover a metalhorror in another pawn - the doctor will instead say they found nothing.{{Check Tag|When else?|testing with metalhorrors cobfirm that an uninfected doctor won't lie even if they have a good, bad or romantic relationship with the subject. wb void fascination doctors,  wb pawns with other discoverable problems.  test each}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hediff !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Resurrection psychosis]] &lt;br /&gt;
| {PAWN_nameDef} is suffering from a terminal case of resurrection psychosis, a condition caused by the decoherence of resurrection mechanites. The condition will slowly worsen, eventually resulting in death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Toxic buildup]] &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of toxic buildup. Keep {PAWN_objective} away from sources of toxins.&lt;br /&gt;
|-&lt;br /&gt;
| [[Hediffs/Core/Local/Infections/Rot_stink_exposure|Rot stink exposure]] &lt;br /&gt;
| {PAWN_nameDef} is beginning to suffer from exposure to rot stink gas. Keep {PAWN_objective} away from rotting corpses and other sources of rot stink.&lt;br /&gt;
|-&lt;br /&gt;
|[[Organ decay]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crumbling mind]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is showing early signs of a severe condition which will soon cause severe mental degradation. {SURGEON_nameDef} can't yet tell exactly what is causing this, but {PAWN_nameDef} will become very ill within the next few days.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Duplicate_sickness|Duplicate sickness]]{{AnomalyIcon}} &lt;br /&gt;
| {PAWN_nameDef} is suffering from duplicate sickness. Psychic interference between this person and their duplicate is causing slow mental deterioration. As long as multiple copies of this person are alive, the condition will keep getting worse.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hediffs/Anomaly/Global/Misc/Agony_pulse|Psychic agony]]{{AnomalyIcon}} &lt;br /&gt;
| {SURGEON_nameDef} detected a faint but painful psychic presence emanating from {PAWN_nameDef} but failed to understand what was causing it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Metalhorror]]s{{AnomalyIcon}} lack a description and instead emerge if they were detected beforehand through interrogation or enough samples were collected to reveal it through a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
{{Stub|section=1|reason=How are they selected?}}&lt;br /&gt;
If an operation fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of the operation, while for the ridiculous failures they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgical failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each operation has a death on failure chance; when it fails it is possible that the [[colonist]] instantly dies.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform operations on colonists, prisoners or guests. Performing harmful operations on guests or prisoners will anger the faction.&lt;br /&gt;
&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Downed]] wild animals with the exception of [[Insectoids]] can also be operated on once dragged to an animal sleeping spot. [[Entities]] {{AnomalyIcon}} except for [[Ghoul]]s {{AnomalyIcon}} cannot be operated on at all.&lt;br /&gt;
&lt;br /&gt;
=== Tips on Improving Success ===&lt;br /&gt;
The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate.&lt;br /&gt;
&lt;br /&gt;
Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery.&lt;br /&gt;
&lt;br /&gt;
== Infection ==&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. As each infection will share the same immunity progress, this is not as bad as it may sound - if the pawn has immunity to an infection, they are effectively immune to all infections until the last one fades away.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't become tainted. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#** If a [[Biosculpter pod]]{{IdeologyIcon}} is available, put them in it on the medic cycle, this is also useful for infections that have about a 10% immunity to severity gap.&lt;br /&gt;
#** If you have a colonist with the [[Coagulate]]{{BiotechIcon}} ability, such as a [[Sanguophage]],{{BiotechIcon}} it can even save colonists who are mere seconds away from death. &lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them. Draft-tending on the spot may be preferable to rescue.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, so you can save your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|right|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1|reason=This section is good base but theres room for further develpment}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
* Alpha 17 - It is now possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
* Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=180604</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=180604"/>
		<updated>2026-05-24T22:02:48Z</updated>

		<summary type="html">&lt;p&gt;Audaki: /* Buildings table */ Fix Game-of-Ur board recreation spots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center | {{Architect Nav}} |}&lt;br /&gt;
----&lt;br /&gt;
{{Rewrite|reason=Need overview/comparative analysis of recreation items and strats}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]], specifically the need to have fun. [[Prisoners]], visitors, enemy pawns, [[animals]], and [[slaves]]{{IdeologyIcon}} do not have the recreation need. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in numerous ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]].&lt;br /&gt;
* While in an unmoving caravan.&lt;br /&gt;
* Attending certain gatherings (such as parties, marriage ceremonies, or concerts{{RoyaltyIcon}}).&lt;br /&gt;
* Playing with babies{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. There are 10 types of recreation - solitary relaxation, social interaction, cerebral play, dexterity play, reading, television watching, telescope study, music, chemical consumption, and food consumption.&lt;br /&gt;
&lt;br /&gt;
Colonists resting in a bed for medical reasons will only engage in recreational activities that can be done in bed i.e. watching television. A television is therefore a good investment for every hospital.&lt;br /&gt;
&lt;br /&gt;
== Recreation needs ==&lt;br /&gt;
{{Recode|reason=Time till table - see other pages for examples}}&lt;br /&gt;
=== Recreation thresholds ===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || We need more variation in recreation activities, and I need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation gain rate ===&lt;br /&gt;
&lt;br /&gt;
The base amount of recreation gained over time from a recreation-granting activity is 36% per hour. This is then multiplied by the activity's [[#Activities_table|gain rate multiplier]] and the pawn's [[#Recreation_tolerance|tolerance]] for that recreation type.&lt;br /&gt;
&lt;br /&gt;
=== Recreation tolerance ===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, a colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
==== Boredom ====&lt;br /&gt;
&lt;br /&gt;
Colonists become '''bored''' of a recreation type once their tolerance for it rises past 50%, and stop being bored of it once their tolerance for it drops below 30%.&lt;br /&gt;
&lt;br /&gt;
Colonists will not seek out recreation of any type they are bored of, although this will not prevent them from doing jobs or attending gatherings/rituals that grant recreation of that type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations            || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations                 || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                      || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations                 || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                     || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations                 || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}    || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations {{IdeologyIcon}}   || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations {{IdeologyIcon}} || See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recreation fall rate ===&lt;br /&gt;
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Recreation&amp;lt;br/&amp;gt;Loss(%)/Hour&lt;br /&gt;
! Threshold&lt;br /&gt;
! Thought active  &lt;br /&gt;
! Effect&lt;br /&gt;
! Real time in state&amp;lt;ref&amp;gt;Real time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time in state&amp;lt;ref&amp;gt;Game time spent in the state before crossing the lower threshold, assuming no recreation is gained&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Real time since 100% recreation&amp;lt;ref&amp;gt;Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Game time since 100% recreation&amp;lt;ref&amp;gt;Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| rowspan='3' | '''2.5%''' &lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| Recreation fully satisfied &lt;br /&gt;
| {{+|10}} &lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- &lt;br /&gt;
| 70% - 85%&lt;br /&gt;
| Recreation satisfied&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * 15/2.5}}&lt;br /&gt;
| {{#expr: 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| 30% - 70%&lt;br /&gt;
| ''None''&lt;br /&gt;
| '''0''' &lt;br /&gt;
| {{ticks|2500 * 40/2.5}}&lt;br /&gt;
| {{#expr: 40/2.5}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5}} hours&lt;br /&gt;
|- &lt;br /&gt;
| '''1.75%''' &lt;br /&gt;
| 15% - 30%&lt;br /&gt;
| Recreation unfulfilled&lt;br /&gt;
| {{--|5}} &lt;br /&gt;
| {{ticks|2500 * 8.57 &amp;lt;!--15/1.75--&amp;gt;}}&lt;br /&gt;
| {{#expr: 15/1.75 round 2}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours&lt;br /&gt;
|-&lt;br /&gt;
| '''1%''' &lt;br /&gt;
| 1% - 15%&lt;br /&gt;
| Recreation deprived&lt;br /&gt;
| {{--|10}}&lt;br /&gt;
| {{ticks|2500 * 15/1}}&lt;br /&gt;
| {{#expr: 15/1}} hours&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt;)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours&lt;br /&gt;
|- &lt;br /&gt;
| ''N/A''&lt;br /&gt;
| 0%&lt;br /&gt;
| Recreation starved&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
| {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 &amp;lt;!--15/1.75--&amp;gt; + 15/1)}}&lt;br /&gt;
| {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours&lt;br /&gt;
|}&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
The loss rate is halved if a pawn is forming a caravan, and is then multiplied by the pawn's [[Recreation_Fall_Rate|joy fall rate factor]]. The recreation loss is fully stopped if the pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Activities table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Activity !! Duration&amp;lt;ref name=&amp;quot;DurationExplanation&amp;quot;&amp;gt;Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost if the pawn is interrupted before the maximum duration is reached.&amp;lt;/ref&amp;gt; !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Capable of Construction, Snow || 0.75&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – ||  – || No || Moving, Enjoys Weather || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoys Outdoors || 1 or 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going swimming {{OdysseyIcon}} || {{Ticks|4000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather, Body of Water || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{Ticks|1500}} || 1 || Social interaction  || Social || – || – || Yes || - || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || No || Sight || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - ||  1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring|Playing hoopstone ring]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoes pin|Playing horseshoes]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chess table|Playing chess]]&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board|Playing the game of Ur]]&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table|Playing billiards]] || {{Ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television|Watching flatscreen television]] || {{Ticks|4000}} || 1.4 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television|Watching megascreen television]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt; || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Telescope|Using telescope]]&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt; || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating royally at &amp;lt;br/&amp;gt;[[grand meditation throne|grand]] / [[meditation throne]]  {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord|Playing harpsichord]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|-  &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015  || No || Manipulation || 2&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consumables table ==&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) per Unit !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildings table ==&lt;br /&gt;
Recreation buildings that can be constructed can be found in the ''Architect - Recreation'' menu. Those that can be crafted are created at the [[Fueled_smithy|fueled]] or [[electric smithy]]. Any other buildings can only be acquired via trade.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_19 text-center}}&lt;br /&gt;
! Building !! Recreation Spots (Max Users) !! Recreation Power (%) !! Recreation Type !! Improves !! Produced Via (Skill level) !! Required Research&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Horseshoe pin]]  &lt;br /&gt;
| 12 || {{%|{{Q|Horseshoes pin|Recreation Power}} }} || {{Q|Horseshoes pin|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Hoopstone ring]] &lt;br /&gt;
| 12 || {{%|{{Q|Hoopstone ring|Recreation Power}} }} || {{Q|Hoopstone ring|Recreation Type}} || [[Shooting]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Chess table]] &lt;br /&gt;
| 4 (Max 2) || {{%|{{Q|Chess table|Recreation Power}} }} || {{Q|Chess table|Recreation Type}} || [[Intellectual]] || [[Construction]] || [[Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Game-of-Ur board]] &lt;br /&gt;
| 4 (Max 2) || {{%|{{Q|Game-of-Ur board|Recreation Power}} }} || {{Q|Game-of-Ur board|Recreation Type}} || [[Intellectual]] || [[Construction]] || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Billiards table]] &lt;br /&gt;
| 2 || {{%|{{Q|Billiards table|Recreation Power}} }} || {{Q|Billiards table|Recreation Type}} || [[Shooting]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Poker table]]  &lt;br /&gt;
| 8 (Max 4) || {{%|{{Q|Poker table|Recreation Power}} }} || {{Q|Poker table|Recreation Type}} ||[[Intellectual]] || [[Construction]] (6) || [[Research#Medieval_Research_Projects|Complex furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Telescope]]  &lt;br /&gt;
| 1 || {{%|{{Q|Telescope|Recreation Power}} }} || {{Q|Telescope|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Tube television]]  &lt;br /&gt;
| 15 || {{%|{{Q|Tube television|Recreation Power}} }} || {{Q|Tube television|Recreation Type}} || – || [[Construction]] (7) || [[Research#Industrial_Research_Projects|Tube television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flatscreen television]]  &lt;br /&gt;
| 30 || {{%|{{Q|Flatscreen television|Recreation Power}} }} || {{Q|Flatscreen television|Recreation Type}} || – || [[Construction]] (8) || [[Research#Industrial_Research_Projects|Flatscreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Megascreen television]]  &lt;br /&gt;
| 42 || {{%|{{Q|Megascreen television|Recreation Power}} }} || {{Q|Megascreen television|Recreation Type}} || - || – || -&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harp]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harp|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (3) || [[Research#Medieval_Research_Projects|Harp]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Harpsichord]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Harpsichord|Recreation Power}} }} || {{Q|Harpsichord|Recreation Type}} || [[Artistic]] || [[Crafting]] (5) || [[Research#Medieval_Research_Projects|Harpsichord]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Piano]]{{RoyaltyIcon}}  &lt;br /&gt;
| 1 || {{%|{{Q|Piano|Recreation Power}} }} || {{Q|Piano|Recreation Type}} || [[Artistic]] || [[Crafting]] (6) || [[Research#Industrial_Research_Projects|Piano]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chess tables and poker tables have more interaction spots than can be used simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
Colonists may build [[Snowman|snowmen]] from snow on the ground. Building a snowman is only possible if the following conditions are true:&lt;br /&gt;
* The total depth of snow on the map is at least 20000%.&lt;br /&gt;
* The weather's rain/snow level is below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[vacuum]], or the pawn has more than 75% [[vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
Snowmen can only be built in a cell that meets the following conditions:&lt;br /&gt;
* [[Snow]] depth is at least 50%.&lt;br /&gt;
* All adjacent cells (diagonals included) can be stood in.&lt;br /&gt;
* There are no other snowmen within 12 cells.&lt;br /&gt;
Snowmen take 2300 units of work to complete; the building colonist performs 1.7 x [[construction speed]] units of work per tick. Building a snowman does not train [[Construction]] skill, but colonists passionate in Construction will still [[Mood#Passion|gain mood]] from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Cheering up a patient ===&lt;br /&gt;
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.&lt;br /&gt;
&lt;br /&gt;
There are three unique properties of this activity:&lt;br /&gt;
* Cheering up a patient grants Social recreation to the patient as well, at 1x joy gain rate.&lt;br /&gt;
* Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Psychopath]]s.&lt;br /&gt;
* Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time, and cause them to quickly become bored of social recreation as well. This can be mitigated by restricting non-patient colonists who do not do medical work to zones that do not include patient beds, or less ideally, by altering their [[Menus#Schedule|schedules]] to not have any Recreation or Anything hours.&lt;br /&gt;
&lt;br /&gt;
Patients must satisfy all following conditions to be eligible for a visit:&lt;br /&gt;
* Not on fire.&lt;br /&gt;
* Capable of social interaction.&lt;br /&gt;
* Rest need is above 33%, food need is above 0%.&lt;br /&gt;
* Recreation is below 30%.&lt;br /&gt;
* Not a [[Slavery|slave]]{{IdeologyIcon}}.&lt;br /&gt;
* Confined to bed for valid medical reasons, namely at least one of the following:&lt;br /&gt;
:* downed&lt;br /&gt;
:* would seek medical rest if removed from bed&lt;br /&gt;
:* has an immunizable illness, but has not yet acquired immunity to it&lt;br /&gt;
:* bleeding from at least 8 damage worth of untreated injuries. If the patient is somehow a non-human, the net damage of bleeding injuries required is scaled by the patient's race's base health scale&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
Going for a walk is only possible if the following conditions are true:&lt;br /&gt;
* Rest need is above 33%, food need is above 29%.&lt;br /&gt;
* The weather's rain/snow level is below 25% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Going swimming {{OdysseyIcon}} ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to go swimming in a random water cell when seeking to gain recreation. Swimming can always be done in indoors water cells, but cannot be done in outdoors water cells unless the following conditions are true:&lt;br /&gt;
* The outdoors temperature is at least 10 degrees Celsius.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}}.&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Colonists 'going swimming' move to a water cell, then aimlessly path around the area they started from at half their movement speed, only moving through water cells incapable of inflicting toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Swimming removes heatstroke roughly every 4 seconds, regardless of its severity or the current temperature. It also prevents acquisition of the {{Thought|desc=I'm soaking wet.|label=Soaking wet|value=-3|stack=1}} penalty from exposure to rainy weather or moving in water cells for the next three hours.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Colonists meditate by standing motionless. Meditation is heavily influenced by whether or not certain DLCs are active.&lt;br /&gt;
* '''Preferred location''': without the [[Royalty DLC]], meditation occurs in one's own bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Meditation|meditation focus]] for the colonist would be.&lt;br /&gt;
* '''Activity label''': with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as &amp;quot;praying&amp;quot; when performed by a colonist who believes in an ideoligion with at least one deity. This is, however, distinct from the Praying recreation activity detailed further below.&lt;br /&gt;
&lt;br /&gt;
Meditating colonists are incredibly unlikely to initiate random social interactions (MTB 22000 ticks, or 366.67 secs).&lt;br /&gt;
&lt;br /&gt;
Only 50% of pawns are capable of spontaneously choosing to meditate for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to meditate to gain recreation.&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}}Even though prisoners lack a need for recreation, imprisoned [[Psycasts|psycasters]] will still meditate to maintain their [[psyfocus]] whenever it falls below their target psyfocus level (50% by default; imprisoned colonists will adhere to whatever target level had been assigned to them by the player, even if as prisoners they lack a visible marker denoting where the target level is). Prisoners do not search for meditation foci outside of whatever room they are in.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots and frequently initiating random social interaction (MTB 550 ticks, or 9.17 secs). Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in. Up to three colonists can use a hoopstone ring at once, each standing in a different spot and throwing stones through the ring. Slowly trains Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
A poker table can only be used by a colonist if there is an available horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms.&lt;br /&gt;
&lt;br /&gt;
Only 40% of pawns are capable of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. Other pawns will never spontaneously choose to pray to gain recreation.&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
A colonist whose rest need is above 33% and whose food need is above 29% can decide to read a random book when seeking to gain recreation. Colonists will only consider books not disallowed by their assigned [[reading policy]]. Moreover, they may disregard books based on criteria tied to their type:&lt;br /&gt;
* A [[Textbook]] if reading it would not grant xp in at least one of its associated skills (not including the 250 xp/hour Intellectual skill gain from reading any book).&lt;br /&gt;
* A [[Schematic]] if its associated research projects are finished or unavailable.&lt;br /&gt;
* A [[Tome]]{{AnomalyIcon}} if its associated dark research projects are finished or unavailable.&lt;br /&gt;
&lt;br /&gt;
Once a colonist has decided to read a book, they will go pick it up, then find somewhere to read.&lt;br /&gt;
* Colonists prefer the closest available chair (e.g. stool, dining chair, armchair) which is not a building interaction spot. If none exist...&lt;br /&gt;
* They will settle for the closest available chair. If none exist...&lt;br /&gt;
* They will settle for a cell they can stand in adjacent to the closest table. If none exist...&lt;br /&gt;
* They will not go anywhere after picking up the book.&lt;br /&gt;
Once they have reached the spot determined from the process above, they will begin reading the book. The base joy gain rate for most books is 1x, but novels grant more recreation than other book types. Joy gain does not scale with the colonist's [[Reading Speed]] stat, but if it is done in a room, it is multiplied by the room's [[Reading Bonus]] stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Novel quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|-&lt;br /&gt;
! Joy gain&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.4&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.25&lt;br /&gt;
| 2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to providing recreation, reading provides 250 Intellectual skill xp per hour.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation or to host parties. Colonists will stand in the vicinity of the campfire, or sit at a chair beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s, [[campfire]]s, and {{RoyaltyIcon}}[[harp]]s, [[harpsichord]]s, and [[piano]]s can be designated as gather spots; they are so designated by default when constructed, but can be toggled off via a gizmo that appears when the object is selected. You can have more than one gather spot, in which case idle/socially-capable colonists select which one to use at random. Therefore, you should toggle off gather spots whenever they are in faraway, ugly, dangerous, or otherwise-inconvenient locations.&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining recreation at the same rate. However, it does increase the rate at which the colonist initiates random social interactions, from the default MTB 6600 ticks (110 secs) to 550 ticks (9.17 secs).&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Colonists 'skygazing' motionlessly lie on the ground in an unroofed cell, facing upwards. The label of the activity changes dynamically based on the following sequence (each version is identical except where otherwise mentioned):&lt;br /&gt;
&lt;br /&gt;
* Watching [[eclipse]]&lt;br /&gt;
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept{{IdeologyIcon}} does not affect this activity in any way, and its mood bonus does not require a pawn to watch the eclipse.&lt;br /&gt;
* Watching [[aurora]]&lt;br /&gt;
:* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).&lt;br /&gt;
* Stargazing (light provided by the sun is less than 10%)&lt;br /&gt;
* Cloudwatching (light provided by the sun is 65% or more)&lt;br /&gt;
* Watching sunrise (between midnight and noon)&lt;br /&gt;
* Watching sunset (between noon and midnight)&lt;br /&gt;
&lt;br /&gt;
Skygazing is only possible if the following conditions are true:&lt;br /&gt;
* The colonist can reach a cell that isn't water, marsh, or mud.&lt;br /&gt;
* The weather's rain/snow level is below 10% (either it isn't raining/snowing, the rain/snow just started, or it's about to finish).&lt;br /&gt;
* The outdoors temperature is within the colonist's comfortable temperature.&lt;br /&gt;
* None of the following conditions are occurring: [[toxic fallout]], [[volcanic winter]], [[acidic smog]],{{BiotechIcon}} or [[unnatural darkness]].{{AnomalyIcon}}&lt;br /&gt;
* The map is not exposed to [[Vacuum|vacuum]], or the pawn has more than 75% [[Vacuum_Resistance|vacuum resistance]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A telescope can only be used if the following conditions are true:&lt;br /&gt;
* It is in an unroofed cell.&lt;br /&gt;
* Its interaction spot (behind the viewfinder) can be stood in.&lt;br /&gt;
Colonists using a telescope stand motionless behind the viewfinder. Oddly, telescopes are usable during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Viewing art ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be in the sculpture pages. Additionally, analysis re maximising rec gain is required}}&lt;br /&gt;
The pawn will stand next to an art piece (an installed sculpture of any kind, or a building that otherwise has an artwork entry) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. An art piece can only be viewed for recreation if the following conditions are true:&lt;br /&gt;
* It is indoors.&lt;br /&gt;
* It belongs to the colonist's faction, or is not owned by a faction.&lt;br /&gt;
* The art piece is not housed in a hospital, prison, or bedroom/barracks which the colonist does not have a bed in.&lt;br /&gt;
* It is either under a roof, or none of the following are true:&lt;br /&gt;
:* the outdoors temperature is outside the colonist's comfortable temperature range&lt;br /&gt;
:* the current amount of rain/snow is at least 25%&lt;br /&gt;
:* the outdoors climate is hazardous (due to [[toxic fallout]], [[volcanic winter]], or [[acidic smog]]{{BiotechIcon}})&lt;br /&gt;
:* the map is exposed to [[Vacuum|vacuum]], and the pawn has less than 75% [[Vacuum_Resistance|vacuum resistance]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). This value cannot go negative, but if it reaches zero it will not prevent recreation loss.&lt;br /&gt;
&lt;br /&gt;
As an example: a grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
{{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}}&lt;br /&gt;
Colonists can visit a filled [[grave]] or [[sarcophagus]], standing motionless in an adjacent cell.&lt;br /&gt;
&lt;br /&gt;
Recreation gain can be increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. Beyond 0 impressiveness, recreation gain scales linearly up to {{+|0.4x}}, or a total of 140% recreation gain, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.&lt;br /&gt;
&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Impressiveness|yAxisTitle=Recreation Gain|type=line|x=-150, 0, 150, 200 |y1=1, 1, 1.4, 1.4|yType=number}}&lt;br /&gt;
&amp;lt;!-- The function itself goes from -150 to 150 impressiveness, but does nothing below 0. Unsure if negative impressiveness is possible in practice. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watching television ===&lt;br /&gt;
Colonists 'watching television' remain motionless, facing the screen. If they are in bed, they will remain in bed, making this the only recreation option which bedridden colonists can instigate on their own.&lt;br /&gt;
&lt;br /&gt;
Televisions can only be used if powered, and only from very specific positions:&lt;br /&gt;
* Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells in this rectangle which do not have line of sight to the television, or which are in a different room, are not usable.&lt;br /&gt;
* Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.&lt;br /&gt;
* Megascreen televisions' usability rectangles are 6x7 in size.&lt;br /&gt;
&lt;br /&gt;
Colonists not in a bed can use a television if at least one cell in its usability rectangle can be stood in. They will preferentially choose cells with chairs that aren't facing directly away from the television.&lt;br /&gt;
&lt;br /&gt;
Colonists in a bed can use a television if whichever cell their head is in is within the usability rectangle and they are not facing directly away from the screen.&lt;br /&gt;
&lt;br /&gt;
=== Playing a musical instrument{{RoyaltyIcon}} ===&lt;br /&gt;
Colonists playing a musical instrument stand motionless in its interaction cell. This overrides the ambient music while the instrument is near the center of the player's screen, and also causes nearby pawns who are in the same room (if any) and not totally deaf to gain a mood bonus. The magnitude of the bonus, and the area of effect, are dependent on the type of instrument used.&lt;br /&gt;
* {{+|2}} while a [[harp]] within 12 cells is being played&lt;br /&gt;
* {{+|4}} while a [[harpsichord]] within 16 cells is being played&lt;br /&gt;
* {{+|6}} while a [[piano]] within 20 cells is being played&lt;br /&gt;
&lt;br /&gt;
Very slowly trains Artistic skill.&lt;br /&gt;
&lt;br /&gt;
Although the [[Drum]]{{IdeologyIcon}} is a musical instrument, colonists cannot gain recreation from playing it and will not randomly decide to play it for recreational purposes unless the [[Royalty DLC]] is active. Unlike the other musical instruments, it does not grant mood to nearby non-deaf pawns.&lt;br /&gt;
&lt;br /&gt;
== Other recreation sources ==&lt;br /&gt;
=== Gatherings ===&lt;br /&gt;
Parties (including the pre-ceremony festivities of any marriage ceremony) and concerts{{RoyaltyIcon}} grant 8.75% joy per hour of the Social type. To benefit, a colonist must either be in the same room as the gathering spot/focal building (if it is indoors), or within 18 cells of and capable of pathing to the gathering spot/focal building (if outdoors).&lt;br /&gt;
&lt;br /&gt;
=== Stationary caravans ===&lt;br /&gt;
Colonists in a stationary [[caravan]] gain 5% recreation every 1250 ticks (0.5 hours). By default, the recreation type is Solitary. However, if the caravan contains at least two non-downed humans not in a mental state, the Social recreation type is also available. Colonists will not gain recreation of a type they are bored of; whichever type they select is otherwise random, favoring the option they are less bored of.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance gained in this way is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony, the amount of wealth taken on the caravan, or any other possible factors.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duels{{IdeologyIcon}} ===&lt;br /&gt;
When a gladiator duel is completed and has a positive outcome, all non-duelist participants gain Social recreation. The amount gained is either 25% for a Good outcome, or 50% for an Unforgettable outcome.&lt;br /&gt;
&lt;br /&gt;
=== Playing with a baby{{BiotechIcon}} ===&lt;br /&gt;
Manipulation-capable colonists assigned to Childcare in the [[Work]] tab will play with awake, non-burning babies whose Play need is lower than 95%. This grants Social recreation to the colonist. Colonists choose from three random forms of baby play:&lt;br /&gt;
* Static play: the colonist remains stationary while playing with the baby.&lt;br /&gt;
* Walking play: the colonist erratically walks around at one-third speed while carrying and bouncing the baby.&lt;br /&gt;
* Playing with toys: the colonist remains stationary while playing with the baby. There must be a [[toy box]] within 16 cells. In addition to enhancing the play gain of the baby, the toy box also enhances the colonist's joy gain rate by 1.25x.&lt;br /&gt;
Since this is technically a kind of work rather than recreation behavior, baby play stops when the baby's play need is fully satisfied rather than when the colonist's recreation need is fully satisfied. Otherwise, this work type has a duration of 4000 ticks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Joy meditation can cause pawns to fall out of bed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Recreation gain flickering. Fix: Significant lag hovering over recreation bar.&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
{{Nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Berry_bush&amp;diff=180586</id>
		<title>Berry bush</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Berry_bush&amp;diff=180586"/>
		<updated>2026-05-23T11:12:45Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fix soil fertility note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Plants}}&lt;br /&gt;
{{Stub|reason=Existing info also needs verification and updating needed}}&lt;br /&gt;
{{For|the similar, domesticated plant|Strawberry plant}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Berry bush&lt;br /&gt;
| image = Berry bush.png&lt;br /&gt;
| description = A bushy wild plant which yields delicious berries. Berries can be cooked, but they're also good to eat even when raw.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| hp = 120&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 6&lt;br /&gt;
| harvest work = 250&lt;br /&gt;
| product = berries&lt;br /&gt;
| yield = 10&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0.5&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| livesin_temperateforest = 0.05&lt;br /&gt;
| livesin_temperateswamp = 0.05&lt;br /&gt;
| livesin_borealforest = 0.16&lt;br /&gt;
| livesin_tundra = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_aridshrubland = 0.1&lt;br /&gt;
| livesin_tropicalrainforest = 0.05&lt;br /&gt;
| livesin_tropicalswamp = 0.05&lt;br /&gt;
| livesin_glacialplain = 0.16&lt;br /&gt;
| livesin_grassland = 0.05&lt;br /&gt;
| livesin_lavafield = 0.025&lt;br /&gt;
| livesin_scarlands = 0.02&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Berry bushes''' are a wild [[plant]] that naturally occurs in {{Habitats}}. As with any other bush-type plant, berry bush's growth progress goes back to 30% when harvested, and they can't be grown by the player. A mature berry bush yields 10 [[berries]].}}&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Berry bushes are functionally similar to [[agave]], with the minor differences being that berries don't produce a negative thought when eaten raw, and agave plants can grow in 30% fertile ground and above in contrast to the berry bush’s 50% requirement. The latter makes no gameplay difference in unmodded playthroughs though, since both can grow in stony soil and none can grow in sand (which are the two soils closest to the fertility requirements).&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Berry bush immature.png|Immature berry bush&lt;br /&gt;
Berry bush.png|Mature berry bush&lt;br /&gt;
Berry bush leafless.png|Leafless berry bush&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Version ? - Renamed from '''raspberry bush'''. Now takes longer to grow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
raspberry bush.png|Raspberry bush sprite.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Saguaro_cactus&amp;diff=146433</id>
		<title>Saguaro cactus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Saguaro_cactus&amp;diff=146433"/>
		<updated>2024-06-09T15:22:08Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Make clear that cacti only grow naturally in sand, but can still be planted in other soils. Also make clear that they are not really trees.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Verification and updating needed}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Saguaro cactus&lt;br /&gt;
| image = Saguaro cactus.png&lt;br /&gt;
| description = A large cactus native to arid Earth environments. Though it is not a tree, it yields a small amount of fibrous material that can be used like wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 130&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 5&lt;br /&gt;
| lifespanDaysPerGrowDays = 40&lt;br /&gt;
| sow work = 4000&lt;br /&gt;
| harvest work = 300&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 15&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| sowTags = Ground&lt;br /&gt;
| livesin_aridshrubland = 0.26&lt;br /&gt;
| livesin_desert = 1&lt;br /&gt;
| livesin_extremedesert = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Saguaro cacti''', are a tree-like plant. The description says &amp;quot;it is not a tree&amp;quot;, and Tree connection Meme doesn’t penalize cutting them, but they still produce wood. They naturally occur in {{Habitats}}. Saguaro cacti require Plants skill level {{P|Minimum Required Growing Skill}} to sow. A mature saguaro cactus yields {{Icon Small|{{P|Harvest Product}}}} {{P|harvest Yield}} [[{{P|Harvest Product}}]].}}&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Saguaro cacti have a base growing time of 5 days, need a minimum soil fertility of 5%, and have a fertility sensitivity rating of 0%. The following table details how long it takes for saguaro cacti to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
Saguaro cacti surprisingly have the highest wood yield per day out of all wood-yielding plants (except the singular Gauranlen tree) in all soils. But on the other hand looking at wood per work it's one of the worst wood-yielding plants, especially in fertile soil.&lt;br /&gt;
&lt;br /&gt;
Saguaro cacti are the only product-yielding plant that can grow in sand, but this only occurs naturally since it is not possible to create growing zones on sand. For farming purposes you must sow the cacti in the other supported ground types.&lt;br /&gt;
&lt;br /&gt;
== Food production ==&lt;br /&gt;
Unlike in real life, saguaro cacti don't yield any human-edible products in RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The saguaro cactus' raw product is wood, which has a market value of 1.4 [[silver]]. The refined product with the largest profit margin is a [[grand sculpture]], having a 51.25%&amp;lt;ref&amp;gt;110% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Sand&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Saguaro cactus.png|Saguaro cactus&lt;br /&gt;
Saguaro cactus leafless.png|Dry saguaro cactus&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drago_tree&amp;diff=146317</id>
		<title>Drago tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drago_tree&amp;diff=146317"/>
		<updated>2024-06-09T15:36:58Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Add Grow Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{infobox main|plant|&lt;br /&gt;
| name = Drago tree&lt;br /&gt;
| image = Drago_tree.png&lt;br /&gt;
| description = A hardy desert tree topped with thick, pointed leaves.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| mass base = 150&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 15&lt;br /&gt;
| lifespanDaysPerGrowDays = 9&lt;br /&gt;
| sow work = 4000&lt;br /&gt;
| harvest work = 750&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 0.5&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| sowTags = Ground&lt;br /&gt;
| livesin_aridshrubland = 0.2&lt;br /&gt;
| livesin_desert = 0.45&lt;br /&gt;
}}&lt;br /&gt;
The '''drago tree''' is a [[tree]] with an umbrella-like shape, found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Drago trees have a base growing time of {{P|Grow Days}} days, need a minimum soil fertility of {{#expr: {{P|Fertility Min}} * 100}}%, and have a fertility sensitivity rating of {{#expr: {{P|Fertility Sensitivity}} * 100}}%. The following table details how long it takes for them to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Filth&amp;diff=135064</id>
		<title>Filth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Filth&amp;diff=135064"/>
		<updated>2023-06-01T13:49:45Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Readded animals, they should still produce amniotic fluid as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml --&amp;gt;&lt;br /&gt;
'''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences. &lt;br /&gt;
&lt;br /&gt;
Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], [[medical tend quality]], and [[surgery]] success chance. &lt;br /&gt;
&lt;br /&gt;
Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
&lt;br /&gt;
Filth is most frequently a problem on '''hard floors''' like [[concrete]], [[wood floor]], or [[rough stone]]. These hard floor-types accumulate dirt from pawns much faster than natural terrain, like soil or sand. Several types of filth may stack on the same tile at the same time, with cumulative beauty effects. &lt;br /&gt;
&lt;br /&gt;
Some types of filth like '''&amp;quot;foot-traffic&amp;quot;''' dirt and colonists' '''trash''' are passively emitted periodically. An animal's [[filth rate]] determines how often it spontaneously produces '''animal filth''' on hard floors. In general, large animals produce a lot of animal filth and should thus be kept off of hard floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal to or lower than humans.&lt;br /&gt;
[[Straw matting]] can be used to absorb some animal filth, but it is highly flammable.&lt;br /&gt;
&lt;br /&gt;
When a pawn is moving from terrain to floors, there is a chance for a pawn to track filth along their path for some number of tiles.{{Check Tag|Detail needed|What filth, what chance, how many tiles. Also add detail to Floors page}}&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
{{stub|section=1|reason=Account for floor clean time multi}}&lt;br /&gt;
Filth is removed from a tile by colonists assigned to [[Work#Clean|Cleaning]] or by rain if [[Roof|unroofed]]. Only filth in the [[Home area]] will be cleaned; tiles outside the home area will be ignored.&lt;br /&gt;
&lt;br /&gt;
Limiting the home area of your colony will substantially reduce cleaning demands on your colonists. By default, a home area is automatically designated around new player structures and zones (this setting may be toggled in the lower right corner icon bar). However, home area designation is '''''not''''' automatically removed from an area, even if player structures are removed.&lt;br /&gt;
&lt;br /&gt;
All colonists clean tiles at the same rate regardless of [[trait]]s or [[capacities]], but some types of floors, like [[Steel tile]]s and [[sterile tile]]s, are faster to clean than others. Some types of filth, like pawn trash, are faster to clean than others, like '''bugblood'''.&lt;br /&gt;
&lt;br /&gt;
Outdoors: Soil does not collect dirt from foot traffic  (it only adds dirt to the shoe soles of pawns), and therefore may be more beautiful to use outdoors than constructed streets.&lt;br /&gt;
However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty.&lt;br /&gt;
&lt;br /&gt;
Indoors: Soil does collect dirt from foot traffic and spreads it to pawns’ shoes, has -1 cleanliness and -3 beauty per tile indoors.&lt;br /&gt;
&lt;br /&gt;
== Summary table ==&lt;br /&gt;
{{Stub|section=1|reason=Sources of [[Ideology DLC]] filths. Add [[Biotech DLC]] filths}}&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.&lt;br /&gt;
&lt;br /&gt;
The effect of filth on outdoors beauty is 30% of the effect indoors.&lt;br /&gt;
&amp;lt;!--Default values--&amp;gt;{{#vardefine:beautyI|-15}}{{#vardefine:beautyO|{{#expr:{{#var:beautyI}}*0.3 round 0}}}}{{#vardefine:cleanliness|-5}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Name !! Source !! Beauty indoors (outdoors) !! Cleanliness !! Ignores filth multiplier !! Trackable !! Washes away !! &amp;lt;abbr title=&amp;quot;Ticks required to clean 1 layer of the filth&amp;quot;&amp;gt;Work to clean&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=&amp;quot;Will automatically disappear after this many days&amp;quot;&amp;gt;Days to disappear&amp;lt;/abbr&amp;gt; !! Notes&lt;br /&gt;
|- id = &amp;quot;Amniotic fluid&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Amniotic fluid &lt;br /&gt;
| Fluid produced when an animal or pawn gives birth&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     ||  -5                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Ash&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ash&lt;br /&gt;
| Produced after flammables catch fire&lt;br /&gt;
| -12 ({{#expr:-12*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Cross}} ||  70 || 10 - 15 ||&lt;br /&gt;
|- id = &amp;quot;Animal filth&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Animal filth&lt;br /&gt;
| Produced by animals when walking on constructed floors&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Check}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Blood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Blood&lt;br /&gt;
| From a bleeding human or animal&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     || -10                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Bugblood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Bugblood&lt;br /&gt;
| From a bleeding insectoid&lt;br /&gt;
| -40 ({{#expr:-40*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  80 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Building rubble&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Building rubble&lt;br /&gt;
| Debris created by collapsed structures or during [[mental break]]&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Chemfuel puddle&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Chemfuel puddle&lt;br /&gt;
| Flammable puddles created by incendiary weapons.&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire. 150 {{HP}} and 200% flammability. Max thickness 1.&lt;br /&gt;
|- id = &amp;quot;Corpse bile&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Corpse bile&lt;br /&gt;
|From a rotting corpse&lt;br /&gt;
| -50 ({{#expr:-50*0.3 round 0}})     || -20                  || {{Check}} || {{Check}} || {{Check}} ||  80 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Dirt&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Dirt&lt;br /&gt;
| Produced by humans when walking on constructed floors or rough stone after dirt&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Check}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Firefoam]]&lt;br /&gt;
| Fireproof foam from a firefoam popper&lt;br /&gt;
| -25 ({{#expr:-25*0.3 round 0}})     ||  -5                  || {{Check}} || {{Check}} || {{Check}} || 100 ||  5 - 10 || style=&amp;quot;text-align:left;&amp;quot; | Prevents fire from igniting.&lt;br /&gt;
|- id = &amp;quot;Hair&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Hair&lt;br /&gt;
| Produced by changing hair at a [[Styling station]]{{IdeologyIcon}}&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 30 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Machine bits&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Machine bits&lt;br /&gt;
| Produced from completing the &amp;quot;Shred Mechanoid&amp;quot; bill&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Rock rubble&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Rock rubble&lt;br /&gt;
| Debris created by digging into mineral rocks&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Sand&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Sand&lt;br /&gt;
| Produced by pawns when walking on constructed floors or rough stone after sand&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Scattered sandbags&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered sandbags&lt;br /&gt;
| Remnants from damaged or destroyed sandbags&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Scattered slag&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered slag&lt;br /&gt;
| Spawned by crashed ships&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Slime&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Slime&lt;br /&gt;
| Found after opening a cryptosleep casket or during infestations&lt;br /&gt;
| -25 ({{#expr:-25*0.3 round 0}})     || -5                   || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Trash&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Trash&lt;br /&gt;
| Produced by humans when walking on constructed floors&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Vomit&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Vomit&lt;br /&gt;
| Vomit from a human or animal&lt;br /&gt;
| -40 ({{#expr:-40*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 ||  35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Water puddle&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Water puddle&lt;br /&gt;
| Produced by [[psycast#Waterskip|Waterskip]] psycast{{RoyaltyIcon}}&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Check}} || {{Cross}} ||  30 || 0.2 - 0.4 || style=&amp;quot;text-align:left;&amp;quot; | Prevents fire from igniting.&lt;br /&gt;
&lt;br /&gt;
|- id = &amp;quot;Dried blood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Dried blood {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Cross}} || {{Check}} ||  90 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Oil smear&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Oil smear {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     || -15                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire. 250 {{HP}} and 150% flammability. Max thickness 1.&lt;br /&gt;
|- id = &amp;quot;Pod slime&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Pod slime {{IdeologyIcon}}&lt;br /&gt;
| Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}}.&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Ragged uniform&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ragged uniform {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Check}} || {{Check}} || {{Cross}} ||  25 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Scattered documents&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered documents {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Check}} ||  25 || 35 - 40 ||&lt;br /&gt;
&lt;br /&gt;
|- id = &amp;quot;Flammable bile&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Flammable bile {{BiotechIcon}}&lt;br /&gt;
| Flammable puddles created by the [[Genes#Ability|Fire spew]]{{BiotechIcon}} ability&lt;br /&gt;
| ? (-4) || ? || ? || {{Check}} || {{Check}} || ? || ? || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire; has properties similar to chemfuel puddles.&lt;br /&gt;
|- id = &amp;quot;Floor drawing&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Floor drawing {{BiotechIcon}}&lt;br /&gt;
| Drawn by a [[Children_and_reproduction|child]]{{BiotechIcon}} colonist&lt;br /&gt;
| 0 (0) || 0 || ? || {{Check}} || {{Check}} || ? || ? ||&lt;br /&gt;
|- id = &amp;quot;Spent acid&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Spent acid {{BiotechIcon}}&lt;br /&gt;
| ? || ? || ? || ? || ? || ? || ? || ? ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain.&lt;br /&gt;
* [[Ideology DLC]] Release - Added pod slime.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them.&lt;br /&gt;
* [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile.&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Audaki&amp;diff=135049</id>
		<title>User:Audaki</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Audaki&amp;diff=135049"/>
		<updated>2023-05-31T17:43:10Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Created page with &amp;quot;audaki_ra, also known as EarthlingKira&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;audaki_ra, also known as EarthlingKira&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fire&amp;diff=135048</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fire&amp;diff=135048"/>
		<updated>2023-05-31T17:42:50Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Add info graphic/screenshot to showcase fire spread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Mechanics and numbers (heat production / fire spread / etc.). See also [[Damage Types#Flame|Flame Damage]]}}&lt;br /&gt;
[[File:Fire.png|500px|thumb|right|This fire is getting out of control; if allowed to spread, it could soon could ignite nearby wooden walls, doors, floors and furniture.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;'''Fire''' is a destructive force capable of destroying plants, buildings, and pawns alike. It spreads via embers that travel up to two tiles, and will start another fire if they land on something [[flammable]]. Fire may spread far and wide if left unchecked. Fire also causes a massive surge of [[temperature|heat]] when indoors. While inherently dangerous, fire can be used as a weapon or tool.&lt;br /&gt;
&lt;br /&gt;
[[Colonist]]s capable of [[Work#Firefight|firefighting]] will only fight fires in your [[Home area]], although [[draft]]ed pawns will douse adjacent fires, anywhere.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources of fire ==&lt;br /&gt;
{{stub|section=1|reason=List likely incomplete}}&lt;br /&gt;
* Temperatures above {{Temperature|235}} will ignite flammable items and structures.&lt;br /&gt;
* Created from [[molotov cocktail]]s, [[incendiary launcher]]s,  [[incendiary shell]]s and [[IED incendiary trap|IED traps]], [[phoenix armor]]{{RoyaltyIcon}}, and [[flamebow]]s{{BiotechIcon}}.&lt;br /&gt;
* Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter]], and [[diabolus]]{{BiotechIcon}}.&lt;br /&gt;
* Humanoid [[raider]]s may light your colony's objects on fire, if there are no colonists available to fight.&lt;br /&gt;
* Human pawns will spontaneously start fires during a [[Mental_break#Fire_starting_spree|fire starting spree]] [[mental break]]&lt;br /&gt;
* [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]].&lt;br /&gt;
* [[Weather|Lightning]] will cause fire. [[Rain]] will quickly put it out, but dry thunderstorms and [[Events#Flashstorm|Flashstorm]]s won't have that.&lt;br /&gt;
* [[Power conduit|Conduit]] explosions (the [[Events#Zzztt...|Zzztt...]] event) will cause fire.&lt;br /&gt;
&lt;br /&gt;
== As a hazard ==&lt;br /&gt;
Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. Fire can lead to [[explosion]]s or [[roof collapse]] which can destroy even non-flammable items. &lt;br /&gt;
&lt;br /&gt;
== Fire Spread ==&lt;br /&gt;
[[File:Fire Spread RimWorld 1.4.png|500px|thumb|left|Fire can only spread in the orange tiles (2 straight or 1 diagonal and 1 straight).]]&lt;br /&gt;
&lt;br /&gt;
Fire spreads by:&lt;br /&gt;
* Direct Ignition: A flame directly adjacent to the tile with flammable material&lt;br /&gt;
* Embers: They can jump over a tile, i.e. tiles that are 2 tiles away can be ignited by embers&lt;br /&gt;
* Indoors Room Temperature: Starting from {{Temperature|235}} fire can spread everywhere in the room&lt;br /&gt;
&lt;br /&gt;
=== Basic prevention ===&lt;br /&gt;
The most important step in preventing your entire colony from burning to the ground is to build using non-flammable materials like [[stone]] or [[plasteel]], especially [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
Firebreaks are also useful. Strips of non-flammable [[floor]]ing, typically [[concrete]] or stone tile with a minimum width of three tiles, can be built around colony perimeter walls and other important structures in advance of wildfires.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam]] is a mid-game necessity for stopping fires, and at least one [[firefoam popper]]s should be installed in every room of value.&lt;br /&gt;
&lt;br /&gt;
When any fire has been burning on the map for a long enough time (How long?), it will start raining on the map, even if the fire is indoors.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
Pawns will catch fire if on top of or adjacent to a burning item, hit by an attack from an incendiary weapon, or hit by a lightning strike.&lt;br /&gt;
A pawn on fire will immediately enter a temporary &amp;quot;on fire&amp;quot; [[mental break]], run around uncontrollably for several seconds, then slowly extinguish themselves or enter a body of water.&lt;br /&gt;
 &lt;br /&gt;
In their panic, pawns on fire will not attack and may uncontrollably run in to unsafe areas. The player can prioritize a different colonist to help put out the flames of their burning comrade. Also note that pawns on fire can spread fire. &lt;br /&gt;
&lt;br /&gt;
While on fire, a pawn will receive 2 heat damage per second regardless of the flame size. They will typically receive burns on several random body parts. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel like [[devilstrand]]. If the fire is not extinguished, eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death.&lt;br /&gt;
&lt;br /&gt;
=== Interiors ===&lt;br /&gt;
At higher temperatures (above ~235C/455F/508K), flammable items, flooring, and pawns can spontaneously ignite, and an orange haze effect will appear in the room. Room temperature depends on the number and duration of fires, insulation, unroofed tiles, and the ambient temperature, but it will generally return to normal within 1 day.&lt;br /&gt;
&lt;br /&gt;
Pawns trying to put out indoors fires may collapse from [[Injury#Heatstroke|heatstroke]] and will die if not rescued. Remove some roof tiles via [[Zones]] or hold one of the doors open before making a rescue attempt. [[Firefoam popper]]s or [[firefoam turret]]s may be hastily installed near an out-of-control inferno, too.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
Objects and structures on fire will take damage to their hit points over time, may spread fire to other flammables up to 2 tiles away, and will disintegrate into [[filth|ashes]] when HP reaches zero. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects on fire may spontaneously extinguish themselves or be extinguished by a pawn, rain, or firefoam.  Flammable floors will leave behind burned floor tiles. &lt;br /&gt;
All turrets, [[mortar]]s, [[mortar shell]]s, and [[chemfuel]] have a chance to explode while on fire, which is preferable to burning up as explosions leave behind some scrap parts.&lt;br /&gt;
Objects with 0% flammability can't catch fire, except flammable items stored inside a stone [[shelf]] will still burn.&lt;br /&gt;
&lt;br /&gt;
== As a tool or weapon ==&lt;br /&gt;
Fire can be utilized as a weapon or tool to counter things like infestations or to help capture enemy pawns.&lt;br /&gt;
&lt;br /&gt;
=== Pawn Capture ===&lt;br /&gt;
In an killbox corridor, a small side area with doors connecting to the outside should be constructed. Additionally, add stone doors at the end of the corridor, but hold them open for now. Wooden barricades should then be constructed inside this area, this is your &amp;quot;fuel&amp;quot;. Nearby, build a shelf with incendiary weapons for convenience. When enemies arrive, wait until all of them have entered the &amp;quot;killbox&amp;quot;, then light the barricades on fire with incendiary weapons. Then, close the two doors at the end. The raiders will drop like flies after a while. Once their [[heatstroke]] reaches 0.7 severity (70% percent, extreme heatstroke), open the doors and put out the fires. Capture the pawns you want, and then either execute the remainder or let them flee once they regain consciousness.&lt;br /&gt;
&lt;br /&gt;
=== Countermeasure against infestations ===&lt;br /&gt;
[[Events#Infestations|Infestations]] are difficult to clear, especially when spread through multiple (mined out) caves.&lt;br /&gt;
&lt;br /&gt;
An effective method is to equip a colonist with an incendiary launcher or molotov cocktails and attack the [[hive]]s one at a time.&lt;br /&gt;
&lt;br /&gt;
Should one of your caves have [[power conduit]]s running through all the area and completely sealed with roof, they could be used to spread the fire by closing the caves with walls and then simply shoot at a conduit to ignite. [[Insectoids]] will collapse and eventually die of [[Health#Cold and Heat Injuries|burn]]s or [[Injury#heatstroke|heatstroke]], hives will ignite if the temperature gets high enough for spontaneous combustion.&lt;br /&gt;
&lt;br /&gt;
=== Flora raze ===&lt;br /&gt;
A faster alternative to &amp;quot;Cut plants&amp;quot; to clear areas from vegetation that provides a tactical defense as it takes any possible cover object away from enemies. Equip  an [[incendiary launcher]] or [[molotov cocktail]] and target to attack the desired area. The fire will spread rapidly in all directions, so the player must ensure there are no flammables near unintended sections. [[Rain]] will extinguish fire on unroofed areas.&lt;br /&gt;
&lt;br /&gt;
== Firefighting ==&lt;br /&gt;
Firefighting is most often accomplished by [[colonist]]s &amp;quot;stomping&amp;quot; on the fire until it goes out completely. Another method of extinguishing fire is by deploying [[firefoam popper]]s that when triggered by flames will explode to blanket the area with fire-suppressing foam.&lt;br /&gt;
&lt;br /&gt;
You can also blow fire out with an explosion like that produced by a grenade (draft a colonist who has grenades, target the fire). &lt;br /&gt;
&lt;br /&gt;
=== Colonist firefighting behavior ===&lt;br /&gt;
By default, all colonists not currently working on another job will go to extinguish a fire, if capable, ''only'' if the fire is within a designated '''[[Zone/Area#Home_area|home area]]''' and the colonists' allowed area. Unlike other tasks that get reserved, colonists do not lock out each other from fighting the same fire and may work together to extinguish it quicker.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning again that colonists only fight fires within a home area. Outside the home area, colonists will just ignore the fires and carry on with their duties. To fight fires outside of a home area or to fight fires in a coordinated manner, draft the colonists and place them NEXT to the fire. They will fight any adjacent fires and you can better move your colonists to strategically attack it.&lt;br /&gt;
&lt;br /&gt;
Colonists can catch on fire while firefighting but will usually manage to put out the fire. If instead they become downed, the fire will consume them unless another colonist comes to put them out.&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs will never extinguish fires and in fact may sometimes start them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam poppers ===&lt;br /&gt;
{{main|Firefoam popper}}&lt;br /&gt;
After their initial construction, firefoam poppers can be uninstalled and stored. Reinstalling them later—near a small-to-moderately sized field of fire—and manually detonating them allows a single pawn to quickly and safely complete a dangerous task that could otherwise occupy several pawns for many danger-filled hours.   &lt;br /&gt;
&lt;br /&gt;
=== Rain event ===&lt;br /&gt;
{{stub|section=1|reason=Specific triggers, chances, durations etc.}}&lt;br /&gt;
Extremely large and long lasting fires will force a [[weather|rain]] event. Sufficient rain will gradually extinguish unroofed fires, and this event may even, eventually, control large wildfires.  &lt;br /&gt;
&lt;br /&gt;
Some fires after rain event are possible. Rain event may happen without extra delay between them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FireA.png|Variant A&lt;br /&gt;
FireB.png|Variant B&lt;br /&gt;
FireC.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Filth&amp;diff=135036</id>
		<title>Filth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Filth&amp;diff=135036"/>
		<updated>2023-05-30T10:01:10Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fix info about dirt floor (was changed in an update) relation to filth and cleanliness/beauty especially indoors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml --&amp;gt;&lt;br /&gt;
'''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences. &lt;br /&gt;
&lt;br /&gt;
Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], [[medical tend quality]], and [[surgery]] success chance. &lt;br /&gt;
&lt;br /&gt;
Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
&lt;br /&gt;
Filth is most frequently a problem on '''hard floors''' like [[concrete]], [[wood floor]], or [[rough stone]]. These hard floor-types accumulate dirt from pawns much faster than natural terrain, like soil or sand. Several types of filth may stack on the same tile at the same time, with cumulative beauty effects. &lt;br /&gt;
&lt;br /&gt;
Some types of filth like '''&amp;quot;foot-traffic&amp;quot;''' dirt and colonists' '''trash''' are passively emitted periodically. An animal's [[filth rate]] determines how often it spontaneously produces '''animal filth''' on hard floors. In general, large animals produce a lot of animal filth and should thus be kept off of hard floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal to or lower than humans.&lt;br /&gt;
[[Straw matting]] can be used to absorb some animal filth, but it is highly flammable.&lt;br /&gt;
&lt;br /&gt;
When a pawn is moving from terrain to floors, there is a chance for a pawn to track filth along their path for some number of tiles.{{Check Tag|Detail needed|What filth, what chance, how many tiles. Also add detail to Floors page}}&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
{{stub|section=1|reason=Account for floor clean time multi}}&lt;br /&gt;
Filth is removed from a tile by colonists assigned to [[Work#Clean|Cleaning]] or by rain if [[Roof|unroofed]]. Only filth in the [[Home area]] will be cleaned; tiles outside the home area will be ignored.&lt;br /&gt;
&lt;br /&gt;
Limiting the home area of your colony will substantially reduce cleaning demands on your colonists. By default, a home area is automatically designated around new player structures and zones (this setting may be toggled in the lower right corner icon bar). However, home area designation is '''''not''''' automatically removed from an area, even if player structures are removed.&lt;br /&gt;
&lt;br /&gt;
All colonists clean tiles at the same rate regardless of [[trait]]s or [[capacities]], but some types of floors, like [[Steel tile]]s and [[sterile tile]]s, are faster to clean than others. Some types of filth, like pawn trash, are faster to clean than others, like '''bugblood'''.&lt;br /&gt;
&lt;br /&gt;
Outdoors: Soil does not collect dirt from foot traffic  (it only adds dirt to the shoe soles of pawns), and therefore may be more beautiful to use outdoors than constructed streets.&lt;br /&gt;
However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty.&lt;br /&gt;
&lt;br /&gt;
Indoors: Soil does collect dirt from foot traffic and spreads it to pawns’ shoes, has -1 cleanliness and -3 beauty per tile indoors.&lt;br /&gt;
&lt;br /&gt;
== Summary table ==&lt;br /&gt;
{{Stub|section=1|reason=Sources of [[Ideology DLC]] filths. Add [[Biotech DLC]] filths}}&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.&lt;br /&gt;
&lt;br /&gt;
The effect of filth on outdoors beauty is 30% of the effect indoors.&lt;br /&gt;
&amp;lt;!--Default values--&amp;gt;{{#vardefine:beautyI|-15}}{{#vardefine:beautyO|{{#expr:{{#var:beautyI}}*0.3 round 0}}}}{{#vardefine:cleanliness|-5}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Name !! Source !! Beauty indoors (outdoors) !! Cleanliness !! Ignores filth multiplier !! Trackable !! Washes away !! &amp;lt;abbr title=&amp;quot;Ticks required to clean 1 layer of the filth&amp;quot;&amp;gt;Work to clean&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=&amp;quot;Will automatically disappear after this many days&amp;quot;&amp;gt;Days to disappear&amp;lt;/abbr&amp;gt; !! Notes&lt;br /&gt;
|- id = &amp;quot;Amniotic fluid&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Amniotic fluid &lt;br /&gt;
| Fluid produced when an pawn gives birth&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     ||  -5                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Ash&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ash&lt;br /&gt;
| Produced after flammables catch fire&lt;br /&gt;
| -12 ({{#expr:-12*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Cross}} ||  70 || 10 - 15 ||&lt;br /&gt;
|- id = &amp;quot;Animal filth&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Animal filth&lt;br /&gt;
| Produced by animals when walking on constructed floors&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Check}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Blood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Blood&lt;br /&gt;
| From a bleeding human or animal&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     || -10                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Bugblood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Bugblood&lt;br /&gt;
| From a bleeding insectoid&lt;br /&gt;
| -40 ({{#expr:-40*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  80 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Building rubble&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Building rubble&lt;br /&gt;
| Debris created by collapsed structures or during [[mental break]]&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Chemfuel puddle&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Chemfuel puddle&lt;br /&gt;
| Flammable puddles created by incendiary weapons.&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire. 150 {{HP}} and 200% flammability. Max thickness 1.&lt;br /&gt;
|- id = &amp;quot;Corpse bile&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Corpse bile&lt;br /&gt;
|From a rotting corpse&lt;br /&gt;
| -50 ({{#expr:-50*0.3 round 0}})     || -20                  || {{Check}} || {{Check}} || {{Check}} ||  80 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Dirt&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Dirt&lt;br /&gt;
| Produced by humans when walking on constructed floors or rough stone after dirt&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Check}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Firefoam]]&lt;br /&gt;
| Fireproof foam from a firefoam popper&lt;br /&gt;
| -25 ({{#expr:-25*0.3 round 0}})     ||  -5                  || {{Check}} || {{Check}} || {{Check}} || 100 ||  5 - 10 || style=&amp;quot;text-align:left;&amp;quot; | Prevents fire from igniting.&lt;br /&gt;
|- id = &amp;quot;Hair&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Hair&lt;br /&gt;
| Produced by changing hair at a [[Styling station]]{{IdeologyIcon}}&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 30 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Machine bits&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Machine bits&lt;br /&gt;
| Produced from completing the &amp;quot;Shred Mechanoid&amp;quot; bill&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Rock rubble&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Rock rubble&lt;br /&gt;
| Debris created by digging into mineral rocks&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Sand&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Sand&lt;br /&gt;
| Produced by pawns when walking on constructed floors or rough stone after sand&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Scattered sandbags&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered sandbags&lt;br /&gt;
| Remnants from damaged or destroyed sandbags&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Scattered slag&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered slag&lt;br /&gt;
| Spawned by crashed ships&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Slime&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Slime&lt;br /&gt;
| Found after opening a cryptosleep casket or during infestations&lt;br /&gt;
| -25 ({{#expr:-25*0.3 round 0}})     || -5                   || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Trash&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Trash&lt;br /&gt;
| Produced by humans when walking on constructed floors&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Check}} || {{Cross}} ||  35 || 45 - 50 ||&lt;br /&gt;
|- id = &amp;quot;Vomit&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Vomit&lt;br /&gt;
| Vomit from a human or animal&lt;br /&gt;
| -40 ({{#expr:-40*0.3 round 0}})     || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 ||  35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Water puddle&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Water puddle&lt;br /&gt;
| Produced by [[psycast#Waterskip|Waterskip]] psycast{{RoyaltyIcon}}&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Check}} || {{Cross}} ||  30 || 0.2 - 0.4 || style=&amp;quot;text-align:left;&amp;quot; | Prevents fire from igniting.&lt;br /&gt;
&lt;br /&gt;
|- id = &amp;quot;Dried blood&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Dried blood {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Cross}} || {{Check}} ||  90 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Oil smear&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Oil smear {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| -10 ({{#expr:-10*0.3 round 0}})     || -15                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire. 250 {{HP}} and 150% flammability. Max thickness 1.&lt;br /&gt;
|- id = &amp;quot;Pod slime&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Pod slime {{IdeologyIcon}}&lt;br /&gt;
| Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}}.&lt;br /&gt;
| -30 ({{#expr:-30*0.3 round 0}})     ||  -5                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Ragged uniform&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Ragged uniform {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Check}} || {{Check}} || {{Cross}} ||  25 || 35 - 40 ||&lt;br /&gt;
|- id = &amp;quot;Scattered documents&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Scattered documents {{IdeologyIcon}}&lt;br /&gt;
| ?&lt;br /&gt;
| {{#var:beautyI}} ({{#var:beautyO}}) || {{#var:cleanliness}} || {{Cross}} || {{Cross}} || {{Check}} ||  25 || 35 - 40 ||&lt;br /&gt;
&lt;br /&gt;
|- id = &amp;quot;Flammable bile&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Flammable bile {{BiotechIcon}}&lt;br /&gt;
| Flammable puddles created by the [[Genes#Ability|Fire spew]]{{BiotechIcon}} ability&lt;br /&gt;
| ? (-4) || ? || ? || {{Check}} || {{Check}} || ? || ? || style=&amp;quot;text-align:left;&amp;quot; | Can be lit on fire; has properties similar to chemfuel puddles.&lt;br /&gt;
|- id = &amp;quot;Floor drawing&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Floor drawing {{BiotechIcon}}&lt;br /&gt;
| Drawn by a [[Children_and_reproduction|child]]{{BiotechIcon}} colonist&lt;br /&gt;
| 0 (0) || 0 || ? || {{Check}} || {{Check}} || ? || ? ||&lt;br /&gt;
|- id = &amp;quot;Spent acid&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Spent acid {{BiotechIcon}}&lt;br /&gt;
| ? || ? || ? || ? || ? || ? || ? || ? ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain.&lt;br /&gt;
* [[Ideology DLC]] Release - Added pod slime.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them.&lt;br /&gt;
* [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile.&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fire&amp;diff=135034</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fire&amp;diff=135034"/>
		<updated>2023-05-30T09:42:05Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Add info about fire spread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Mechanics and numbers (heat production / fire spread / etc.). See also [[Damage Types#Flame|Flame Damage]]}}&lt;br /&gt;
[[File:Fire.png|500px|thumb|right|This fire is getting out of control; if allowed to spread, it could soon could ignite nearby wooden walls, doors, floors and furniture.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;'''Fire''' is a destructive force capable of destroying plants, buildings, and pawns alike. It spreads via embers that travel up to two tiles, and will start another fire if they land on something [[flammable]]. Fire may spread far and wide if left unchecked. Fire also causes a massive surge of [[temperature|heat]] when indoors. While inherently dangerous, fire can be used as a weapon or tool.&lt;br /&gt;
&lt;br /&gt;
[[Colonist]]s capable of [[Work#Firefight|firefighting]] will only fight fires in your [[Home area]], although [[draft]]ed pawns will douse adjacent fires, anywhere.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources of fire ==&lt;br /&gt;
{{stub|section=1|reason=List likely incomplete}}&lt;br /&gt;
* Temperatures above {{Temperature|235}} will ignite flammable items and structures.&lt;br /&gt;
* Created from [[molotov cocktail]]s, [[incendiary launcher]]s,  [[incendiary shell]]s and [[IED incendiary trap|IED traps]], [[phoenix armor]]{{RoyaltyIcon}}, and [[flamebow]]s{{BiotechIcon}}.&lt;br /&gt;
* Created from the explosions of a [[doomsday rocket launcher]], [[orbital power beam targeter]], and [[diabolus]]{{BiotechIcon}}.&lt;br /&gt;
* Humanoid [[raider]]s may light your colony's objects on fire, if there are no colonists available to fight.&lt;br /&gt;
* Human pawns will spontaneously start fires during a [[Mental_break#Fire_starting_spree|fire starting spree]] [[mental break]]&lt;br /&gt;
* [[Boomalope]]s and [[boomrat]]s will cause fire on [[death]].&lt;br /&gt;
* [[Weather|Lightning]] will cause fire. [[Rain]] will quickly put it out, but dry thunderstorms and [[Events#Flashstorm|Flashstorm]]s won't have that.&lt;br /&gt;
* [[Power conduit|Conduit]] explosions (the [[Events#Zzztt...|Zzztt...]] event) will cause fire.&lt;br /&gt;
&lt;br /&gt;
== As a hazard ==&lt;br /&gt;
Fire is capable of destroying crops, resources, structures, and can injure or kill pawns. Fire can lead to [[explosion]]s or [[roof collapse]] which can destroy even non-flammable items. &lt;br /&gt;
&lt;br /&gt;
== Fire Spread ==&lt;br /&gt;
Fire spreads by:&lt;br /&gt;
* Direct Ignition: A flame directly adjacent to the tile with flammable material&lt;br /&gt;
* Embers: They can jump over a tile, i.e. tiles that are 2 tiles away can be ignited by embers&lt;br /&gt;
* Indoors Room Temperature: Starting from {{Temperature|235}} fire can spread everywhere in the room&lt;br /&gt;
&lt;br /&gt;
=== Basic prevention ===&lt;br /&gt;
The most important step in preventing your entire colony from burning to the ground is to build using non-flammable materials like [[stone]] or [[plasteel]], especially [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
Firebreaks are also useful. Strips of non-flammable [[floor]]ing, typically [[concrete]] or stone tile with a minimum width of three tiles, can be built around colony perimeter walls and other important structures in advance of wildfires.&lt;br /&gt;
&lt;br /&gt;
[[Firefoam]] is a mid-game necessity for stopping fires, and at least one [[firefoam popper]]s should be installed in every room of value.&lt;br /&gt;
&lt;br /&gt;
When any fire has been burning on the map for a long enough time (How long?), it will start raining on the map, even if the fire is indoors.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
Pawns will catch fire if on top of or adjacent to a burning item, hit by an attack from an incendiary weapon, or hit by a lightning strike.&lt;br /&gt;
A pawn on fire will immediately enter a temporary &amp;quot;on fire&amp;quot; [[mental break]], run around uncontrollably for several seconds, then slowly extinguish themselves or enter a body of water.&lt;br /&gt;
 &lt;br /&gt;
In their panic, pawns on fire will not attack and may uncontrollably run in to unsafe areas. The player can prioritize a different colonist to help put out the flames of their burning comrade. Also note that pawns on fire can spread fire. &lt;br /&gt;
&lt;br /&gt;
While on fire, a pawn will receive 2 heat damage per second regardless of the flame size. They will typically receive burns on several random body parts. Heat damage has no armor penetration and is therefore easily affected by heat resisting apparel like [[devilstrand]]. If the fire is not extinguished, eventually a pawn will become [[Injury#Shock|incapacitated]] and burn until death.&lt;br /&gt;
&lt;br /&gt;
=== Interiors ===&lt;br /&gt;
At higher temperatures (above ~235C/455F/508K), flammable items, flooring, and pawns can spontaneously ignite, and an orange haze effect will appear in the room. Room temperature depends on the number and duration of fires, insulation, unroofed tiles, and the ambient temperature, but it will generally return to normal within 1 day.&lt;br /&gt;
&lt;br /&gt;
Pawns trying to put out indoors fires may collapse from [[Injury#Heatstroke|heatstroke]] and will die if not rescued. Remove some roof tiles via [[Zones]] or hold one of the doors open before making a rescue attempt. [[Firefoam popper]]s or [[firefoam turret]]s may be hastily installed near an out-of-control inferno, too.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
Objects and structures on fire will take damage to their hit points over time, may spread fire to other flammables up to 2 tiles away, and will disintegrate into [[filth|ashes]] when HP reaches zero. The damage taken value is the same for everything. The size of the fire depends on the [[flammability]] of the material. Objects on fire may spontaneously extinguish themselves or be extinguished by a pawn, rain, or firefoam.  Flammable floors will leave behind burned floor tiles. &lt;br /&gt;
All turrets, [[mortar]]s, [[mortar shell]]s, and [[chemfuel]] have a chance to explode while on fire, which is preferable to burning up as explosions leave behind some scrap parts.&lt;br /&gt;
Objects with 0% flammability can't catch fire, except flammable items stored inside a stone [[shelf]] will still burn.&lt;br /&gt;
&lt;br /&gt;
== As a tool or weapon ==&lt;br /&gt;
Fire can be utilized as a weapon or tool to counter things like infestations or to help capture enemy pawns.&lt;br /&gt;
&lt;br /&gt;
=== Pawn Capture ===&lt;br /&gt;
In an killbox corridor, a small side area with doors connecting to the outside should be constructed. Additionally, add stone doors at the end of the corridor, but hold them open for now. Wooden barricades should then be constructed inside this area, this is your &amp;quot;fuel&amp;quot;. Nearby, build a shelf with incendiary weapons for convenience. When enemies arrive, wait until all of them have entered the &amp;quot;killbox&amp;quot;, then light the barricades on fire with incendiary weapons. Then, close the two doors at the end. The raiders will drop like flies after a while. Once their [[heatstroke]] reaches 0.7 severity (70% percent, extreme heatstroke), open the doors and put out the fires. Capture the pawns you want, and then either execute the remainder or let them flee once they regain consciousness.&lt;br /&gt;
&lt;br /&gt;
=== Countermeasure against infestations ===&lt;br /&gt;
[[Events#Infestations|Infestations]] are difficult to clear, especially when spread through multiple (mined out) caves.&lt;br /&gt;
&lt;br /&gt;
An effective method is to equip a colonist with an incendiary launcher or molotov cocktails and attack the [[hive]]s one at a time.&lt;br /&gt;
&lt;br /&gt;
Should one of your caves have [[power conduit]]s running through all the area and completely sealed with roof, they could be used to spread the fire by closing the caves with walls and then simply shoot at a conduit to ignite. [[Insectoids]] will collapse and eventually die of [[Health#Cold and Heat Injuries|burn]]s or [[Injury#heatstroke|heatstroke]], hives will ignite if the temperature gets high enough for spontaneous combustion.&lt;br /&gt;
&lt;br /&gt;
=== Flora raze ===&lt;br /&gt;
A faster alternative to &amp;quot;Cut plants&amp;quot; to clear areas from vegetation that provides a tactical defense as it takes any possible cover object away from enemies. Equip  an [[incendiary launcher]] or [[molotov cocktail]] and target to attack the desired area. The fire will spread rapidly in all directions, so the player must ensure there are no flammables near unintended sections. [[Rain]] will extinguish fire on unroofed areas.&lt;br /&gt;
&lt;br /&gt;
== Firefighting ==&lt;br /&gt;
Firefighting is most often accomplished by [[colonist]]s &amp;quot;stomping&amp;quot; on the fire until it goes out completely. Another method of extinguishing fire is by deploying [[firefoam popper]]s that when triggered by flames will explode to blanket the area with fire-suppressing foam.&lt;br /&gt;
&lt;br /&gt;
You can also blow fire out with an explosion like that produced by a grenade (draft a colonist who has grenades, target the fire). &lt;br /&gt;
&lt;br /&gt;
=== Colonist firefighting behavior ===&lt;br /&gt;
By default, all colonists not currently working on another job will go to extinguish a fire, if capable, ''only'' if the fire is within a designated '''[[Zone/Area#Home_area|home area]]''' and the colonists' allowed area. Unlike other tasks that get reserved, colonists do not lock out each other from fighting the same fire and may work together to extinguish it quicker.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning again that colonists only fight fires within a home area. Outside the home area, colonists will just ignore the fires and carry on with their duties. To fight fires outside of a home area or to fight fires in a coordinated manner, draft the colonists and place them NEXT to the fire. They will fight any adjacent fires and you can better move your colonists to strategically attack it.&lt;br /&gt;
&lt;br /&gt;
Colonists can catch on fire while firefighting but will usually manage to put out the fire. If instead they become downed, the fire will consume them unless another colonist comes to put them out.&lt;br /&gt;
&lt;br /&gt;
Pyromaniacs will never extinguish fires and in fact may sometimes start them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam poppers ===&lt;br /&gt;
{{main|Firefoam popper}}&lt;br /&gt;
After their initial construction, firefoam poppers can be uninstalled and stored. Reinstalling them later—near a small-to-moderately sized field of fire—and manually detonating them allows a single pawn to quickly and safely complete a dangerous task that could otherwise occupy several pawns for many danger-filled hours.   &lt;br /&gt;
&lt;br /&gt;
=== Rain event ===&lt;br /&gt;
{{stub|section=1|reason=Specific triggers, chances, durations etc.}}&lt;br /&gt;
Extremely large and long lasting fires will force a [[weather|rain]] event. Sufficient rain will gradually extinguish unroofed fires, and this event may even, eventually, control large wildfires.  &lt;br /&gt;
&lt;br /&gt;
Some fires after rain event are possible. Rain event may happen without extra delay between them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FireA.png|Variant A&lt;br /&gt;
FireB.png|Variant B&lt;br /&gt;
FireC.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Fire_Spread_RimWorld_1.4.png&amp;diff=135033</id>
		<title>File:Fire Spread RimWorld 1.4.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Fire_Spread_RimWorld_1.4.png&amp;diff=135033"/>
		<updated>2023-05-30T09:40:42Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fire can only spread in the orange tiles (2 straight or 1 diagonal and 1 straight)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Fire can only spread in the orange tiles (2 straight or 1 diagonal and 1 straight)&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright PD}}&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=103858</id>
		<title>Raid points</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=103858"/>
		<updated>2022-05-16T10:14:10Z</updated>

		<summary type="html">&lt;p&gt;Audaki: /* Pawn points */ Fix slave points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Raids}}{{Verified|1.3.3101}}&amp;lt;!--If you are not User:MortalSmurph, please see Template; Verified before changing this value--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Raid Points''' determine the size of [[Raids]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raid Points are spent by the [[storyteller]] to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the [[Raider]] page. More points to spend mean more enemies that appear.&lt;br /&gt;
&lt;br /&gt;
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s.  The Storyteller Randy Random and quests can allow raids to be larger in size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome.  Despite this complexity, the two most significant player controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.&lt;br /&gt;
&lt;br /&gt;
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The &amp;quot;Adaption Factor&amp;quot; is an exception and is shared across multiple settlements.&lt;br /&gt;
&lt;br /&gt;
==Viewing raid points==&lt;br /&gt;
&lt;br /&gt;
One can view their raid points by turning on [[Development mode]].  Hit the 3rd button, &amp;quot;Open the View Settings&amp;quot;, and check &amp;quot;Write Storyteller&amp;quot;.  Then, back on the main Rimworld screen, hit the Magnifying Glass button.  &amp;quot;Base Points&amp;quot; is the Raid Point total. &lt;br /&gt;
[[File:Raid base points.png|frameless|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wealth points==&lt;br /&gt;
&lt;br /&gt;
A player can view their Wealth by hitting the History Tab (Book button) and going to the &amp;quot;Statistics Tab&amp;quot;.  The game considers &amp;quot;Colony Wealth (buildings) at only 50% for the purpose of calculating Raid Points.  Instead of using &amp;quot;Colony Wealth (this map), the game uses &amp;quot;Storyteller Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Storyteller Wealth&amp;quot; = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 )&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Storyteller Wealth&amp;quot; is linearly interpolated on a graph to create a &amp;quot;Wealth Points&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 14,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2,400 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3,600 || style=&amp;quot;text-align:right&amp;quot; | 700,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 4,200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}  &lt;br /&gt;
{{Clear}}&lt;br /&gt;
At 14,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;0 Wealth Points&amp;quot;.  At 400,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;2,400 Wealth Points&amp;quot;.  Halfway in between 14,000 and 400,000 is 207,000.  At 207,000 wealth, there are 1,200 points, which is the halfway mark between the two defined locations on the graph.  &lt;br /&gt;
&lt;br /&gt;
At 1 million &amp;quot;Storyteller Wealth&amp;quot;, and all values over 1 million, there are 4,200 Raid Points.  Further wealth has no affect on Raid Points.&lt;br /&gt;
&lt;br /&gt;
==Pawn points==&lt;br /&gt;
&amp;quot;Pawn Points&amp;quot; is a points total given based on your Colonist count and Trainable [[Animals]] count.  This &amp;quot;Pawn Points&amp;quot; is an addition to any points that colonists and animals give based on their Market Value via &amp;quot;Wealth Points.&amp;quot;  Only free colonists of the player's faction on the map tile count.  [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called &amp;quot;Quest Lodgers&amp;quot;, from other factions don't count.  [[Slaves]]{{IdeologyIcon}} count like 75% of a colonist.&lt;br /&gt;
&lt;br /&gt;
Tamed animals that can learn &amp;quot;Attack&amp;quot; count for 8% of their Combat Power.  Attack doesn't have to be trained, only possible to be trained.  Animal Combat Power is only listed in the XML files and not shown in game.  &amp;quot;Combat Power&amp;quot; is not affected by the age of the animal: baby animals that can attack count as adults for &amp;quot;Pawn Points&amp;quot;.  Downed animals do not count.&lt;br /&gt;
&lt;br /&gt;
Colonists and animals in cryptosleep only count for 30%.  &lt;br /&gt;
&lt;br /&gt;
Dead Colonists that still show as unburied colonists do not count. &lt;br /&gt;
&lt;br /&gt;
The game gives each colonist an amount of points based on a chart and the &amp;quot;Storyteller Wealth&amp;quot; number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 140 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
From 0 to 10,000 &amp;quot;Storyteller Wealth&amp;quot;, each Colonist counts for 15 points.  At 400,000 wealth, each colonist counts for 140 points.  In between 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.&lt;br /&gt;
&lt;br /&gt;
Pawn Points may consider colonist and animals health in some way.  In testing, no effect on Pawn Points was found when various colonist limbs were removed or other health afflictions were added.  Pawns unconscious and unable to walk due to brain scars and/or reduced consciousness still appear to count fully towards Pawn Points.  &lt;br /&gt;
&lt;br /&gt;
Code exists to evaluate pawn health for the purpose of Raid Points.  The Health aspect may not function.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
{{See also|AI Storytellers}}&lt;br /&gt;
Difficulty is solely the &amp;quot;Threat Scale&amp;quot; number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing &amp;quot;Custom&amp;quot; difficulty allows Threat Scale to range from 0% to 500%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Threat Scale&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Community builder|| 0.30&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story|| 0.60 &lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive|| 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust|| 1.55 	&lt;br /&gt;
|-&lt;br /&gt;
| Losing is fun|| 2.20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting factor==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Starting Factor&amp;quot; factor means that the start of the game is made easier.  After 40 days, there is essentially no &amp;quot;Days Passed&amp;quot; factor because the factor is 1.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Days Passed&amp;quot; factor is a defined chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || Starting Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
At 10 Days, and earlier, the factor is .7.  At 40 Days, and all dates after, the factor is 1.&lt;br /&gt;
&lt;br /&gt;
==Adaption factor==&lt;br /&gt;
&lt;br /&gt;
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time past since the downing of colonists are the major aspects that Adaption Factor considers.  Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.&lt;br /&gt;
&lt;br /&gt;
Think of the &amp;quot;Adaption Factor&amp;quot; like the classic workplace sign that says &amp;quot;Days Since Last Injury: 10&amp;quot;.  The differences from this analogy to the &amp;quot;Adaption Factor&amp;quot; is that the &amp;quot;Adaption Factor&amp;quot; does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read &amp;quot;Days Since Last Injury: Negative 30&amp;quot;.  Also, the &amp;quot;Days Since Last Injury&amp;quot; don't necessarily go up 1 per day in Rimworld.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Impact&amp;quot; in the custom Storyteller Settings adjusts how much the game considers the &amp;quot;Adaption Factor&amp;quot;.  If &amp;quot;Adaption Impact&amp;quot; is set to 0% the &amp;quot;Adaption Factor&amp;quot; is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default &amp;quot;Losing is Fun&amp;quot; has &amp;quot;Adaption Impact&amp;quot; set to 40%.  At &amp;quot;40% Adaption Impact&amp;quot; has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Growth Rate&amp;quot; in the custom difficulty options controls how fast the &amp;quot;Adaption Factor&amp;quot; grows over time.  On &amp;quot;Losing is Fun&amp;quot;, the &amp;quot;Adaption Growth Rate&amp;quot; is set to the maximum speed.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; starts at 0.8.  The &amp;quot;AdaptDays&amp;quot; starts at 0.  There is a grace period of 30 days before the &amp;quot;AdaptDays&amp;quot; can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many &amp;quot;AdaptDays&amp;quot; to add.  The game takes the current &amp;quot;AdaptDays&amp;quot; and looks at the following chart.  Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Current AdaptDays || AdaptDays Added&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -0.01 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 59.99 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 119.99 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a colonist dies an amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's the Chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
When a colonist is downed a different amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's that chart:&lt;br /&gt;
	      &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Adapt Days&amp;quot; have a minimum value of -60 and a maximum value of 100.  &amp;quot;AdaptDays&amp;quot; are taken to a chart to determine &amp;quot;Adaption Factor&amp;quot;.  Here's that chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Current AdaptDays || Adaption Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 0.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chart goes beyond the maximum potential &amp;quot;AdaptDays&amp;quot; value.   Even though the chart goes up to 180 &amp;quot;AdaptDays&amp;quot; and 2.0 &amp;quot;Adaption Factor&amp;quot;, &amp;quot;Adaption Factor&amp;quot; cannot reach that point.  At the maximum value of 100 &amp;quot;AdaptDays&amp;quot;, the &amp;quot;Adaption Factor&amp;quot; is 1.47.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; is shared across multiple map tiles.&lt;br /&gt;
&lt;br /&gt;
==Wealth independant mode==&lt;br /&gt;
{{See also|AI_Storytellers#Adaptation{{!}}Adaptation}}&lt;br /&gt;
&amp;quot;Wealth Independant&amp;quot; mode is another option in the &amp;quot;custom&amp;quot; section of the &amp;quot;Storyteller Settings&amp;quot;.  Rather than tracking &amp;quot;StorytellerWealth&amp;quot;, an amount of wealth is assigned based on time passed on that specific map tile:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || StorytellerWealth&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 180,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 720 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,800 || style=&amp;quot;text-align:right&amp;quot; | 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This chart is for the default choice of &amp;quot;Years until Max Threat: 12&amp;quot;.  Changing the &amp;quot;Years Until Maximum Threat&amp;quot; slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.  &lt;br /&gt;
&lt;br /&gt;
The Wealth Independant Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independant mode timer.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Saguaro_cactus&amp;diff=103762</id>
		<title>Saguaro cactus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Saguaro_cactus&amp;diff=103762"/>
		<updated>2022-05-11T21:00:27Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fix wrong info about wood per day&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Verification and updating needed}}{{infobox main|plant|&lt;br /&gt;
|name = Saguaro cactus&lt;br /&gt;
|image = Saguaro_cactus.png| Saguaro cactus&lt;br /&gt;
|description = A large cactus native to arid Earth environments. Though it is not a tree, it yields a small amount of fibrous material that can be used like wood.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Tree&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 0.35&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|hp = 130&lt;br /&gt;
|flammability = 0.8&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 5&lt;br /&gt;
|lifespanDaysPerGrowDays = 40&lt;br /&gt;
|sow work = 4000&lt;br /&gt;
|harvest work = 300&lt;br /&gt;
|product = wood&lt;br /&gt;
|yield = 15&lt;br /&gt;
|min sowing skill = 6&lt;br /&gt;
|min fertility = 0.05&lt;br /&gt;
|fertility sensitivity = 0&lt;br /&gt;
|nutrition = 2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
|livesin_aridshrubland = 0.26&lt;br /&gt;
|livesin_desert = 1&lt;br /&gt;
|livesin_extremedesert = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|Saguaro cacti are a plant that naturally occurs in arid shrublands, deserts, and extreme deserts. Saguaro cacti require Plants skill level 6 to sow.  A mature saguaro cactus yields 15 [[wood]].}}&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
Saguaro cacti have a base growing time of 5 days, need a minimum soil fertility of 5%, and have a fertility sensitivity rating of 0%. The following table details how long it takes for saguaro cacti to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
Saguaro cacti surprisingly have the highest wood yield per day out of all wood-yielding plants (except the singular Gauranlen tree) in all soils. But on the other hand looking at wood per work it's one of the worst wood-yielding plants, especially in fertile soil.&lt;br /&gt;
&lt;br /&gt;
Saguaro cacti are also unique in the respect that they are the only product-yielding plant that can grow in sand.&lt;br /&gt;
&lt;br /&gt;
==Food Production==&lt;br /&gt;
Unlike in real life, saguaro cacti don't yield any human-edible products in RimWorld.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
The saguaro cactus' raw product is wood, which has a market value of 1.4 [[silver]]. The refined product with the largest profit margin is a [[grand sculpture]], having a 51.25%&amp;lt;ref&amp;gt;110% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Sand&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.81&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| 1.23&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandstone_blocks&amp;diff=103562</id>
		<title>Sandstone blocks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandstone_blocks&amp;diff=103562"/>
		<updated>2022-05-09T15:15:14Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Infobox main|stony|&lt;br /&gt;
| name = Sandstone blocks&lt;br /&gt;
| image = Sandstone blocks.png|Sandstone blocks&lt;br /&gt;
| description = Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Stone&lt;br /&gt;
| stuff category = Stony&lt;br /&gt;
| marketvalue = 0.9&lt;br /&gt;
| beauty = -12&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance needed = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1.1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to make factor = 1.1&lt;br /&gt;
| work to build factor = 5&lt;br /&gt;
| work to build offset = 140&lt;br /&gt;
| max hit points factor = 1.4&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| melee blunt damage factor= 1.0&lt;br /&gt;
| melee sharp damage factor= 0.5&lt;br /&gt;
| melee cooldown factor = 1.3&lt;br /&gt;
| door opening speed factor = 0.45&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Stonecutter's table&lt;br /&gt;
| work to make = 1600&lt;br /&gt;
| resource 1 = Rock chunk&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| product amount = 20&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = BlocksSandstone&lt;br /&gt;
| stuff adjective = sandstone&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| appearance = Bricks&lt;br /&gt;
| color = (126,104,94)&lt;br /&gt;
| default color = (126,104,94)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/StoneBlocks&lt;br /&gt;
| label = sandstone blocks&lt;br /&gt;
| parent name = StoneBlocksBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Stone_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactGround&lt;br /&gt;
| sound interact = Stone_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Stone&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Stone&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
}}&lt;br /&gt;
{{Info|Sandstone is the quickest stone type to work with, making it well suited for stone constructions that need to be built quickly. It also has the highest market value per unit of work so is the best stone type for crafting items for sale in bulk.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sandstone blocks are cut from [[rock chunk|sandstone chunks]] at a [[{{P|Production Facility 1}}]]. It takes {{ticks|{{P|Work To Make}}}} of work to cut a single chunk into {{P|Product Amount}} blocks.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
{{Stonecutting maximization}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
[[Version/0.7.581|0.7.581]] - Added, previously there was only generic &amp;quot;stone&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Stone Blocks]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_chunk&amp;diff=103485</id>
		<title>Ship chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_chunk&amp;diff=103485"/>
		<updated>2022-05-02T09:30:27Z</updated>

		<summary type="html">&lt;p&gt;Audaki: Use common property spelling 'pass through only'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Infobox main|building|exotic&lt;br /&gt;
| name = Ship chunk&lt;br /&gt;
| image = ship chunks.png|164px&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| description = A chunk of a spacecraft. It seems to have been torn off either by uncontrolled re-entry forces or some kind of weapon. Having landed not long ago, it still contains useful resources which you can acquire by deconstructing it.&lt;br /&gt;
| pathcost = 42&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| hp = 300&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| deconstruct yield = {{icon small|Steel}} 20 + {{icon small|Component}} 5 - 6 &lt;br /&gt;
| destroyyield = {{icon small|Steel slag chunk}} 2 + {{icon small|Component}} 1 &lt;br /&gt;
}}&lt;br /&gt;
A '''ship chunk''' is a 2x2 sized piece of destroyed ship that has crashed onto the map. It cannot be hauled to a stockpile zone, it can be only disassembled at its location for 20 [[steel]] and 5-6 [[component]]s. 1-4 fall from the sky in a group in a [[event]], and in the [[Scenario system#Crashlanded|Crashlanded scenario]] you start with 3 randomly placed on your map. &lt;br /&gt;
&lt;br /&gt;
You will be notified about the event by a message at the top of the screen saying: &amp;quot;''Chunks of a spacecraft have impacted nearby...''&amp;quot;, followed by a rumble of the impact, but no envelope icon to the right of the screen. Hovering over the message will display an arrow pointing towards the ship chunk and clicking on the message will take you to it.&lt;br /&gt;
&lt;br /&gt;
They are a nice source of components, and, along with mining [[compacted machinery]] and [[trader]]s, will be your main source of components after your initial inventory runs out and before you research [[Research#Fabrication|Fabrication]]. They will help to tide you over until you are able to build a [[fabrication bench]]. &lt;br /&gt;
&lt;br /&gt;
Like other [[chunk]]s, they can serve as a source of cover.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Audaki</name></author>
	</entry>
</feed>