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	<updated>2026-04-23T07:17:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Resurrector_mech_serum&amp;diff=177092</id>
		<title>Resurrector mech serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Resurrector_mech_serum&amp;diff=177092"/>
		<updated>2026-03-08T12:50:35Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Resurrector mech serum&lt;br /&gt;
| image = Resurrector mech serum.png&lt;br /&gt;
| description = A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after [[Death|death]], mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 1700&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MechSerumResurrector&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| label = resurrector mech serum&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| quest item = true&lt;br /&gt;
}}&lt;br /&gt;
The '''resurrector mech serum''' is an item found in quests that can resurrect a deceased human or animal.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Resurrector mech serums cannot be crafted nor bought from [[trader]]s. Instead, they can only be acquired as a reward for performing [[quests]] or found in [[ancient shrine]]s. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A resurrector mech serum can be used on any non-desiccated organic [[corpse]], [[human]] or [[animal]], even rotting ones. Select a colonist and right-click the serum, then click a valid target. They will use the serum on the corpse, returning it to life. This will restore missing organs and eliminate all health problems, except for brain injury, [[Organ decay]] and [[Luciferium]] addiction. [[Artificial body parts]] are not affected, and any [[Babies|pregnant]]{{BiotechIcon}} deceased human or animal will retain their pregnancy when revived by the resurrector mech serum and their pregnancy will continue. &lt;br /&gt;
&lt;br /&gt;
Dead [[shambler]]s{{AnomalyIcon}} will return to life as a living creature, not as a shambler. Using the serum on an [[unnatural corpse]]{{AnomalyIcon}} will consume the serum but fail, displaying a message stating ''&amp;quot;Failed to resurrect &amp;lt;PAWNNAME&amp;gt;. It simply does not respond.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Using the serum removes the &amp;quot;Tainted&amp;quot; tag from any clothing worn on the dead. Any eligible [[title]]{{RoyaltyIcon}} is immediately passed on to the heir, and won't be received even when revived.&lt;br /&gt;
&lt;br /&gt;
Executed [[prisoners]] who are then resurrected will have the execute toggle deselected to prevent their immediate re-execution.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ailments ===&lt;br /&gt;
{{Stub|section=1|reason=What about refrigeration without freezing? Does it slow the counter comparable to rot time?}}&lt;br /&gt;
Once revived, pawns will initially be [[downed|incapacitated]] due to [[resurrection sickness]]. Besides this, they may suffer from permanent side effects. Possible side effects are:&lt;br /&gt;
* [[Dementia]]&lt;br /&gt;
* [[Blindness]]&lt;br /&gt;
* [[Resurrection psychosis]], visible 10 days after usage&lt;br /&gt;
The chances of these side effects increase with the time spent unfrozen since death. Freezing the dead pawn completely halts the progression of this time, but does not revert previously accrued time. For each of the above, the initial chance is 2%, increasing after 0.1 day of decay and linearly increasing to 80% after 5 days of decay. This chance is applied separately for each of the effects i.e. there is a 5.88% of at least one side effect even if immediately resurrected and a 99.2% chance after 5 days of decay. &lt;br /&gt;
&lt;br /&gt;
Note the game tracks all time spent unfrozen; it may report that the body is still &amp;quot;Fresh&amp;quot; but that does not mean that it has not accrued decay. At 1 day, the chance of each effect would have risen to {{%|0.02 + (1 - 0.1) * ((0.8-0.02)/(5-0.1)) round 4}} while still reporting that the body is Fresh.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2&amp;quot;| Time unfrozen&amp;lt;br&amp;gt;since death !! colspan=2&amp;quot;| Chance of &lt;br /&gt;
|- &lt;br /&gt;
! Each side effect !! Any side effect&lt;br /&gt;
|-&lt;br /&gt;
! 0 Days  &lt;br /&gt;
| 2% || {{%|1-(1-0.02)^3 round 4}}&lt;br /&gt;
|- &amp;lt;!-- Linear interpolation formula, and then chance of at least one instance in n trials --&amp;gt;&lt;br /&gt;
! 1 Days  &lt;br /&gt;
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (1 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}&lt;br /&gt;
|-&lt;br /&gt;
! 2 Days  &lt;br /&gt;
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (2 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}&lt;br /&gt;
|-&lt;br /&gt;
! 3 Days  &lt;br /&gt;
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (3 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}&lt;br /&gt;
|-&lt;br /&gt;
! 4 Days  &lt;br /&gt;
| {{%|{{#vardefineecho: tempChancePercent| {{#expr: 0.02 + (4 - 0.1) * ((0.8-0.02)/(5-0.1))}}}} round 4}} || {{%|1-(1-{{#var: tempChancePercent}})^3 round 4}}&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Days  &lt;br /&gt;
| 80% || {{%|1-(1-0.80)^3 round 4}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Comparison to [[Death refusal]]{{AnomalyIcon}}}}&lt;br /&gt;
By destroying the head, the resurrector mech serum can be used to heal brain injuries. Extracting the [[skull]]{{IdeologyIcon}} will destroy the head safely and consistently. Without the [[Ideology DLC]], you can eat the corpse. However, this is inconsistent and risks them consuming the corpse entirely. By intentionally killing a pawn, this can be used as a substitute for a [[healer mech serum]], but always comes with the risk of [[resurrection psychosis]], which is inevitably fatal unless a healer mech serum is used.&lt;br /&gt;
&lt;br /&gt;
Using it on an enemy corpse will not convert them towards your side. They will remain hostile. However, since they return to life [[Downed|incapacitated]], you can easily arrest and capture them. Using it on wild animal will not tame it.&lt;br /&gt;
&lt;br /&gt;
=== Corpse preservation ===&lt;br /&gt;
Storing dead colonists in a freezer or other cold room will allow for resurrecting them long after [[death]] without higher risks of side effects, even if you do not have a serum at the time of death. &lt;br /&gt;
&lt;br /&gt;
Colony pets may feed from the corpse of the intended body if within reach. Consider forbidding the corpse until you can control/micromanage what happens to it. Constructing a [[sarcophagus]] may be useful to protect it from animals, over-zealous butchers, or from being hauled from the freezer.&lt;br /&gt;
&lt;br /&gt;
If preservation is vital, a dedicated freezer may be constructed. Ideally this freezer would have the minimum possible internal area, have a [[forbid]]den door and a two-thick wall, and be kept at the lowest practical temperature to ensure that it stays frozen during power outages and attacks. The forbidden door will also prevent accidents from being left open too long. If all the floor is occupied by buildings, then drop pod raids also cannot drop in there and upset the temperature control.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added as '''Resurrector mechanite superdose'''.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Now removes royal [[title]]s,{{RoyaltyIcon}} to prevent duplicating them.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Colonists can lose their [[psylink]] {{RoyaltyIcon}} entirely when being resurrected.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=147164</id>
		<title>Infant illness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=147164"/>
		<updated>2024-06-29T03:25:40Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Vulnerable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=Does severity phase still change inside a [[cryptosleep casket]]?}}&lt;br /&gt;
&lt;br /&gt;
The '''Infant illness''' is a [[Death|deadly]] [[disease]] that affects human [[babies]] on a sick [[Reproduction#Birth|birth]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Infant illness comes at 4 levels: mild, common, major, and grave, in order of severity. Mild infant illness will regress on its own, but a grave illness is nearly impossible to survive. Every 1-3 days, the illness will switch to a random phase. &lt;br /&gt;
&lt;br /&gt;
The disease is cured once immune, or if severity falls to 0.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
Infant illness can only be contracted at [[Reproduction#Birth|birth]], and is dependent on its quality. Performing labor in a clean room, with a skilled doctor and loved ones, reduces the chance of being sick. Fostering an [[embryo]] in a [[growth vat]] acts as a natural birth with a quality of 70%. The [[AI_Storytellers|storyteller setting]], ''[[AI_Storytellers#Biotech|Babies always healthy]]'' prevents sick births from happening at all.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
These are the following stages in which infant illness will progress through.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (minor)''' || 0 - 0.32 ||&lt;br /&gt;
* {{++|5%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (major)''' || 0.33 - 0.77 ||&lt;br /&gt;
* {{++|8%}} Pain&lt;br /&gt;
* Vomiting (''MTB of 1 day'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.78 - 0.86 ||&lt;br /&gt;
* {{++|12%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.75 days'')&lt;br /&gt;
* {{--|5%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.87 - 0.99 ||&lt;br /&gt;
* {{++|85%}} [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.5 day'')&lt;br /&gt;
* Unconscious (Max. [[consciousness]] 10%)&lt;br /&gt;
* {{--|5%}} [[Breathing]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 1.00 ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
On a sick birth, infant illness will start with a severity of 0.40, or a major illness.&lt;br /&gt;
*Severity increase depends on the severity of the disease. Without treatment:&lt;br /&gt;
** Severity increase for ''mild'' infant illness is -0.25 per day.&lt;br /&gt;
** Severity increase for ''common'' infant illness is 0.1 per day.&lt;br /&gt;
** Severity increase for ''bad'' infant illness is 0.3 per day.&lt;br /&gt;
** Severity increase for ''grave'' infant illness is 0.5 per day.&lt;br /&gt;
*Every 1-3 days, the severity phase will change.&lt;br /&gt;
* Immunity increases by 0.100 per day when sick, regardless of severity.&lt;br /&gt;
* Treatment slows progression by -0.35 per day with 100% tend quality.&lt;br /&gt;
** '''N.B.''' Tend quality above 100% has an impact on severity progression.&lt;br /&gt;
&lt;br /&gt;
The disease resolves once immune, or when severity reaches 0.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Even if it's currently mild, the illness can switch to grave at any moment. The best care will make the disease go away faster.&lt;br /&gt;
&lt;br /&gt;
If you get a ''Grave'' infant illness multiple times in a row, there may be no saving the child. At 100% tend quality, a grave illness will progress by 0.15/day, enough to kill in 4 days. It takes an average of 126% tend quality, only achievable with [[glitterworld medicine]] in amazing setups, just to prevent death in 10 days. Due to the entirely random x0.8 - x1.2 [[Immunity Gain Speed|InfectionLuck]] factor, this might not be enough to get immunity if the disease remains grave for its duration.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable ===&lt;br /&gt;
If there is no chance of saving the colonist with regular treatment, you can do the following:&lt;br /&gt;
* [[Healer mech serum]] - instantly treats the disease&lt;br /&gt;
* Become [[deathless]] - Becoming a [[Sanguophage]], or implanting a xenogerm with the Deathless [[gene]], will prevent the illness from actually being fatal. This gives the baby time to recover.&lt;br /&gt;
* [[Unnatural healing]] - A [[creeperjoners]] unnatural healing ability will instantly cure infant illness, however use of the ability is not with consequence - see its page for more details.&lt;br /&gt;
While [[luciferium]] increases [[Immunity Gain Speed]], even this boost is not enough to save a child from an entirely grave infant illness, unless you have great doctors with glitterworld medicine already.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slave_collar&amp;diff=146109</id>
		<title>Slave collar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slave_collar&amp;diff=146109"/>
		<updated>2024-05-30T06:59:47Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Slave collar&lt;br /&gt;
| image = Slave collar.png&lt;br /&gt;
| description = An uncomfortable collar made for slaves. It reminds the wearer of their slave status and psychologically suppresses them, reducing the chance of a slave rebellion.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| stuff tags = Metallic, Leathery&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0&lt;br /&gt;
| armorsharpfactor = 0&lt;br /&gt;
| armorbluntfactor = 0&lt;br /&gt;
| armorheatfactor = 0&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Neck&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 0.14&lt;br /&gt;
| has quality = true&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| defaultOutfitTags = Slave&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Slave collars''' are a form of [[clothing]] added by the [[Ideology DLC]]. It covers the neck and provides additional [[slave|slave suppression]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When worn by a [[slave]], a slave collar reduces the rate that [[suppression]] is lost by 15% per day, to a minimum of 0%. This stacks additively with all other forms of suppression loss rate offsets.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[masochist]] trait get a {{+|2}} [[mood]] boost from wearing this item.&lt;br /&gt;
&lt;br /&gt;
Notably, the slave collar occupies the [[Apparel layers|headgear layer]] but only the [[Table of Human Body Parts|neck body part]]. As covering the neck is relatively rare for headgear items, this means that the slave collar can be worn in addition to almost all other items. Currently, it only conflicts with the {{#Ask: [[Layer::Headgear]] [[Coverage::~*Neck*]] [[Name::!Slave collar]]}}. As the Headgear layer is considered to be over the Outer, Middle and Skin layers, the slave collar will be run through the [[Apparel#Protection|armor calculations]] when taking damage, and thus take damage to its {{HP}}, before items in those layers when there is overlap in coverage.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As it offers no protection or insulation and doesn't take the place of any other item with the sole exception of the [[broadwrap]], which itself has many viable alternatives, there is no reason not to outfit all slaves and all masochists with this item besides the initial small cost of 25 [[stuff]]. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the constant slave suppression it provides is highly useful, making it a keystone in most slaver colonies. The masochist mood boost of {{+|2}} is admittedly minor, but it lasts until the collar itself deteriorates and costs practically nothing, making it a very cost effective choice.&lt;br /&gt;
&lt;br /&gt;
As with all apparel, if the slave collar is made from [[human leather]], colonists that wear it will get the corresponding mood effects. This can be a cheap way to give a small {{+|1}} to {{+|2}} [[mood]] buff to pawns with the [[Bloodlust]] or [[Cannibal (Trait)|Cannibal]] traits or with an [[ideoligion]] with a [[Ideoligion#Cannibalism|Cannibalism precept]] of &amp;quot;Preferred&amp;quot; or higher. Unlike other sources, it does not significantly affect a pawn's insulation or armor as it would when, for example, replacing a [[devilstrand]] [[duster]] with a human leather duster.&lt;br /&gt;
&lt;br /&gt;
As it is possible to make slave collars from [[Bioferrite]] they also have a use in increasing pawns [[psychic sensitivity]] stat, a role in which they excel as they are low in weight, cheep to make, don't conflict with most common forms of clothing and armor and don&amp;quot;t provide any sort of mood debuff to non-masochists wearing them.&lt;br /&gt;
&lt;br /&gt;
For all other pawns, the collar is essentially useless. It offers no protection, even when made of materials that logically should such as [[steel]], nor any insulation. It doesn't weigh much nor does it harm the user in anyway but there is simply no reason to equip it.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ornate_door&amp;diff=146083</id>
		<title>Ornate door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ornate_door&amp;diff=146083"/>
		<updated>2024-05-28T00:56:06Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General}}&lt;br /&gt;
{{Image wanted|reason=Main image}}&lt;br /&gt;
{{Infobox main|&amp;lt;!--Type --&amp;gt;&lt;br /&gt;
| name = Ornate door&lt;br /&gt;
| type = Building &lt;br /&gt;
| type2= Structure&lt;br /&gt;
| description = Divides rooms. An intricately-carved door, decorated with gold. This large, heavy door requires adjacent walls to function.&lt;br /&gt;
| placeable = true&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 1&lt;br /&gt;
| beauty = 30&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Gold&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| terrain affordance = depends on materials&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
}}&lt;br /&gt;
'''Ornate doors''' are [[Beauty|beautiful]], wide doors that can be used to contain rooms.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Needs walls on both sides to work, otherwise stays open&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ornate doors add to the Wealth and Impressiveness of rooms, which can be important for meeting the requirements of certain [[titles]] or just increasing the mood bonus of [[Rooms|dining rooms, rec rooms and bedrooms]]. Noticeable they add to the stats of both rooms they are bordering, which means when placed strategically they offer a relatively compact of increasing impressiveness and wealth. However the fact that they require gold makes them in many ways subpar when compared to statues which can be made out of any material or simply covering the floor with [[fine carpet]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Security door]]{{AnomalyIcon}} - another 2x1 door with significantly more utility.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]] [[Category:Door]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;topic_postId=y5l4m49b5er5p35w&amp;topic_revId=y5l4n7yded3pdav8&amp;action=single-view</id>
		<title>Topic:Y5l4m49b5at3gz7o</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;topic_postId=y5l4m49b5er5p35w&amp;topic_revId=y5l4n7yded3pdav8&amp;action=single-view"/>
		<updated>2024-05-28T01:03:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AzraelWalker&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AzraelWalker (page does not exist)&quot;&gt;&lt;bdi&gt;AzraelWalker&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AzraelWalker&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AzraelWalker (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AzraelWalker&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AzraelWalker&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;amp;topic_showPostId=y5l4m49b5er5p35w#flow-post-y5l4m49b5er5p35w&quot;&gt;post&lt;/a&gt; on &quot;Room stats&quot;&lt;/span&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;topic_postId=y5l4m49b5er5p35w&amp;topic_revId=y5l4m49b5er5p35w&amp;action=single-view</id>
		<title>Topic:Y5l4m49b5at3gz7o</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;topic_postId=y5l4m49b5er5p35w&amp;topic_revId=y5l4m49b5er5p35w&amp;action=single-view"/>
		<updated>2024-05-28T01:02:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:AzraelWalker&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:AzraelWalker (page does not exist)&quot;&gt;&lt;bdi&gt;AzraelWalker&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:AzraelWalker&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:AzraelWalker (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/AzraelWalker&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/AzraelWalker&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y5l4m49b5at3gz7o&amp;amp;topic_showPostId=y5l4m49b5er5p35w#flow-post-y5l4m49b5er5p35w&quot;&gt;commented&lt;/a&gt; on &quot;Room stats&quot; (&lt;em&gt;For anyone interested I added some notes about increasing the room wealth to the analysis section. I used dev mode to create 2 6x5 self c...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_inferno_turret&amp;diff=118674</id>
		<title>Auto inferno turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_inferno_turret&amp;diff=118674"/>
		<updated>2022-11-18T07:45:53Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
| name = Auto inferno turret&lt;br /&gt;
| image = Auto inferno turret.png&lt;br /&gt;
| description = A self-powered turret mounted with an inferno cannon. It cannot sense targets at very short ranges.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 180&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}&lt;br /&gt;
An '''auto inferno turret''' is a large turret that appears in [[mech cluster]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Inferno cannon (Turret)}}&lt;br /&gt;
Auto inferno turrets are equipped with the [[Inferno cannon (Turret)|turret version of the inferno cannon]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8, though this is usually irrelevant due to its weapons forced miss radius.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Detail needed}} of its health, the auto inferno turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 5.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, auto inferno turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Auto charge turrets must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like all [[mech cluster]] turrets its is not possible to out-range an auto inferno turret. Unlike the other two mech cluster turrets the shots from an inferno turret will always land somewhere near the intended target and light any surrounding flammable items on fire, which then has the potential to spread outwards as it ignites other objects further causing more complications. Keep in mid that this fire will not in any way hinder any mechs or other turrets spawned from the cluster as they are all fireproof. Due to this how difficult an inferno turret is to take down will mostly rely on where it spawns (how much flammable terrain is there around it) and what else it spawns with.&lt;br /&gt;
&lt;br /&gt;
If the mech cluster does not need to be taken out immediately building a small bunker consisting of [[walls]] made from [[stone block|stone blocks]] and [[barricade|barricades]] will hopefully stop most shots from landing while also stopping fire from spreading to your pawns. If this is not feasible then your next best option is to close the distance and take it out in melee as it cannot target anything within ~4 tiles of itself, although be mindful of the explosion that can trigger when it gets damaged enough.&lt;br /&gt;
In the mid-late game these become much easier to deal with. Pawns wearing [[Devilstrand]] clothing are mostly resistant to fire, while those in [[Phoenix Armor]] are almost impervious. Of course you could always just send your own [[Mechanitor|mechs]] after it as they are not bothered in the slightest by the heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=118668</id>
		<title>Auto charge turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=118668"/>
		<updated>2022-11-18T07:24:49Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
| name = Auto charge turret&lt;br /&gt;
| image = Auto charge turret.png&lt;br /&gt;
| description = A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 180&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}&lt;br /&gt;
An '''auto charge turret''' is a large turret that appears in [[mech cluster]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Light charge blaster}}&lt;br /&gt;
Auto charge turrets are equipped with a [[light charge blaster]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Detail needed}} of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 5.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, auto charge turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Auto charge turrets must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like all mech cluster turrets its is not possible to out-range an auto charge turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is a valid strategy for dealing with any mech cluster turret.&lt;br /&gt;
&lt;br /&gt;
Each shot from a deals a surprisingly large amount of damage, surpassing the [[mini-slugger turret]] in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately its accuracy is less then stellar at any range which if combined with player-built fortifications or, in a pinch stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean this turret up. The final nail in its coffin however is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a [[jump pack]] or [[bionic leg|bionic legs]] can help greatly here).&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range&lt;br /&gt;
|-&lt;br /&gt;
| {{Weapon Iterated DPS Chart|light charge blaster|Normal|0.96}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=118667</id>
		<title>Auto charge turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=118667"/>
		<updated>2022-11-18T07:24:23Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
| name = Auto charge turret&lt;br /&gt;
| image = Auto charge turret.png&lt;br /&gt;
| description = A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 180&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}&lt;br /&gt;
An '''auto charge turret''' is a large turret that appears in [[mech cluster]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Light charge blaster}}&lt;br /&gt;
Auto charge turrets are equipped with a [[light charge blaster]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Detail needed}} of its health, the auto charge turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 5.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, auto charge turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Auto charge turrets must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like all mech cluster turrets its is not possible to out-range a auto charge turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is a valid strategy for dealing with any mech cluster turret.&lt;br /&gt;
&lt;br /&gt;
Each shot from a deals a surprisingly large amount of damage, surpassing the [[mini-slugger turret]] in terms of both raw damage and armor penetration per shot, resulting in a decently high DPS. Fortunately its accuracy is less then stellar at any range which if combined with player-built fortifications or, in a pinch stone blocks laying around the map, can reduce the damage it deals down to potentially nothing. The fact that it is stationary doesn't help it either, so a good strategy is to pull any mobile mechs spawned from the cluster back to a pre-prepared kill-box and deal with them before coming back to clean this turret up. The final nail in its coffin however is the fact that it can't fire at any pawns within ~4 tiles of itself, so running in and meleeing it to death is another valid strategy, although do be mindful that it can explode when damage below 50% of its HP, so make sure your pawn is mobile and ready to move a moments notice (a [[jump pack]] or [[bionic leg|bionic legs]] can help greatly here).&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range&lt;br /&gt;
|-&lt;br /&gt;
| {{Weapon Iterated DPS Chart|light charge blaster|Normal|0.96}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=118665</id>
		<title>Mini-slugger turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=118665"/>
		<updated>2022-11-18T07:02:23Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
| name = Mini-slugger turret&lt;br /&gt;
| image = TurretMechMini.png&lt;br /&gt;
| description = A self-powered defense turret mounted with a weak but long-ranged slug-thrower. May explode when damaged.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}A '''mini-slugger turret''' is a small turret that appears in [[mech_cluster|mech clusters]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Mini-slugger}}&lt;br /&gt;
Mini-slugger turrets are fittingly equipped with a [[Mini-slugger]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Detail needed}} of its health, the mini-slugger turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 3.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, mini-slugger turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Mini-slugger turrets must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like all [[mech cluster]] turrets its is not possible to out-range a mini-slugger turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is a valid strategy for dealing with any mech cluster turret.&lt;br /&gt;
&lt;br /&gt;
Due to their medium damage and low armor penetration (approximately equal to a normal quality [[bolt-action rifle]]) single mini-slugger turrets are not much of a threat individually outside of scoring a lucky shot to a vital organ. Their presence can actually be an advantage if you don't care about what kind of loot you get: Due to their low HP its fairly trivial to knock them down below 50% of their HP which has a chance to trigger an explosion. If any of the light mechs the cluster has spawned are within the blast radius there is a fairly decent chance they will be downed instantly due to this, and if you were lucky enough for other mini-slugger turrets to be in the danger zone they will mostly likely explode as well, which has the potential to daisy-chain into into fairly wide spread devastation.&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range&lt;br /&gt;
|-&lt;br /&gt;
| {{Weapon Iterated DPS Chart|Mini-slugger|Normal|0.96}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=118664</id>
		<title>Mini-slugger turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=118664"/>
		<updated>2022-11-18T07:00:22Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
| name = Mini-slugger turret&lt;br /&gt;
| image = TurretMechMini.png&lt;br /&gt;
| description = A self-powered defense turret mounted with a weak but long-ranged slug-thrower. May explode when damaged.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}A '''mini-slugger turret''' is a small turret that appears in [[mech_cluster|mech clusters]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Spawning mechanics, combat power, terrain affordance etc. Also consider alternate heading name}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Mini-slugger}}&lt;br /&gt;
Mini-slugger turrets are fittingly equipped with a [[Mini-slugger]]. This weapon is used in the same manner as a pawn would use a ranged weapon. For this purpose, the turret has as a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Detail needed}} of its health, the mini-slugger turret has a 50% chance to explode. An exploding turret will spark and emit a hissing sound before exploding {{ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 3.9 tile radius around itself. See the [[Damage Type#Bomb|Damage Types]] page for a list of multipliers applied to this damage when applied to different targets.&lt;br /&gt;
&lt;br /&gt;
Like all mech cluster buildings, mini-slugger turrets not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
Mini-slugger turrets must be destroyed for the mech cluster to be defeated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like all [[mech cluster]] turrets its is not possible to out-range a mini-slugger turret, however just like with pawn weapons accuracy decreases with distance, so standing at max range behind cover with a [[sniper rifle]] is a valid strategy for dealing with any mech cluster turret.&lt;br /&gt;
&lt;br /&gt;
Due to their medium damage and low armor penetration (approximately equal to a normal quality [[bolt-action rile]]) single mini-slugger turrets are not much of a threat individually outside of scoring a lucky shot to a vital organ. Their presence can actually be an advantage if you don't care about what kind of loot you get: Due to their low HP its fairly trivial to knock them down below 50% of their HP which has a chance to trigger an explosion. If any of the light mechs the cluster has spawned are within the blast radius there is a fairly decent chance they will be downed instantly due to this, and if you were lucky enough for other mini-slugger turrets to be in the danger zone they will mostly likely explode as well, which has the potential to daisy-chain into into fairly wide spread devastation.&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Hover title|link=no|dotted=yes|DPS taking into account both weapon accuracy and pawn/turret accuracy|True DPS}} over Range&lt;br /&gt;
|-&lt;br /&gt;
| {{Weapon Iterated DPS Chart|Mini-slugger|Normal|0.96}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]][[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=74764</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=74764"/>
		<updated>2020-09-09T07:28:48Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: Solar Pinhole tatic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with [[Psylink neuroformer]]s, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by two primary factors: their [[Psychic Entropy Limit]] and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
&lt;br /&gt;
A psycaster's psychic entropy limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of entropy. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering. Should they exceed the limit (by disabling the limiter) there is even a risk of permanent damage. While the default psychic entropy limit is 30 it modified by a number of factors including psychic sensitivity, the number of psychic amplifiers. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Entropy Limit = 30 * Psychic Sensitivity * (0.66... + (0.33...*Number of Psychic Amplifiers))&lt;br /&gt;
|}&lt;br /&gt;
Entropy naturally decreases over time, with faster rates provided by additional psychic amplifiers. The default rate of 5 every 30 seconds with no amplifiers (though this will only be seen when using Entropic Link as otherwise they cannot generate entropy). The first amplifier improves the rate by 4, to 9 per 30 seconds. Each additional amplifier improves it by an additional 0.5 to a limit of 11.5 at six amplifiers. &lt;br /&gt;
&lt;br /&gt;
Psychic equipment such as [[Eltex shirt]],[[Eltex vest|vest]], [[Eltex robe|robe]], [[Eltex helmet|helmet]], and [[Eltex staff|staff]] improve a psycaster's abilities by providing additional psychic sensitivity and directly increasing the Entropy recovery rate. In addition, each percent of pain increases the rate of recovery from psychic entropy by 1.5%.&lt;br /&gt;
&lt;br /&gt;
The targets psychic sensitivity is important as well, with it acting as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below the number of psychic amplifiers they have implanted. For example, to manifest Beckon, the psycaster would require 3 psychic amplifiers. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stun''' || 1 || Momentarily disrupt motor function in target's [sic] brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| '''Solar pinhole''' || 1 || Generate a mircoscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing [sic] turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the caster.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;'' &lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bullet shield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| '''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's [sic] resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random inspiration based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ?s&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*''Solar pinhole'' can be very useful if you are attacked at night. If cast far enough away it can allow you to light up enemies, and thus increase your chance to hit them, while keeping your pawns in darkness and harder to hit.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a Killbox setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies.&lt;br /&gt;
** This reduces accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies aout of battle.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse'''&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
*'''Focus''' is good for gaining an extra discount before trading, or buffing allies prior to a battle.&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*1.1.2571: Major Rebalance to several psycasts.&lt;br /&gt;
*1.1.2647: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cow&amp;diff=55084</id>
		<title>Cow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cow&amp;diff=55084"/>
		<updated>2017-12-22T00:32:42Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Cow&lt;br /&gt;
|image = Cow.png&lt;br /&gt;
|description = &amp;quot;A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.5&lt;br /&gt;
|movespeed = 3.15&lt;br /&gt;
|attack1dmg = 6&lt;br /&gt;
|attack1type = bite&lt;br /&gt;
|attack1part = teeth&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|leathername = cowskin&lt;br /&gt;
|milk = 15&lt;br /&gt;
|milktime = 1&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.05&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|offspring = 1-3&lt;br /&gt;
|maturityage = 0.45+&lt;br /&gt;
|marketvalue = 350&lt;br /&gt;
|meatname = beef&lt;br /&gt;
|massadult = 140&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|The '''cow''' is a large herbivore best known for it's milk and tasty meat.}}&lt;br /&gt;
&lt;br /&gt;
===Taming===&lt;br /&gt;
Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received though the animal self-taming event. A cow can be milked for up to 15 units of milk per day (depending on your [[Characters|pawns]] animals skill) which means that a single cow can provide enough nutrition for one and a half meals a day if [[Meals|cooked]] into a simple meal or two and a half meal if cooked into a fine meal. This can be quite important, as it means that as long as you have enough food (either natural grass or [[haygrass]]) to keep your cattle fed you can create a settlement that is entirely self sufficient for food even if your food crops become ruined or get destroyed.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
Cows can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55083</id>
		<title>Chicken</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55083"/>
		<updated>2017-12-22T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Chicken&lt;br /&gt;
|image = Chicken.png&lt;br /&gt;
|description = &amp;quot;The most traditional farm bird, the chicken is raised for its eggs and meat.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 0.18&lt;br /&gt;
|healthscale = 0.35&lt;br /&gt;
|movespeed = 2.1&lt;br /&gt;
|attack1dmg = 3&lt;br /&gt;
|attack1type = bite&lt;br /&gt;
|attack1part = beak&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|leathername =&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 1&lt;br /&gt;
|eggs_avg = 1&lt;br /&gt;
|eggtime = 1.7&lt;br /&gt;
|eggmarketvalue = 7.0&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|manhuntertame = 0.005&lt;br /&gt;
|hungerrate = 0.35&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = none&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 7&lt;br /&gt;
|lifespan = 6&lt;br /&gt;
|maturityage = 0.3+&lt;br /&gt;
&amp;lt;!--|matemtbhours = 8--&amp;gt;&lt;br /&gt;
|marketvalue = 75&lt;br /&gt;
|maxtemp = 50 C&lt;br /&gt;
|mintemp = 0 C&lt;br /&gt;
|massadult = 17.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|Chickens can not be found in the wild; they must be bought from a merchant or join the colony in a self-taming event. Hens will happily lay [[Chicken_egg_(unfert.)|unfertilized eggs]] without a rooster or they can be bred to start chicken farming. Chickens grow very quickly, taking just over one quadrum from being laid to full maturity - only being surpassed by the [[iguana]] in this aspect.}}&lt;br /&gt;
&lt;br /&gt;
Prior to Alpha 17, chickens were one of the fastest reproducing animals in the game. However, they were nerfed in Alpha 17 in both body size and breeding rate, making them significantly less efficient than they used to be. In fact, it's much more nutrition-efficient to farm [[snowhare]]s for meat and [[cow]]s for [[milk]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Don't get angry guys, I didn't vandalize anything--&amp;gt;&lt;br /&gt;
===Training===&lt;br /&gt;
Chickens lack the intelligence for training.&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
==Livestock==&lt;br /&gt;
Chickens lay 1 egg every 1.7 days, breed every 8 hours, and the egg takes 3.5 days to hatch. Therefore, the reproduction rate of a chicken is 1 every 5.533 days per female.&lt;br /&gt;
&lt;br /&gt;
A chicken takes 7.2 days to become a juvenile, and a total of 18 days to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
When slaughtered, a chicken yields 5 meat as a chick; 16 as a juvenile; or 22 as an adult. No leather is yielded. Its worth noting that allowing an egg to hatch and immediately slaughtering it for meat provides the exact same amount of nutrition as simply eating the egg. As a general rule this would mean that its still better to eat the egg as you don't need to wait until its hatched, the egg will last slightly longer in storage (important if you live somewhere with regular heat waves) and you don't need to generate a butchering job, ''unless'' you plan on making [[pemmican]] which requires meat exclusively.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
A chicken consumes 0.56 nutrition per day, or roughly 12 [[hay]].&lt;br /&gt;
&lt;br /&gt;
The following is a list of how much [[haygrass]] it takes to sustain a mature chicken. Bracketed values are actual values rounded up to 2 decimal places:&lt;br /&gt;
* '''Gravel:''' 8 (7.18)&lt;br /&gt;
* '''Soil:''' 6 (5.89)&lt;br /&gt;
* '''Rich Soil:''' 5 (4.75)&lt;br /&gt;
&lt;br /&gt;
Therefore, when slaughtered as juveniles, chickens have a nutrition efficiency (nutrition out for nutrition in) of 28.1%. This makes them the 10th most efficient animal to farm for meat; more efficient than [[capybara]]s, but less efficient than [[pig]]s and [[wild boar]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55082</id>
		<title>Chicken</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55082"/>
		<updated>2017-12-22T00:18:12Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Chicken&lt;br /&gt;
|image = Chicken.png&lt;br /&gt;
|description = &amp;quot;The most traditional farm bird, the chicken is raised for its eggs and meat.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 0.18&lt;br /&gt;
|healthscale = 0.35&lt;br /&gt;
|movespeed = 2.1&lt;br /&gt;
|attack1dmg = 3&lt;br /&gt;
|attack1type = bite&lt;br /&gt;
|attack1part = beak&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|leathername =&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 1&lt;br /&gt;
|eggs_avg = 1&lt;br /&gt;
|eggtime = 1.7&lt;br /&gt;
|eggmarketvalue = 7.0&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|manhuntertame = 0.005&lt;br /&gt;
|hungerrate = 0.35&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = none&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 7&lt;br /&gt;
|lifespan = 6&lt;br /&gt;
|maturityage = 0.3+&lt;br /&gt;
&amp;lt;!--|matemtbhours = 8--&amp;gt;&lt;br /&gt;
|marketvalue = 75&lt;br /&gt;
|maxtemp = 50 C&lt;br /&gt;
|mintemp = 0 C&lt;br /&gt;
|massadult = 17.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|Chickens can not be found in the wild; they must be bought from a merchant or join the colony in a self-taming event. Hens will happily lay [[Chicken_egg_(unfert.)|unfertilized eggs]] without a rooster or they can be bred to start chicken farming. Chickens grow very quickly, taking just over one quadrum from being laid to full maturity - only being surpassed by the [[iguana]] in this aspect.}}&lt;br /&gt;
&lt;br /&gt;
Prior to Alpha 17, chickens were one of the fastest reproducing animals in the game. However, they were nerfed in Alpha 17 in both body size and breeding rate, making them significantly less efficient than they used to be. In fact, it's much more nutrition-efficient to farm [[snowhare]]s for meat and [[cow]]s for [[milk]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Don't get angry guys, I didn't vandalize anything--&amp;gt;&lt;br /&gt;
===Training===&lt;br /&gt;
Chickens lack the intelligence for training.&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
==Livestock==&lt;br /&gt;
Chickens lay 1 egg every 1.7 days, breed every 8 hours, and the egg takes 3.5 days to hatch. Therefore, the reproduction rate of a chicken is 1 every 5.533 days per female.&lt;br /&gt;
&lt;br /&gt;
A chicken takes 7.2 days to become a juvenile, and a total of 18 days to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
When slaughtered, a chicken yields 5 meat as a chick; 16 as a juvenile; or 22 as an adult. No leather is yielded. Its worth noting that allowing an egg to hatch and intermediately slaughtering it for meat provides the exact same amount of nutrition as simply eating the egg. As a general rule this would mean that its still better to eat the egg as you don't need to wait until its hatched, the egg will last slightly longer in storage (important if you live somewhere with regular heat waves) and you don't need to generate a butchering job, ''unless'' you plan on making [[pemmican]] which requires meat exclusively.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
A chicken consumes 0.56 nutrition per day, or roughly 12 [[hay]].&lt;br /&gt;
&lt;br /&gt;
The following is a list of how much [[haygrass]] it takes to sustain a mature chicken. Bracketed values are actual values rounded up to 2 decimal places:&lt;br /&gt;
* '''Gravel:''' 8 (7.18)&lt;br /&gt;
* '''Soil:''' 6 (5.89)&lt;br /&gt;
* '''Rich Soil:''' 5 (4.75)&lt;br /&gt;
&lt;br /&gt;
Therefore, when slaughtered as juveniles, chickens have a nutrition efficiency (nutrition out for nutrition in) of 28.1%. This makes them the 10th most efficient animal to farm for meat; more efficient than [[capybara]]s, but less efficient than [[pig]]s and [[wild boar]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55081</id>
		<title>Chicken</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chicken&amp;diff=55081"/>
		<updated>2017-12-22T00:17:08Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Chicken&lt;br /&gt;
|image = Chicken.png&lt;br /&gt;
|description = &amp;quot;The most traditional farm bird, the chicken is raised for its eggs and meat.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 0.18&lt;br /&gt;
|healthscale = 0.35&lt;br /&gt;
|movespeed = 2.1&lt;br /&gt;
|attack1dmg = 3&lt;br /&gt;
|attack1type = bite&lt;br /&gt;
|attack1part = beak&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|leathername =&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 1&lt;br /&gt;
|eggs_avg = 1&lt;br /&gt;
|eggtime = 1.7&lt;br /&gt;
|eggmarketvalue = 7.0&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|manhuntertame = 0.005&lt;br /&gt;
|hungerrate = 0.35&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = none&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 7&lt;br /&gt;
|lifespan = 6&lt;br /&gt;
|maturityage = 0.3+&lt;br /&gt;
&amp;lt;!--|matemtbhours = 8--&amp;gt;&lt;br /&gt;
|marketvalue = 75&lt;br /&gt;
|maxtemp = 50 C&lt;br /&gt;
|mintemp = 0 C&lt;br /&gt;
|massadult = 17.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|Chickens can not be found in the wild; they must be bought from a merchant or join the colony in a self-taming event. Hens will happily lay [[Chicken_egg_(unfert.)|unfertilized eggs]] without a rooster or they can be bred to start chicken farming. Chickens grow very quickly, taking just over one quadrum from being laid to full maturity - only being surpassed by the [[iguana]] in this aspect.}}&lt;br /&gt;
&lt;br /&gt;
Prior to Alpha 17, chickens were one of the fastest reproducing animals in the game. However, they were nerfed in Alpha 17 in both body size and breeding rate, making them significantly less efficient than they used to be. In fact, it's much more nutrition-efficient to farm [[snowhare]]s for meat and [[cow]]s for [[milk]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Don't get angry guys, I didn't vandalize anything--&amp;gt;&lt;br /&gt;
===Training===&lt;br /&gt;
Chickens lack the intelligence for training.&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
==Livestock==&lt;br /&gt;
Chickens lay 1 egg every 1.7 days, breed every 8 hours, and the egg takes 3.5 days to hatch. Therefore, the reproduction rate of a chicken is 1 every 5.533 days per female.&lt;br /&gt;
&lt;br /&gt;
A chicken takes 7.2 days to become a juvenile, and a total of 18 days to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
When slaughtered, a chicken yields 5 meat as a chick; 16 as a juvenile; or 22 as an adult. No leather is yielded. Its worth noting that allowing an egg to hatch and intermediately slaughtering it for meat provides the exact same amount of nutrition as simply eating the egg. As a general rule this would mean that its still better to eat the egg as you don't need to wait until its hatched, the egg will last slightly longer in storage (important if you live somewhere with regular heat waves) and you don't need to generate a butchering job, ''unless'' you plan on making [[pemmican]] which require meat exclusively.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
A chicken consumes 0.56 nutrition per day, or roughly 12 [[hay]].&lt;br /&gt;
&lt;br /&gt;
The following is a list of how much [[haygrass]] it takes to sustain a mature chicken. Bracketed values are actual values rounded up to 2 decimal places:&lt;br /&gt;
* '''Gravel:''' 8 (7.18)&lt;br /&gt;
* '''Soil:''' 6 (5.89)&lt;br /&gt;
* '''Rich Soil:''' 5 (4.75)&lt;br /&gt;
&lt;br /&gt;
Therefore, when slaughtered as juveniles, chickens have a nutrition efficiency (nutrition out for nutrition in) of 28.1%. This makes them the 10th most efficient animal to farm for meat; more efficient than [[capybara]]s, but less efficient than [[pig]]s and [[wild boar]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55079</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55079"/>
		<updated>2017-12-20T10:29:37Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox main|building|&lt;br /&gt;
| image = Psychic emanator.png|Psychic emanator&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| market value = 1400&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1|1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Psychic Emanator is a special building only found through world quests. When powered it projects an aura in a 15 square radius around itself that provides a +5 mood bonus. The mood bonus only lasts for as long as a pawn remains within its area of effect. Due to the combination of its short range and no lasting benefit its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, or near a chronically depressive pawns bed/work space.&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55078</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55078"/>
		<updated>2017-12-20T10:25:14Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox main|building|&lt;br /&gt;
| image = Psychic emanator.png|Psychic emanator&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| market value = 1400&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1|1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Psychic Emanator is a special building only found through world quests. When powered it projects an aura in a 15 square radius around itself that provides a +5 mood bonus.&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55077</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=55077"/>
		<updated>2017-12-20T10:24:54Z</updated>

		<summary type="html">&lt;p&gt;AzraelWalker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox main|building|&lt;br /&gt;
| image = Psychic emanator.png|Psychic emanator&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| market value = 1400&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1|1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Psychic Emanator is a special build only found through world quests. When powered it projects an aura in a 15 square radius around itself that provides a +5 mood bonus.&lt;/div&gt;</summary>
		<author><name>AzraelWalker</name></author>
	</entry>
</feed>