<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Beagle</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Beagle"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Beagle"/>
	<updated>2026-04-06T23:17:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:PieTau/Plants/reply_(4)&amp;diff=42313</id>
		<title>User talk:PieTau/Plants/reply (4)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:PieTau/Plants/reply_(4)&amp;diff=42313"/>
		<updated>2016-09-30T03:06:11Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Reply to Plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.semantic-mediawiki.org/wiki/Help:Inline_queries&lt;br /&gt;
&lt;br /&gt;
See the right-hand blue box for more info.&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:PieTau/Plants/reply_(2)&amp;diff=42274</id>
		<title>User talk:PieTau/Plants/reply (2)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:PieTau/Plants/reply_(2)&amp;diff=42274"/>
		<updated>2016-09-29T00:59:22Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Reply to Plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=42079</id>
		<title>Cotton plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=42079"/>
		<updated>2016-09-23T03:15:39Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Attempting to add Harvest Yield Max to variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Plant_Info&lt;br /&gt;
|Name=Cotton plant&lt;br /&gt;
|Image=Cotton_plant.png&lt;br /&gt;
|Maximum Yield=5&lt;br /&gt;
|Harvest Yield Max=5&lt;br /&gt;
|Minimum Yield=2&lt;br /&gt;
|Growth Time= 5.41&lt;br /&gt;
|Hitpoints= 85&lt;br /&gt;
|Beauty=1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A plant that when harvested yields up to 5 cloth at full maturity. The description states that it produces cotton to turn into cloth, but like any other [[textiles|textile]] it can be used for crafting right away. &lt;br /&gt;
&lt;br /&gt;
Cotton plants are a simple crop to grow for fledgling colonies and are a reliable source of raw materials for clothing, furniture, or simple [[Skills#Crafting|crafts]] [[Skills#Construction|training]]. Cloth for clothing is the most mundane of raw textiles, producing stats that are baseline across the board. Colonies looking for more protective clothing are better off using leather, and colonies that need extreme weather resistance should instead invest in [[Animals#Animal_Products|hairy livestock]], as sheared wool provides extreme temperature resistance.&lt;br /&gt;
&lt;br /&gt;
{{Plant&lt;br /&gt;
|Category=[[Domesticated_Plants|Domesticated Plants]]&lt;br /&gt;
|Fertility Factor=0.4&lt;br /&gt;
|Minimum Fertility=0.5&lt;br /&gt;
|Harvest Destroys=True&lt;br /&gt;
|Harvested Product=Cloth&lt;br /&gt;
|Nutrition=0.40&lt;br /&gt;
|Sowing Work=150&lt;br /&gt;
|In Ground=True&lt;br /&gt;
|In Hydroponic=True&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=42028</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=42028"/>
		<updated>2016-09-21T23:28:19Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Untreated wounds may get infected. Infections are a [[disease]] that cause a colonist to be mildly sick for a while. However, untreated infections can be fatal.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Pain&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
* Can also be treated by amputating the affected body part&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=42027</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=42027"/>
		<updated>2016-09-21T23:27:38Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;  &lt;br /&gt;
Untreated wounds may get infected. Infections are a [[disease]] that cause a colonist to be mildly sick for a while. However, untreated infections can be fatal.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Pain&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
* Can also be treated by amputating the affected body part&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=42026</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=42026"/>
		<updated>2016-09-21T23:26:49Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Moved includeonly into onlyinclude to make it show up on include&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Untreated wounds may get infected. Infections are a [[disease]] that cause a colonist to be mildly sick for a while. However, untreated infections can be fatal.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Pain&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
* Can also be treated by amputating the affected body part&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41999</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41999"/>
		<updated>2016-09-21T01:20:22Z</updated>

		<summary type="html">&lt;p&gt;Beagle: /* Flake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Drugs can be used to gain temporary benefits of various sorts at the risk of [[addictiveness|addiction]], negative side effects, and even overdose resulting in death. Most drugs are crafted using either [[Psychoid leaves]] or [[Neutroamine]], however beer requires [[Hops]] and has an intermediate stage before fermenting called [[Wort]].&lt;br /&gt;
&lt;br /&gt;
The Drugs in the game are:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[Go-juice]]&lt;br /&gt;
* [[Luciferium]]&lt;br /&gt;
* [[Malari-block]]&lt;br /&gt;
* [[Flake]]&lt;br /&gt;
* [[Yayo]]&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
* [[Wake-up]]&lt;br /&gt;
&lt;br /&gt;
=== Go-juice ===&lt;br /&gt;
{{:Go-juice}}&lt;br /&gt;
&lt;br /&gt;
=== Luciferium ===&lt;br /&gt;
{{:Luciferium}}&lt;br /&gt;
&lt;br /&gt;
=== Malari-block ===&lt;br /&gt;
{{:Malari-block}}&lt;br /&gt;
&lt;br /&gt;
=== Flake ===&lt;br /&gt;
{{:Flake}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
''A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 5%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $18.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 40%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Smokeleaf joint ===&lt;br /&gt;
''Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 1%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $13.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Hunger rate || x130%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || -20%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || -10%&lt;br /&gt;
|}&lt;br /&gt;
=== Wake-up ===&lt;br /&gt;
''An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $26.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Global work speed || +50%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 40.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x80%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flake&amp;diff=41998</id>
		<title>Flake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flake&amp;diff=41998"/>
		<updated>2016-09-21T01:20:05Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Flake]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Pleasurable Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Flake&lt;br /&gt;
| description = A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Flake&lt;br /&gt;
| label = Flake&lt;br /&gt;
| market value base = 15&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 5&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.20&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.70&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset =&lt;br /&gt;
| pain factor =  0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.20&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset =&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|&lt;br /&gt;
A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#show: Flake | ?addictiveness | link=none }}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Flake | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Flake | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Flake | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Flake | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Flake | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Flake | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || +33%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41987</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41987"/>
		<updated>2016-09-21T01:02:29Z</updated>

		<summary type="html">&lt;p&gt;Beagle: /* Malari-block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Drugs can be used to gain temporary benefits of various sorts at the risk of [[addictiveness|addiction]], negative side effects, and even overdose resulting in death. Most drugs are crafted using either [[Psychoid leaves]] or [[Neutroamine]], however beer requires [[Hops]] and has an intermediate stage before fermenting called [[Wort]].&lt;br /&gt;
&lt;br /&gt;
The Drugs in the game are:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[Go-juice]]&lt;br /&gt;
* [[Luciferium]]&lt;br /&gt;
* [[Malari-block]]&lt;br /&gt;
* [[Flake]]&lt;br /&gt;
* [[Yayo]]&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
* [[Wake-up]]&lt;br /&gt;
&lt;br /&gt;
=== Go-juice ===&lt;br /&gt;
{{:Go-juice}}&lt;br /&gt;
&lt;br /&gt;
=== Luciferium ===&lt;br /&gt;
{{:Luciferium}}&lt;br /&gt;
&lt;br /&gt;
=== Malari-block ===&lt;br /&gt;
{{:Malari-block}}&lt;br /&gt;
&lt;br /&gt;
=== Flake ===&lt;br /&gt;
''A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 19%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $11.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 70.00%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 20%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
''A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 5%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $18.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 40%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Smokeleaf joint ===&lt;br /&gt;
''Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 1%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $13.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Hunger rate || x130%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || -20%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || -10%&lt;br /&gt;
|}&lt;br /&gt;
=== Wake-up ===&lt;br /&gt;
''An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $26.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Global work speed || +50%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 40.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x80%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41969</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41969"/>
		<updated>2016-09-20T12:12:07Z</updated>

		<summary type="html">&lt;p&gt;Beagle: /* Luciferium */ Including luciferium from its article instead of duplicating content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Drugs can be used to gain temporary benefits of various sorts at the risk of [[addictiveness|addiction]], negative side effects, and even overdose resulting in death. Most drugs are crafted using either [[Psychoid leaves]] or [[Neutroamine]], however beer requires [[Hops]] and has an intermediate stage before fermenting called [[Wort]].&lt;br /&gt;
&lt;br /&gt;
The Drugs in the game are:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[Go-juice]]&lt;br /&gt;
* [[Luciferium]]&lt;br /&gt;
* [[Malari-block]]&lt;br /&gt;
* [[Flake]]&lt;br /&gt;
* [[Yayo]]&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
* [[Wake-up]]&lt;br /&gt;
&lt;br /&gt;
=== Go-juice ===&lt;br /&gt;
{{:Go-juice}}&lt;br /&gt;
&lt;br /&gt;
=== Luciferium ===&lt;br /&gt;
{{:Luciferium}}&lt;br /&gt;
&lt;br /&gt;
=== Malari-block ===&lt;br /&gt;
''A drug for blocking malaria. Take every five days to keep malaria away.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 0.00%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $40.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Prevents infection || Malaria&lt;br /&gt;
|}&lt;br /&gt;
=== Flake ===&lt;br /&gt;
''A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 19%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $11.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 70.00%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 20%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
''A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 5%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $18.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 40%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Smokeleaf joint ===&lt;br /&gt;
''Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 1%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $13.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Hunger rate || x130%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || -20%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || -10%&lt;br /&gt;
|}&lt;br /&gt;
=== Wake-up ===&lt;br /&gt;
''An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $26.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Global work speed || +50%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 40.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x80%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=41968</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=41968"/>
		<updated>2016-09-20T12:11:51Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Luciferium]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Medical Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Luciferium&lt;br /&gt;
| description = A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| market value base = 100&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = spacer&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 1.0&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset = 0.70&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = 0.10&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.25&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = 0.20&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| joy kind =&lt;br /&gt;
| joy offset = &lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = 0.20&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.25&lt;br /&gt;
| pain factor = 0.80 &lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor =&lt;br /&gt;
| rest offset = &lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.20&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&lt;br /&gt;
&lt;br /&gt;
After the first dose, there is no way to get the mechanites out, ever.&lt;br /&gt;
&lt;br /&gt;
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Luciferium is an in-game drug which considerably improves performance of a colonist that takes it in all productive aspects. However: it's strongly recommended '''not''' to have a colonist consume this unless you can easily access an appropriate supply of Luciferium, as it's ''instantly'' addictive and will lead on to berserk mental breaks and eventual death of a colonist that can't meet their demand for it. It can be found on certain traders and certain enemies that have an addiction to these devilish pills, however; the former is ''very'' expensive and you need a sustainable economy to keep up this way of obtaining.&lt;br /&gt;
&lt;br /&gt;
That said, the priciness of Luciferium does mean that it sells for a hefty chunk of silver, typically getting 100+ silver's worth of Luciferium per kill or down on any hostile that carries it, and is therefore a somewhat decent way to make silver.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $100.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Blood filtration || +70%&lt;br /&gt;
|-&lt;br /&gt;
|Blood pumping || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Breathing || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Hearing || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x80%&lt;br /&gt;
|-&lt;br /&gt;
|Sight || +20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=41967</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=41967"/>
		<updated>2016-09-20T12:10:57Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Added tables from Drugs page and setup noinclude and includeonly sections. Need to update stats in tables to be dynamic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Luciferium]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Medical Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Luciferium&lt;br /&gt;
| description = A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| market value base = 100&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = spacer&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 1.0&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset = 0.70&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = 0.10&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.25&lt;br /&gt;
| drug category = medical&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = 0.20&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| joy kind =&lt;br /&gt;
| joy offset = &lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = 0.20&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.25&lt;br /&gt;
| pain factor = 0.80 &lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor =&lt;br /&gt;
| rest offset = &lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.20&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&lt;br /&gt;
&lt;br /&gt;
After the first dose, there is no way to get the mechanites out, ever.&lt;br /&gt;
&lt;br /&gt;
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Luciferium is an in-game drug which considerably improves performance of a colonist that takes it in all productive aspects. However: it's strongly recommended '''not''' to have a colonist consume this unless you can easily access an appropriate supply of Luciferium, as it's ''instantly'' addictive and will lead on to berserk mental breaks and eventual death of a colonist that can't meet their demand for it. It can be found on certain traders and certain enemies that have an addiction to these devilish pills, however; the former is ''very'' expensive and you need a sustainable economy to keep up this way of obtaining.&lt;br /&gt;
&lt;br /&gt;
That said, the priciness of Luciferium does mean that it sells for a hefty chunk of silver, typically getting 100+ silver's worth of Luciferium per kill or down on any hostile that carries it, and is therefore a somewhat decent way to make silver.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $100.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Blood filtration || +70%&lt;br /&gt;
|-&lt;br /&gt;
|Blood pumping || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Breathing || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Hearing || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x80%&lt;br /&gt;
|-&lt;br /&gt;
|Sight || +20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Drugs&amp;diff=41958</id>
		<title>Talk:Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Drugs&amp;diff=41958"/>
		<updated>2016-09-20T02:21:14Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Talk page autocreated when first thread was posted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Drugs/Including_information_instead_of_copy/paste&amp;diff=41957</id>
		<title>Talk:Drugs/Including information instead of copy/paste</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Drugs/Including_information_instead_of_copy/paste&amp;diff=41957"/>
		<updated>2016-09-20T02:21:14Z</updated>

		<summary type="html">&lt;p&gt;Beagle: New thread: Including information instead of copy/paste&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information table for Go-Juice on this page (Drugs) was outdated relative to the information defined on the Go-Juice page. To avoid this from happening, I have added the information from the Drugs page, Go-Juice section, to the Go-Juice page and replaced the section in Drugs with an include. I propose we do this for all drugs.&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41956</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=41956"/>
		<updated>2016-09-20T02:19:26Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Go-Juice is now included from the main article to avoid duplication of information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Drugs can be used to gain temporary benefits of various sorts at the risk of [[addictiveness|addiction]], negative side effects, and even overdose resulting in death. Most drugs are crafted using either [[Psychoid leaves]] or [[Neutroamine]], however beer requires [[Hops]] and has an intermediate stage before fermenting called [[Wort]].&lt;br /&gt;
&lt;br /&gt;
The Drugs in the game are:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[Go-juice]]&lt;br /&gt;
* [[Luciferium]]&lt;br /&gt;
* [[Malari-block]]&lt;br /&gt;
* [[Flake]]&lt;br /&gt;
* [[Yayo]]&lt;br /&gt;
* [[Smokeleaf joint]]&lt;br /&gt;
* [[Wake-up]]&lt;br /&gt;
&lt;br /&gt;
=== Go-juice ===&lt;br /&gt;
{{:Go-juice}}&lt;br /&gt;
&lt;br /&gt;
=== Luciferium ===&lt;br /&gt;
''A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.''&lt;br /&gt;
&lt;br /&gt;
''After the first dose, there is no way to get the mechanites out, ever.''&lt;br /&gt;
&lt;br /&gt;
''On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.''&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $100.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || n/a&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Blood filtration || +70%&lt;br /&gt;
|-&lt;br /&gt;
|Blood pumping || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Breathing || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Hearing || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism || +20%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +25%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x80%&lt;br /&gt;
|-&lt;br /&gt;
|Sight || +20%&lt;br /&gt;
|}&lt;br /&gt;
=== Malari-block ===&lt;br /&gt;
''A drug for blocking malaria. Take every five days to keep malaria away.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 0.00%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $40.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Prevents infection || Malaria&lt;br /&gt;
|}&lt;br /&gt;
=== Flake ===&lt;br /&gt;
''A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 19%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $11.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 70.00%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 20%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
''A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 5%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $18.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || +15%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x50%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 40%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&lt;br /&gt;
=== Smokeleaf joint ===&lt;br /&gt;
''Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 1%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $13.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Hunger rate || x130%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 80.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || -30%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || -20%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || -10%&lt;br /&gt;
|}&lt;br /&gt;
=== Wake-up ===&lt;br /&gt;
''An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.''&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || $26.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || 50&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +10%&lt;br /&gt;
|-&lt;br /&gt;
|Global work speed || +50%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || 40.00%&lt;br /&gt;
|-&lt;br /&gt;
|Moving || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x80%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41955</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41955"/>
		<updated>2016-09-20T02:19:11Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Go-juice]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Pleasurable Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 90&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 6.5&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.35&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.30 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|&lt;br /&gt;
A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
&lt;br /&gt;
Military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.&lt;br /&gt;
}}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#show: Go-juice | ?addictiveness | link=none }}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41954</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41954"/>
		<updated>2016-09-20T02:18:21Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Go-juice]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Pleasurable Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 90&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 6.5&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.35&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.30 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|&lt;br /&gt;
A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
&lt;br /&gt;
Military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#show: Go-juice | ?addictiveness | link=none }}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41953</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=41953"/>
		<updated>2016-09-20T02:17:02Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Added information from &amp;quot;Drugs&amp;quot; to Go-Juice page so that it can be included instead of duplicated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Go-juice]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{Define|Pleasurable Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 90&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 6.5&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.35&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.30 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Info|&lt;br /&gt;
A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
&lt;br /&gt;
Military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#show: Go-juice | ?addictiveness | link=none }}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=41950</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=41950"/>
		<updated>2016-09-20T00:29:22Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Pleasurable Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Yayo&lt;br /&gt;
| description = A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| market value base = 22&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 9&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.08&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.80&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.40&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Info|&lt;br /&gt;
A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=41949</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=41949"/>
		<updated>2016-09-20T00:28:07Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Removed span around Beauty value as it broke equations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Plant_Info&lt;br /&gt;
|Name=Devilstrand Mushroom&lt;br /&gt;
|Maximum Yield=3&lt;br /&gt;
|Minimum Yield=1&lt;br /&gt;
|Growth Time= 22.5&lt;br /&gt;
|Hitpoints= 85&lt;br /&gt;
|Beauty=-1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Plant&lt;br /&gt;
|Category=[[Domesticated_Plants|Domesticated Plants]]&lt;br /&gt;
|Fertility Factor=0.4&lt;br /&gt;
|Minimum Fertility=0.5&lt;br /&gt;
|Harvest Destroys=True&lt;br /&gt;
|Harvested Product=Devilstrand&lt;br /&gt;
|Nutrition=0.05&lt;br /&gt;
|Sowing Work=150&lt;br /&gt;
|In Ground=True&lt;br /&gt;
|In Hydroponic=False&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''devilstrand mushroom''' is a fragile mushroom which was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.&lt;br /&gt;
&lt;br /&gt;
The extremely long growth time and small harvest makes devilstrand mushrooms the most difficult crop to grow in the game by far. Players must be prepared to set aside ''huge'' patches of land to grow any useful amount of [[devilstrand]]. They must additionally protect their crops from fires, raider arson, poison ships, hungry wildlife, and even hungry pets.&lt;br /&gt;
&lt;br /&gt;
Players looking for a quick and reliable source of [[textiles|cloth]] are better off planting a small growing area of [[cotton plant]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growing time ==&lt;br /&gt;
Growing time in days by medium.&lt;br /&gt;
{| {{STDT| c_14 text-center}}&lt;br /&gt;
!  Medium !! Grow time&lt;br /&gt;
|-&lt;br /&gt;
! Gravel&lt;br /&gt;
| 25.6&lt;br /&gt;
|-&lt;br /&gt;
! Soil&lt;br /&gt;
| 22.5&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 19.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=41948</id>
		<title>Wind turbine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=41948"/>
		<updated>2016-09-19T23:53:40Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Adding list of known obstructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{{{TNTN|infobox main}}|building|&lt;br /&gt;
|name = Wind Turbine&lt;br /&gt;
|image = Wind_Power.png&lt;br /&gt;
|description =  A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.&lt;br /&gt;
|type = Buildings{{!}}Buildings&lt;br /&gt;
|type2 = Power{{!}}Power&lt;br /&gt;
|placeable = y&lt;br /&gt;
|size = &lt;br /&gt;
|hp = &lt;br /&gt;
|power = + 3000&lt;br /&gt;
|buy = {{icon|metal|100}}&lt;br /&gt;
|sell = {{icon|metal|50}}&lt;br /&gt;
|beauty = -12&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The wind turbine produces a variable amount of [[power]] up to 3000W based on the current wind speed (for wind conditions see [[Environment#Weather|Weather]]). When placing it to be constructed it shows an exclusion zone outlined in white. It is vital to the Wind Turbine's function to keep the exclusion zone free from trees, buildings, roofs, and other tall constructions. The turbine's information window will list any objects in its exclusion zone and its power output will reduced (starting at -600W max for the first obstacle) eventually shutting down the turbine entirely. It is perfectly fine to fill the area with [[Solar generator]]s or farming plots (that are not set to grow trees), and it is in fact a recommended strategy to maximize the use of space and prevent wild trees from obstructing the zone.&lt;br /&gt;
&lt;br /&gt;
Wind turbines are perhaps the most efficient source of power in the game thanks to their incredibly high max output and ability to operate at some capacity 24/7. It is perfectly possible to run a stable base using only wind turbines and [[Battery|batteries]] since there are no wind related disasters like the [[Solar generator]]'s Eclipse.&lt;br /&gt;
&lt;br /&gt;
Despite its open air appearance, the Wind Turbine will completely block pathing across its 2 by 5 tiles footprint. Be careful of placing too many turbines directly adjacent to each other as they may get in the way of your colonists.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Known Obstructions ==&lt;br /&gt;
These objects are known to cause obstruction of a wind turbine:&lt;br /&gt;
* Tree&lt;br /&gt;
* Natural Rock Formation&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=41947</id>
		<title>Sleeping sickness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=41947"/>
		<updated>2016-09-19T20:59:07Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Sleeping Sickness]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A parasitic [[disease]] carried by insects in the jungle biome. Sleeping Sickness takes a very long time to recover from.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|80000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=41946</id>
		<title>Sensory mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensory_mechanites&amp;diff=41946"/>
		<updated>2016-09-19T20:58:08Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Sensory Mechanites]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A mechanite [[disease]] which brings mild pain in early stages but boosts sensory perception.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Mild pain (+0.2)&lt;br /&gt;
* Improved sight (+50%)&lt;br /&gt;
* Improved hearing (+50%)&lt;br /&gt;
* Improved talking (+50%)&lt;br /&gt;
* Improved manipulation (+30%)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Intense pain (+0.6)&lt;br /&gt;
* No additional stat boosts over early stages&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with or without medicine, though medicine speeds up recovery&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Can disappear without treatment as early as {{ticks|900000}}&lt;br /&gt;
* Can last without treatment as long as {{ticks|1800000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=41945</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=41945"/>
		<updated>2016-09-19T20:57:40Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Infection]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Untreated wounds may get infected. Infections are a [[disease]] that cause a colonist to be mildly sick for a while. However, untreated infections can be fatal.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Pain&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
* Can also be treated by amputating the affected body part&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plague&amp;diff=41944</id>
		<title>Plague</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plague&amp;diff=41944"/>
		<updated>2016-09-19T20:56:56Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Plague]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Plague is a [[disease]] that colonists can catch.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=41943</id>
		<title>Muscle parasites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=41943"/>
		<updated>2016-09-19T20:56:19Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Muscle Parasites]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A parasitic [[disease]] hampering the muscles.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired manipulation (-30%)&lt;br /&gt;
* Impaired movement speed (-30%)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Treatment count: 5&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malaria&amp;diff=41942</id>
		<title>Malaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malaria&amp;diff=41942"/>
		<updated>2016-09-19T20:55:36Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Malaria]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[disease]] easier to contract in the jungle.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired blood filtration&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41941</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41941"/>
		<updated>2016-09-19T20:54:42Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Gut Worms]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A parasitic [[disease]] which doubles the rate at which colonists become hungry. It can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Increased hunger rate (200% of base)&lt;br /&gt;
* Increased vomit rate (to average once per day)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Treatment count: 5&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41940</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41940"/>
		<updated>2016-09-19T20:54:18Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Gut Worms]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
A parasitic [[disease]] which doubles the rate at which colonists become hungry. It can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Increased hunger rate (200% of base)&lt;br /&gt;
* Increased vomit rate (to average once per day)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Treatment count: 5&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fibrous_mechanites&amp;diff=41939</id>
		<title>Fibrous mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fibrous_mechanites&amp;diff=41939"/>
		<updated>2016-09-19T20:53:13Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main article: [[Fibrous Mechanites]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fibrous Mechanites is a mechanite [[disease]] which brings mild pain in early stages but boosts several attributes.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Tiredness (*170%)&lt;br /&gt;
* Mild pain (+0.2)&lt;br /&gt;
* Improved manipulation (+50%)&lt;br /&gt;
* Improved movement speed (+50%)&lt;br /&gt;
* Improved blood pumping (+50%)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Intense pain (+0.6)&lt;br /&gt;
* No additional stat boosts over early stages&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with or without medicine, though medicine speeds up recovery&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Can disappear without treatment as early as {{ticks|900000}}&lt;br /&gt;
* Can last without treatment as long as {{ticks|1800000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flu&amp;diff=41938</id>
		<title>Flu</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flu&amp;diff=41938"/>
		<updated>2016-09-19T20:51:50Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main article: [[flu]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
The flu is a [[disease]] that colonists can catch.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flu&amp;diff=41937</id>
		<title>Flu</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flu&amp;diff=41937"/>
		<updated>2016-09-19T20:51:28Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main article: [[flu]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
The flu is a [[disease]] that colonists can catch.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flu&amp;diff=41936</id>
		<title>Flu</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flu&amp;diff=41936"/>
		<updated>2016-09-19T20:51:01Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main article: [[flu]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
The flu is a [[disease]] that colonists can catch.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flu&amp;diff=41935</id>
		<title>Flu</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flu&amp;diff=41935"/>
		<updated>2016-09-19T20:50:11Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Added link to disease and includeonly main article link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main article: [[flu]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The flu is a [[disease]] that colonists can catch.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(7)&amp;diff=41934</id>
		<title>Talk:Disease/Split out &quot;non-disease diseases&quot;/reply (7)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(7)&amp;diff=41934"/>
		<updated>2016-09-19T20:24:52Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Reply to Split out &amp;quot;non-disease diseases&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think at the very least they can all start with &amp;quot;...is a &amp;lt;type of&amp;gt; [[disease]] that...&amp;quot; which will begin the linking back. There's also the categorization that helps with linking back. I think there's possibly a need for an infobox for diseases.&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=41828</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=41828"/>
		<updated>2016-09-15T13:54:13Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Removed 3 year old comment about rifle classification. Requested the editors use threads for discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please use Threads ==&lt;br /&gt;
&lt;br /&gt;
Instead of editing this page, please use the [[http://rimworldwiki.com/index.php?title=Talk:Weapons&amp;amp;action=edit&amp;amp;section=new| Add Topic]] link at the top right of the page.&lt;br /&gt;
&lt;br /&gt;
== Mysterious categories that needs improvement ==&lt;br /&gt;
&lt;br /&gt;
I think there are several mysterious categories in the [[Weapons]] page, for example:&lt;br /&gt;
* &amp;quot;Warmup/Cooldown&amp;quot;: what unit is this? seconds? milliseconds? other?&lt;br /&gt;
* &amp;quot;Handling&amp;quot;: pluses and minuses isn't a very exact measurement, I prefer numbers, also is it the same as &amp;quot;Aim time&amp;quot; (recently added)?&lt;br /&gt;
* &amp;quot;Burst Speed&amp;quot;: is it like bullet speed?, the time between 2 bullets in the burst? (in milliseconds?) or what?&lt;br /&gt;
* &amp;lt;s&amp;gt;&amp;quot;Purchasable&amp;quot; and &amp;quot;Price&amp;quot; can be combined to 1 topic, to save space, because if you can purchase it, then it have a prise (or maybe have &amp;quot;buy&amp;quot; &amp;amp; &amp;quot;sell&amp;quot; prise).&amp;lt;/s&amp;gt; DONE&lt;br /&gt;
* &amp;quot;T9 Incendiary Launcher&amp;quot;: it have &amp;quot;burst(1)&amp;quot; shouldn't in be &amp;quot;single&amp;quot;? and again what does &amp;quot;burst speed: 182&amp;quot; mean in this case? &amp;lt;br/&amp;gt;posted: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 15:17, 25 December 2013 (UTC) &amp;lt;br/&amp;gt;edited: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 16:05, 25 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mistake About Ranges ==&lt;br /&gt;
The following sentences in the Ranged Weapons category are incorrect: &amp;quot;These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range.&amp;quot; Touch, short, medium, and long ranges are the same for all weapons. A weapon won't fire past its range, but within the range it operates at the accuracies listed. You can confirm this for yourself by seeing what happens when a pawn with a shotgun aims at targets at different distances. When the target is 17 tiles away, the accuracy tooltip says &amp;quot;cannot hit target.&amp;quot; But when it's 15 tiles away, the accuracy tooltip will read 87% weapon contribution, which is the shotgun's value for short range. Shotguns basically never fire at more than short range. What's confusing about it is that they have accuracy ratings for ratings they will never fire at.&lt;br /&gt;
&lt;br /&gt;
I propose replacing the whole paragraph with the following: &amp;quot;Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If no one objects in the next couple days I'll make the change.&lt;br /&gt;
edit: Made the change.&lt;br /&gt;
--[[User:Strether|Strether]] ([[User talk:Strether|talk]]) 21:51, 12 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Surgery_Success_Chance&amp;diff=41773</id>
		<title>Medical Surgery Success Chance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Surgery_Success_Chance&amp;diff=41773"/>
		<updated>2016-09-15T00:32:28Z</updated>

		<summary type="html">&lt;p&gt;Beagle: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1.00&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The likelihood that a [[colonist]] will succeed when attempting to perform a [[Health#Operations|surgery]]. Failures can result in simple wasted time and [[medicine]], or catastrophic damage to the [[Menus#Patient|patient]].&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Room_roles/Room_Roles_at_the_end_of_2016&amp;diff=41764</id>
		<title>Talk:Room roles/Room Roles at the end of 2016</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Room_roles/Room_Roles_at_the_end_of_2016&amp;diff=41764"/>
		<updated>2016-09-14T23:52:35Z</updated>

		<summary type="html">&lt;p&gt;Beagle: New thread: Room Roles at the end of 2016&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last discussion on this page started a year ago. I think it's appropriate to review this content again and refresh it.&lt;br /&gt;
&lt;br /&gt;
One thing about the content as it stands now is that it mentions room stats but not in anyway that informs. It says that rooms have roles and stats based on what's in them. These would seem to be independent concepts, but then the table calls out &amp;quot;related stats&amp;quot;. Does this mean that a room given a role has stats enhanced by the role over and above the stats driven by the contents of the room? If so, how much? If not, why even mention room stats here?&lt;br /&gt;
&lt;br /&gt;
Since Alpha 15, we now have new work tables like the drug lab. How do these effect roles?&lt;br /&gt;
&lt;br /&gt;
On the IRC channel, someone mentioned a &amp;quot;wonder of the world&amp;quot; room role? Is this confirmed?&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Disease&amp;diff=41760</id>
		<title>Category:Disease</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Disease&amp;diff=41760"/>
		<updated>2016-09-14T02:57:50Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Disease}}&lt;br /&gt;
{{main|Disease}}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Category:Disease&amp;diff=41759</id>
		<title>Category:Disease</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Category:Disease&amp;diff=41759"/>
		<updated>2016-09-14T02:56:10Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Created page with &amp;quot;{{:Disease}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Disease}}&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=41758</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=41758"/>
		<updated>2016-09-14T02:51:29Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[Gear|gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over clothing. Armor tends to carry heavier movement speed penalties than clothing, though.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought, and armor is no exception to this. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Aside from the percent decreases to certain kinds of damage that armor confers, a colonist wearing armor has a passive chance of outright avoiding all damage from some attacks, as the reinforced plates can sometimes utterly deflect a bullet. This will be represented by a &amp;quot;chunk&amp;quot; sound and a spark, akin to a colonist with the mining job striking a rock wall. The chance of this happening is unknown, but it seems to happen more often against lower-damage attacks, like those from pistols. In addition, armored enemies (such as [[Mechanoid|Mechanoids]], especially Centipedes) have this same chance of simply ignoring damage, so it is advised to bring your heaviest weapons to bear against these deadly foes, and against any raiders who happen to be wearing powered armor.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Armor Vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 20 | sharp = 60 }}&lt;br /&gt;
{{Tag/MoveSpd- | 8% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power Armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = Powered armor usually used by assault troops from advanced glitterworld planets.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 400 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}&lt;br /&gt;
{{Tag/TempMin- | 45 }}&lt;br /&gt;
{{Tag/MoveSpd- | 10% }}&lt;br /&gt;
{{Tag/WorkSpd- | 10% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power Armor Helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}&lt;br /&gt;
{{Tag/TempMin- | 3 }}&lt;br /&gt;
{{Tag/TempMax+ | 3 }}&lt;br /&gt;
{{Tag/MoveSpd- | 4% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Kevlar Helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet.&lt;br /&gt;
| note         = Companion to the [[#Armor Vest|Armor Vest]]. Protects your head.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 35 }}&lt;br /&gt;
{{Tag/MoveSpd- | 2% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Military Helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = Old-looking and heavy, but effective. Protects against low-velocity projectiles, shrapnel, falling debris, and cuts to the head.&lt;br /&gt;
| note         = The only kind of armor made of [[materials]], which can affect its protectiveness. Keep an eye out for Plasteel helmets to protect your braincase!&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 25 }}&lt;br /&gt;
{{Tag/MoveSpd- | 4% }}&lt;br /&gt;
{{Tag/PsySens- | 10% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic Foil Helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Accessory Layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Personal Shield&lt;br /&gt;
| image        = PersonalShield.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing personal shields).&lt;br /&gt;
| note         = A personal shield is most effective for melee combatants to allow them to close ground on a ranged attacker with no or little risk of taking weapons fire. Note also that as of version 11c, the shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 1,200 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Piercing !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor Vest|Armor Vest]]&lt;br /&gt;
| -8% || | Middle || | Torso || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Kevlar Helmet|Kevlar Helmet]]&lt;br /&gt;
| -2% || | Overhead || | Upper Head || | 40% || | 10% || | 35% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#M1 Helmet|M1 Helmet]]&lt;br /&gt;
| -4% || | Overhead || | Upper Head || | 40% || | 10% || | 25% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Powered Armor Helmet|Powered Armor Helmet]]&lt;br /&gt;
| -4% || | Overhead || | Full Head || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Powered Armor|Powered Armor]]&lt;br /&gt;
| -10% || | Middle, Shell || Torso, Arms, Legs || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(5)&amp;diff=41757</id>
		<title>Talk:Disease/Split out &quot;non-disease diseases&quot;/reply (5)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(5)&amp;diff=41757"/>
		<updated>2016-09-14T02:46:32Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I took the liberty of creating separate pages for each disease and then having this page include each individual disease. This has 3 benefits:&lt;br /&gt;
&lt;br /&gt;
1. it allows each disease to be searched by name, which is the expected behavior of players looking at the health tab and saying &amp;quot;What is that!?&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
2. It simplifies any future re-orgs of content by allowing selection of health conditions atomically instead of all at once.  &lt;br /&gt;
&lt;br /&gt;
3. It simplified future list generation by allowing the wiki to query for diseases semantically by category&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(5)&amp;diff=41756</id>
		<title>Talk:Disease/Split out &quot;non-disease diseases&quot;/reply (5)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Disease/Split_out_%22non-disease_diseases%22/reply_(5)&amp;diff=41756"/>
		<updated>2016-09-14T02:46:15Z</updated>

		<summary type="html">&lt;p&gt;Beagle: Reply to Split out &amp;quot;non-disease diseases&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I took the liberty of creating separate pages for each disease and then having this page include each individual disease. This has 3 benefits:&lt;br /&gt;
&lt;br /&gt;
1. it allows each disease to be searched by name, which is the expected behavior of players looking at the health tab and saying &amp;quot;What is that!?&amp;quot;  &lt;br /&gt;
2. It simplifies any future re-orgs of content by allowing selection of health conditions atomically instead of all at once.  &lt;br /&gt;
3. It simplified future list generation by allowing the wiki to query for diseases semantically by category&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infection&amp;diff=41755</id>
		<title>Infection</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infection&amp;diff=41755"/>
		<updated>2016-09-14T02:35:00Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Untreated wounds may get infected, causing a colonist to be mildly sick for a while. However, untreated infections can be fatal.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Pain&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired breathing&lt;br /&gt;
* Unconsciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
* Can also be treated by amputating the affected body part&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=41754</id>
		<title>Muscle parasites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muscle_parasites&amp;diff=41754"/>
		<updated>2016-09-14T02:34:31Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A parasitic disease hampering the muscles.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired manipulation (-30%)&lt;br /&gt;
* Impaired movement speed (-30%)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Treatment count: 5&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41753</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=41753"/>
		<updated>2016-09-14T02:34:09Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A parasitic disease which doubles that rate at which colonists become hungry.&lt;br /&gt;
&lt;br /&gt;
Can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Increased hunger rate (200% of base)&lt;br /&gt;
* Increased vomit rate (to average once per day)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Treatment count: 5&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malaria&amp;diff=41752</id>
		<title>Malaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malaria&amp;diff=41752"/>
		<updated>2016-09-14T02:33:21Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Easier to contract in the jungle.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired blood filtration&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=41751</id>
		<title>Sleeping sickness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleeping_sickness&amp;diff=41751"/>
		<updated>2016-09-14T02:32:52Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A parasitic disease carried by insects in the jungle biome.&lt;br /&gt;
&lt;br /&gt;
It's notable that sleeping sickness takes a very long time to recover from.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired consciousness&lt;br /&gt;
* Impaired manipulation&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Loss of consciousness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|80000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=41750</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=41750"/>
		<updated>2016-09-14T02:29:13Z</updated>

		<summary type="html">&lt;p&gt;Beagle: /* Event Data */ Added links to diseases in the events table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Events are random occurrences that can strike a colony at any moment. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
The player will be notified of an event's occurrence by an envelope icon that will appear down the right side of the screen. Envelopes are color coded according to whether the event is good or bad - blue envelopes denote good events, red envelopes denote bad events, and yellow envelopes denote neutral events.&lt;br /&gt;
&lt;br /&gt;
Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack| Enemy Attack]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave| Psychic Wave]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash| Ancient Ship Crash]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter Pack| Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation| Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance| Faction Assistance]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Special || AgentRevealed || [[Events#Traitor| Traitor]] || 1.3 || VeryBad || 40&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal| Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap| Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave| Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers| Alphabeavers]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse| Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare| Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone| Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion| Faulty Conduit Explosion]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight| Mysterious Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout| Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter| Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range| Trade Ship In Range]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Slave Ship In Range| Slave Ship In Range]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit| Traveler Visit]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit| Faction Visit]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant| Migrant]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods| Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod| Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe | Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased | Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| {{Tocright}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Event Descriptions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
&lt;br /&gt;
===Enemy Attack===&lt;br /&gt;
&lt;br /&gt;
Commonly known as a raid, this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
====Sieges====&lt;br /&gt;
&lt;br /&gt;
Siege raids typically see a party of raiders set up a small camp with a number of mortars which could be High Explosive (HE) or Incendiary. They will fire upon colonists, colony structures, and visitors/other raiders whose factions are hostile to that of the besiegers only stopping to eat and sleep.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and assault the colony when they either run out of artillery shells, all of their siege weapons are destroyed, or they suffer significant casualties.&lt;br /&gt;
&lt;br /&gt;
====Assaults====&lt;br /&gt;
&lt;br /&gt;
Assault raids arrive either via the edge of the map, or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or to skirmish/counter assault the attackers.&lt;br /&gt;
&lt;br /&gt;
====Mid-Base Assaults====&lt;br /&gt;
&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof.&lt;br /&gt;
&lt;br /&gt;
===Psychic Wave===&lt;br /&gt;
&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives a number of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
===Ancient Ship Crash===&lt;br /&gt;
&lt;br /&gt;
This event sees a massive piece of an ancient ship crash down to the surface near (or even in) the colony. This ship part happens to contain a hostile AI core that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity [[traits]] may worsen or lessen the effect of the drone. &lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
Upon attacking the part however, a group of mechanoids will emerge to defend the crashed ship part and its AI core. The size of the group is dependent on colony wealth and storyteller difficulty.&lt;br /&gt;
&lt;br /&gt;
===Manhunter pack===&lt;br /&gt;
&lt;br /&gt;
A pack of man-hunting [[Animal|animals]] have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They'll leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
Tip:&lt;br /&gt;
To some people, this could be useful for taming. For example: you have tamed the only muffalo on the map and you want to tame it and create a muffalo resource farm but then, some muffalo attack, you can wound some, heal them, and tame them due to healing. To my knowledge, this happens to any animal except the boomalope and boomrat, obviously.&lt;br /&gt;
&lt;br /&gt;
Manhunter packs always consist of a single animal type. Animals eligible to be selected for a manhunter pack include:&lt;br /&gt;
&lt;br /&gt;
*[[Warg]]&lt;br /&gt;
*[[Elephant]]&lt;br /&gt;
*[[Muffalo]]&lt;br /&gt;
*[[Boomalope]]&lt;br /&gt;
*[[Boomrat]]&lt;br /&gt;
*[[Rhinoceros]]&lt;br /&gt;
*[[Wild boar]]&lt;br /&gt;
&lt;br /&gt;
===Infestation===&lt;br /&gt;
&lt;br /&gt;
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn under a thick roof. If all insects are instantly killed by a turret wall, the hives will die out. Hives also bring glow pods that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
===Faction Assistance===&lt;br /&gt;
&lt;br /&gt;
When a player is attacked, they can use the [[comms console]] call upon friendly factions with sufficient relations to send a group of fighters to assist them, at a cost of relations. It is important to observe relations between the friendly faction and the raiders however, as friendly factions won't assist you against people they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
This event also has a chance to occur at random.&lt;br /&gt;
&lt;br /&gt;
===Ancient Danger===&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
A walled out area of the map that when opened, can contain either [[cryptosleep casket]]s, [[mechanoid]]s or both. Open at your own risk. The [[cryptosleep casket]]s usually contain humans.&lt;br /&gt;
&lt;br /&gt;
This Event can sometimes be combined with the bug infestation event and can have a bug hive in it, so be careful about these&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} pod people sometimes come with [[plasteel]], [[component]]s, and [[gold]]. As of other recent updates, [[luciferium]] can be found in these buildings.&lt;br /&gt;
&lt;br /&gt;
===Traitor===&lt;br /&gt;
This event is disabled and should be disregarded.&lt;br /&gt;
&amp;lt;!--This event text is intentionally removed from view since this event is disabled. &lt;br /&gt;
When this event occurs, a colonist is suddenly revealed to be an agent of one of the colony's enemies - they will attempt to flee, but can be recaptured (and/or punished) before they do so.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
&lt;br /&gt;
===Mad Animal===&lt;br /&gt;
&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they are fast and charge into melee range.&lt;br /&gt;
&lt;br /&gt;
In early game on day two or three, this event usually occurs.&lt;br /&gt;
&lt;br /&gt;
==General Bad==&lt;br /&gt;
&lt;br /&gt;
===Flash Storm=== &lt;br /&gt;
&lt;br /&gt;
A localized, intense lightning storm in one area of the map. Causes big fires.&lt;br /&gt;
&lt;br /&gt;
===Eclipse===&lt;br /&gt;
&lt;br /&gt;
During a solar eclipse, solar generators cease producing power, and outdoor crops stop growing. Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
===Solar Flare===&lt;br /&gt;
&lt;br /&gt;
Solar flares cause all electrical items on the map to stop working for the duration of the event. Solar flares are particularly dangerous for colonies that rely on turrets for defense, as they will be vulnerable to any raid that arrives during the solar flare.&lt;br /&gt;
&lt;br /&gt;
On cold weather maps, Hydroponic farms will cease to grow crops regardless of the temperature, and heaters will fail causing ground based crops to fail as well.&lt;br /&gt;
&lt;br /&gt;
===Psychic Drone===&lt;br /&gt;
&lt;br /&gt;
Drone in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic Drone phenomenon affects all colonists of a randomly chosen sex, negatively influencing their mood. Colonists have no choice but to endure it as the point of origin is off map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event.&lt;br /&gt;
&lt;br /&gt;
===Faulty Conduit Explosion===&lt;br /&gt;
&lt;br /&gt;
At any moment, a power conduit may suffer a fault, causing it to explode and expel all stored power in the attached circuit in the process; the amount of stored power directly affects the size of the explosion - which can reach up to 15 squares in diameter with a total of 90,000 Wd stored.&lt;br /&gt;
&lt;br /&gt;
===Mysterious Blight===&lt;br /&gt;
&lt;br /&gt;
This event destroys most - if not all - of the colony's planted crops, including hydroponic crops. Be sure to keep a reserve of food to counter the issue.&lt;br /&gt;
&lt;br /&gt;
===Heat Wave===&lt;br /&gt;
&lt;br /&gt;
A heat wave sweeps the colony, driving [[temperature]] up for several days. Colonists will complain about the heat, especially sleeping in heat if their rooms are not properly cooled. Additionally, things might rot in inadequately cooled freezers. There is also a chance for a fire to randomly appear on the map which can quickly spread and burn down an entire colony.&lt;br /&gt;
&lt;br /&gt;
===Cold Snap===&lt;br /&gt;
&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop for several days. While this is generally good for item preservation, It can kill off crops and influence colonist moods and cause Hypothermia if colonists stay in non-heated areas for a prolonged time.&lt;br /&gt;
&lt;br /&gt;
===Alphabeavers===&lt;br /&gt;
&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]], and [[Saguaro_cactus|Saguaro cacti]], until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to, as if one turns manhunter, the whole pack will go manhunter which can turn some weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
===Toxic Fallout===&lt;br /&gt;
&lt;br /&gt;
A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly [[Disease#Toxic_Buildup|sickened]] by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to over a month.&lt;br /&gt;
&lt;br /&gt;
Fallout affects corpses left outdoors. They become rotten after several days. Plants will wither as well ''; it looks like they don't (anymore), but needs verification [[User:Weslington|Weslington]] ([[User talk:Weslington|talk]]) 23:25, 7 August 2016 (UTC) - actually near the very end I got a Blight; might be coincidence? Or this is always the case? [[User:Weslington|Weslington]] ([[User talk:Weslington|talk]]) 00:29, 8 August 2016 (UTC)''. This event will usually wipe out all wild animals and poses a serious danger to tamed ones unless they are restricted to an area under a roof.&lt;br /&gt;
Toxic Buildup, which is caused by toxic fallout, can cause [[Injury#Old_Age|dementia]] if it progresses far enough.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Winter===&lt;br /&gt;
&lt;br /&gt;
A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.&lt;br /&gt;
&lt;br /&gt;
===Poison Ship=== &lt;br /&gt;
&lt;br /&gt;
A Poison Ship event kills plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Ancient Crashed Ships. The crops killed by the poison happen randomly, without a trace, and will also hit plants grown in a [[Hydroponics basin]]. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==General Good==&lt;br /&gt;
===Self Tame=== &lt;br /&gt;
Random animal becomes self tamed. &lt;br /&gt;
&lt;br /&gt;
===Farm Animals Wander===&lt;br /&gt;
Some tame farm animals wander to and join the colony. Mostly cows and chickens. &lt;br /&gt;
&lt;br /&gt;
===Trade Ship In Range===&lt;br /&gt;
&lt;br /&gt;
When an orbital [[trade]] ship passes near the colony, players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.&lt;br /&gt;
&lt;br /&gt;
===Pirate Merchant In Range===&lt;br /&gt;
&lt;br /&gt;
Slave traders are rarer than regular traders, and traffic in that most precious of cargo - fresh colonists. Players can also sell unwanted prisoners to slave traders, however any colonists without the psychopath trait will suffer a mood penalty for doing so.&lt;br /&gt;
&lt;br /&gt;
===Traveler Visit===&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more faction members will travel from one map edge to another, which may work in the player's favor should the group run across mutual enemies.&lt;br /&gt;
&lt;br /&gt;
===Faction Visit===&lt;br /&gt;
&lt;br /&gt;
A friendly faction visit consists of a group of friendly faction members arriving and milling about the player's colony. They currently possess no higher purpose, but their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
===Migrant===&lt;br /&gt;
&lt;br /&gt;
This event sees a random colonist arrive via the map edge, and join the colony immediately.&lt;br /&gt;
&lt;br /&gt;
They will most likely, if not always, be naked so have some spare clothes ready just in case!&lt;br /&gt;
&lt;br /&gt;
===Cargo Pods===&lt;br /&gt;
&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit. These pods contain a random amount of resources, and pieces of slag, which can be refined into usable metal at a [[electric smelter]].&lt;br /&gt;
&lt;br /&gt;
===Escape Pod===&lt;br /&gt;
&lt;br /&gt;
Rarely, an escape pod will crash land nearby. The occupant will be incapacitated, but can be rescued and treated or be [[Prisoner|captured]] and possibly recruited into the colony. It's possible for the person to be related to someone in the colony. This is indicated on the notice as &amp;lt;tt&amp;gt;Escape pod (relationship)&amp;lt;/tt&amp;gt;. Despite the relationship, the pawn is not a colony member, even if you rescue them.&lt;br /&gt;
&lt;br /&gt;
===Psychic Soothe===&lt;br /&gt;
&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+15) to all colonists of a randomly chosen sex. The event lasts between 1.5 to 3.5 days. It can be considered the opposite of the [[#Psychic Drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
==Neutral==&lt;br /&gt;
&lt;br /&gt;
===Refugee Chased===&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you, via radio, from nearby seeking refuge from a faction (hostile to you) that is chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event. Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared. This event will not trigger if the colony doesn't have hostile relations with any faction. The pirate band faction should always be hostile since, by design, any attempt to improve relations with them is disregarded. There is usually three enemies chasing them, in early game this can seem like a lot, but later game, it shouldn't even be a threat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fibrous_mechanites&amp;diff=41749</id>
		<title>Fibrous mechanites</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fibrous_mechanites&amp;diff=41749"/>
		<updated>2016-09-14T02:27:46Z</updated>

		<summary type="html">&lt;p&gt;Beagle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mechanite disease which brings mild pain in early stages but boosts several attributes.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Tiredness (*170%)&lt;br /&gt;
* Mild pain (+0.2)&lt;br /&gt;
* Improved manipulation (+50%)&lt;br /&gt;
* Improved movement speed (+50%)&lt;br /&gt;
* Improved blood pumping (+50%)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
* Intense pain (+0.6)&lt;br /&gt;
* No additional stat boosts over early stages&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated with or without medicine, though medicine speeds up recovery&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Can disappear without treatment as early as {{ticks|900000}}&lt;br /&gt;
* Can last without treatment as long as {{ticks|1800000}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Beagle</name></author>
	</entry>
</feed>