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	<updated>2026-04-06T02:31:24Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ikwa&amp;diff=170927</id>
		<title>Ikwa</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ikwa&amp;diff=170927"/>
		<updated>2025-10-19T07:57:55Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Analysis */ Ikwa is a neolithic weapon, in contrast to gladius.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|a spear like weapon|other types of spears|Spear (disambiguation)}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Ikwa&lt;br /&gt;
| image = Ikwa.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| hp = 100&lt;br /&gt;
| description = A short spearhandle attached to a long bladed point, designed to be driven into vital organs with a quick thrust.&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = handle&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 15&lt;br /&gt;
| meleeattack3type = stab&lt;br /&gt;
| meleeattack3part = head&lt;br /&gt;
| meleeattack3cool = 2&lt;br /&gt;
| meleeattack3ap = 22&lt;br /&gt;
| meleeattack4dmg = 15&lt;br /&gt;
| meleeattack4type = cut&lt;br /&gt;
| meleeattack4part = edge&lt;br /&gt;
| meleeattack4cool = 2&lt;br /&gt;
| meleeattack4ap = 22&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 1.1&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NeolithicMeleeDecent&lt;br /&gt;
}}&lt;br /&gt;
The '''ikwa''' is a neolithic melee weapon that deals heavy stabbing damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ikwa are strictly inferior to the [[gladius]], which deals more damage, has more {{AP}}, and attacks just as fast, for the exact same material and [[research]] cost. While an ikwa's mid-tier damage types include ''Blunt'' and ''Poke'' (gladius only has ''Blunt''), this has no functional difference. The only advantage of the ikwa is that they are categorized as a neolithic weapon, which can improve the mood of colonists with the corresponding ideoligian precept. &lt;br /&gt;
&lt;br /&gt;
They may be looted from tribal [[raider]]s, which industrial colonies can [[electric smelter|smelt]] back into steel.&lt;br /&gt;
&lt;br /&gt;
If you obtain one before Smithing is unlocked, ikwa are weaker for DPS than even a [[knife]] of the same material and quality, after accounting for the melee verb system. The ikwa is ever so slightly better against armor, but most (if not all) enemies won't carry any remotely heavy armor during the time you're using an ikwa.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Unlike the other melee weapons, the ikwa doesn't exist in real life with the same name; the real life equivalent of the ikwa is the [[wikipedia:iklwa|iklwa]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Received a new texture.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ikwa Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Spears]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dromedary&amp;diff=160227</id>
		<title>Dromedary</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dromedary&amp;diff=160227"/>
		<updated>2025-03-08T04:55:08Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Analysis */ The yak comparison given its own heading. Described longer milking interval as an advantage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
| name = Dromedary&lt;br /&gt;
| image = Dromedary east.png&lt;br /&gt;
| description = A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.&amp;lt;br&amp;gt;By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.&amp;lt;br&amp;gt;When in a caravan, people can ride dromedaries to increase the caravan's speed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| min comfortable temperature = -22&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| milktime = 2&lt;br /&gt;
| milk = 18&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
| bodysize = 2.1&lt;br /&gt;
| healthscale = 1.6&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = camelhide&lt;br /&gt;
| wildness = 0.25&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| roamMtb = 3&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 45&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left leg&lt;br /&gt;
| attack2dmg = 9&lt;br /&gt;
| attack2type = Poke&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front right leg&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Poke&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Bite&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = teeth&lt;br /&gt;
| attack5chancefactor = 0.7&lt;br /&gt;
| attack6dmg = 7&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
| livesin_aridshrubland = 0.7&lt;br /&gt;
| livesin_desert = 0.7&lt;br /&gt;
| livesin_extremedesert = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Dromedaries''', called '''dromedary calves''' as babies, are desert-dwelling [[herbivore]]s that provide [[milk]] and act as [[pack animal]]s.&lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Dromedaries are notable for requiring no minimum skill level to tame. They can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Pen Animal Note|Dromedaries}}&lt;br /&gt;
&lt;br /&gt;
A dromedary can be milked for up to {{icon small|milk}} {{P|Milk Amount}} units of milk {{#ifeq:{{P|Milking Interval Days}}|1|per day|every {{P|Milking Interval Days}} days}} depending on your pawn's [[Animal Gather Yield]]. Milking an animal takes {{Ticks|400}} of work, regardless of the amount of milk produced, and only modified by the [[Animal Gather Speed]] of the handler.&lt;br /&gt;
&lt;br /&gt;
Dromedaries are also [[pack animal]]s. They will carry up to 73.5kg of weight in a [[caravan]]. They can be ridden by pawns to speed caravan speed by up to 130%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Dromedaries are an &amp;quot;all-in-one&amp;quot; animal, well suited for arid environments. Dromedaries produce milk, are pack animals, and are ridable, a combo entirely unique to dromedaries. In a [[desert]] or [[extreme desert]], dromedaries are the only native animal to produce milk, and the only native animal that is a pack animal. [[Camelhide]] is also a great [[textile]] for heat insulation.&lt;br /&gt;
&lt;br /&gt;
Dromedaries are much larger than most other animals found in a desert and extreme desert.&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
Female dromedaries produce {{icon small|milk}} {{P|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{P|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A dromedary consumes {{P|Real Hunger Rate}} nutrition per day. This results in a nutrition efficiency of {{%|{{#var:milk_nutr_per_day}}/{{P|Real Hunger Rate}} round 3}} from females' milk alone (or {{icon small|milk}} {{#expr: {{P|Daily Milk Average}}/{{P|Real Hunger Rate}} round 2}} per day per 1 nutrition consumed). Dromedaries provide the least milk of all animals.&lt;br /&gt;
&lt;br /&gt;
===Compared to Yaks===&lt;br /&gt;
[[Yak]]s are competitive with dromedaries, and choosing between them is more of a matter of preference. They are both pack animals that produce milk. Yaks produce {{#expr: (({{Q|Yak|Daily Milk Average}}/{{P|Daily Milk Average}})-1)*100 round 0}}% more milk on average, but dromedaries with a longer milking interval will demand less labor from handlers and haulers. As pack animals, they carry the same load, but dromedaries allow riders to speed up caravans while yaks do not. They are otherwise very similar - carrying the same load and eating the same amount. Dromedaries can be found in deserts, while yaks can be found in cooler biomes.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHump}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dromedary east.png|Facing east&lt;br /&gt;
Dromedary north.png|Facing north&lt;br /&gt;
Dromedary south.png|Facing south&lt;br /&gt;
Dessicated dromedary east.png|Decaying&lt;br /&gt;
Dromedary pack east.png|Packing bags facing east&lt;br /&gt;
Dromedary pack north.png|Packing bags facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pawn Dromedary Death 1a.wav|Death Sound 1 &lt;br /&gt;
Pawn Dromedary Death 1b.wav|Death Sound 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added as '''Camel'''&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Can now be shorn for a new [[wool]] type: Camelhair, and milked for [[milk]]. &lt;br /&gt;
* Beta 19/1.0 - Leg damage 11 -&amp;gt; 8&lt;br /&gt;
* 1.1 - Dromedaries no longer produce wool in the form of camelhair.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Dromedary description mentions it is not rideable, but it is. Description changed from ''{{Hover title|A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal, but its bouncing gait makes it too uncomfortable to ride for any distance.&lt;br /&gt;
By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.|&amp;quot;[...] but its bouncing gait makes it too uncomfortable to ride for any distance. [...]&amp;quot;}}'' changed to ''{{Hover title|A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse. By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.|&amp;quot;[...] but its bouncing gait makes it slower to ride than a horse. [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Camelhair.png|Camelhair&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=134555</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=134555"/>
		<updated>2023-05-07T07:55:25Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Hospitality */ Rephrased shuttle restrictions and clarified pawns, not loot, are restricted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Biotech quests possibly incomplete. Quest flavor descriptions intentionally left out but can be re-added (see [[User:Hordes/Quests|here]] for old version)}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent, Archonexus) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. If a quest actually has a raid or other [[Events#Major Threat|major threat]], then it will be larger than what it's usual size would be. Quests can exceed the usual cap of 10,000 points.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be.{{Check Tag|How much?}}&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Options, commonalities etc}}&lt;br /&gt;
Rewards vary greatly - from simple [[plasteel]] and [[uranium]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence.&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], and [[#Biotech]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time is not listed in the quest description. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 50-75, faction leaves a gift of silver.&lt;br /&gt;
**'''Success''' - Goodwill increases by 25-75.&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-50.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 25-75, ''immediate attack'' on caravan party.&lt;br /&gt;
Peace talks will train the negotiator's Social skill. Even if peace talks were a &amp;quot;Truimph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A high-ranking [[noble]] is being chased by a small, manhunting animal. This quest generally appears after 8-11 days from colony start, but can appear later on or never generate. This quest won't appear if you have under 3 colonists, if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
*After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Yeoman]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like Berserk Pulse, Farskip, or Neuroquake.&lt;br /&gt;
&lt;br /&gt;
===The Deserter===&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest generally appears after 26-29 days of the colony start, but can appear later on or never generate. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]].&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire in ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
===Betrayal offer===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
==Build Monument==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
===Title Inheritance===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of yeoman and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
*You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.&lt;br /&gt;
*Soldier names like &amp;quot;janissary&amp;quot; or &amp;quot;cataphract&amp;quot; correspond to their respective [[Raider#Humanlike|raider]] types. A [[Raider#Empire|janissary]] will be wearing [[marine armor]] and come with a high-tech weapon, for instance.&lt;br /&gt;
&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. This shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, and {{icon small|component}} 5, regardless of the outcome.&lt;br /&gt;
*Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
*The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
*{{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
**Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
*The empire's weapons are all [[biocoded]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
*Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
*If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
*Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_Ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
==Ancient Complex==&lt;br /&gt;
{{IdeologyIcon}} This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient comms console]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification.&lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''. ''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive every 8 hours in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. There is also a variant of the quest whereby a [[shuttle]] will take specific number of colonist and immediately taking off once the number of colonist are inside, usually landing at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. To conclude the quest, hack all the terminal within the map. If your colonist arrived by shuttle, you can send the colonist back, but only when there are no threat within the map.&lt;br /&gt;
&lt;br /&gt;
The base usually contains an explosive unstable barrel that explodes upon entering, and there are several other things to note by inside the base:&lt;br /&gt;
* Room filled with mostly derelict structure with nothing to gain from smashing it.&lt;br /&gt;
* Room filled with any kind of [[insects]] that will attack anyone on sight. They may be initially dormant.&lt;br /&gt;
* Room filled with [[mechanoids]]. They may be initially dormant.&lt;br /&gt;
* Room filled with derelict ancient casket. These will always contain hostile [[ancients]]. They may immediately open up upon entry.&lt;br /&gt;
* Room similar to the first type, except it will trigger an [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]] (contains any item, including [[techprint]]s), [[Security crate]] (contains equipment), [[Ancient enemy terminal]] (calls enemy faction) and [[Ancient loot beacon]] (calls a drop beacon of loot from random places, with the chance of triggering a raid at the same time) from any of the room, which can be interacted by the pawns.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechinator. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the crashed colony.  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle lands. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is the [[downed]] sanguophage, assuming their brain isn't destroyed. You can force a downed sanguophage to give a gene implantation. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]].&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an ideoligion with &amp;quot;Cannibal&amp;quot; as their main meme will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is looking to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 3 distinct ways to see the credits screen:&lt;br /&gt;
*[[#Ship to the Stars|Launching a ship, to the stars]].&lt;br /&gt;
*[[#Royal Ascent|Royal ascent]]. ({{RoyaltyIcon}} [[Royalty DLC]])&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]]. ({{IdeologyIcon}} [[Ideology DLC]])&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
*Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
*Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to anyone [[noble]] of at least the Count rank. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. Items can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterilizing_stomach&amp;diff=134326</id>
		<title>Sterilizing stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterilizing_stomach&amp;diff=134326"/>
		<updated>2023-05-02T07:03:05Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Other effects */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|&lt;br /&gt;
| name = Sterilizing stomach&lt;br /&gt;
| image = Health item bionic.png|Detoxifier stomach&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An artificial stomach replacement with a broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Artificial metabolism&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = &lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
A '''sterilizing stomach''' is an [[artificial body part|artificial stomach]] introduced by the [[Royalty DLC]] that improves a pawn's [[metabolism]] and prevents [[food poisoning]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sterilizing stomachs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, they can purchased from [[traders]] and outlander and [[empire]] settlements.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
A sterilizing stomach replaces the user's organic stomach. The sterilizing stomach has a part efficiency of 125%. This not only fully replaces the functionality of a normal stomach - when coupled with the stomach body part having a [[Metabolism]] importance of 50%, it results in an increase in metabolism of {{+|12.5%}} over natural. Metabolism, in turn, improves the [[rest rate multiplier]] by {{+|3.75%}}, meaning the colonist will require slightly less sleep. &lt;br /&gt;
&lt;br /&gt;
[[Eating]] capacity and [[eating speed]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Other effects ===&lt;br /&gt;
All artificial stomachs are immune to [[gut worms]], and installing one will instantly cure the disease. A sterilizing stomach also grants full immunity to [[food poisoning]]. Unlike the [[bionic stomach]], but similar to the other Royalty DLC stomach replacements, [[EMP]]ing a pawn with a sterilizing stomach will force them to vomit.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General value proposition needed, not just comparisons to other stomachs}}&lt;br /&gt;
&lt;br /&gt;
The sterilizing stomach is a cheaper way to reduce time sleeping than upgrading to a [[royal bed]], however both can be combined.&lt;br /&gt;
&lt;br /&gt;
While EMP-wielding enemies are relatively rare, friendly fire is a relevant concern on melee pawns as using [[EMP grenades]] and melee attackers on [[Centipede]]s is a common and successful tactic. Having a sterilizing stomach on those melee pawns will result in them vomiting and negatively affecting this tactic and others like it. However, this can also be exploited against enemies with part, as well as against escaping [[prisoner]]s or rebellious [[slaves]].{{IdeologyIcon}} For the latter two options however, use of an implant that causes [[brain shock]] may be more useful as it downs the pawn, rather than merely causes temporary vomiting. &lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
The [[Royalty DLC]] introduced a number of stomach replacements to complement the base [[bionic stomach]], each with their own advantages and disadvantages. All three of these variants include the benefits offered by the bionic stomach in addition to their unique benefits however they are also susceptible to [[EMP]], causing the pawn to vomit uncontrollably for a short length of time. &lt;br /&gt;
&lt;br /&gt;
====Bionic Stomach====&lt;br /&gt;
In comparison to the sterilizing stomach, the [[bionic stomach]] eliminates the vulnerability to EMP in exchange for being vulnerable to food poisoning. &lt;br /&gt;
&lt;br /&gt;
====Reprocessor Stomach====&lt;br /&gt;
In comparison to the sterilizing stomach, the [[reprocessor stomach]] reduces the amount of food a pawn requires by 25% at the cost of vulnerability to food poisoning.&lt;br /&gt;
&lt;br /&gt;
====Nuclear Stomach====&lt;br /&gt;
The [[nuclear stomach]] combines the benefits of both the sterilizing and reprocessor stomachs, reduces the amount of food a pawn requires by a whopping 75% and eliminating the risk of food poisoning at the cost of inflicting torso [[cancer]] on average once 120 in-game days. &lt;br /&gt;
&lt;br /&gt;
{{Stomach Comparison Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Renamed from '''Detoxifier stomach''' -&amp;gt; '''Sterilizing stomach'''. Description changed from &amp;quot;''An artificial stomach replacement with a broad-spectrum toxin filter and neutralization system. It allows the user to eat almost anything without ever worrying about food poisoning.''&amp;quot; -&amp;gt; &amp;quot;''An artificial stomach replacement with a broad-spectrum filtration and sterilization system. It allows the user to eat almost anything without ever worrying about food poisoning.''&amp;quot;. Both changes likely to distinguish between new [[detoxifier lung]]s and [[detoxifier kidney|kidneys]] and the tox system added with the [[Biotech DLC]] release at the same time.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xh7vrgzu0f3bt078&amp;topic_postId=xh7vrgzu0j1e145g&amp;topic_revId=xh7vrgzu0j1e145g&amp;action=single-view</id>
		<title>Topic:Xh7vrgzu0f3bt078</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xh7vrgzu0f3bt078&amp;topic_postId=xh7vrgzu0j1e145g&amp;topic_revId=xh7vrgzu0j1e145g&amp;action=single-view"/>
		<updated>2023-04-30T05:44:47Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xh7vrgzu0f3bt078&amp;amp;topic_showPostId=xh7vrgzu0j1e145g#flow-post-xh7vrgzu0j1e145g&quot;&gt;commented&lt;/a&gt; on &quot;Unpowered Research Benches&quot; (&lt;em&gt;From game experience, I can confirm that a research bench that normally requires power does not have to be powered to apply techprints. I...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=133757</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=133757"/>
		<updated>2023-04-22T16:18:09Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Anything */ Re-charging psyfocus will interrupt work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Menus''' are text-based, selectable options and/or commands that provide the action which includes opening specific GUIs and enabling or disabling certain features. Menus can also take the form of options being represented by images and icons. The following menus are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
== Architect ==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]. &lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
[[File:Work priorities.jpg|400px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
{{Main|Work}}&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform and in what order. However, some colonists cannot perform all tasks, and this will be displayed on the menu as well. For example, a [[Backstories#Medieval lord|medieval lord]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]]. &lt;br /&gt;
&lt;br /&gt;
For a full breakdown of work types, the work menu, and the options available, see the [[Work]] page.&lt;br /&gt;
&lt;br /&gt;
== Schedule ==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  &lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to [[work]] per their priorities, unless their [[needs|need]] to [[Recreation|recreate]], [[Saturation|eat]], or [[rest]] fall below certain thresholds, or their [[psyfocus]]{{RoyaltyIcon}} falls below the player-assigned threshold. If those thresholds are met, they will instead attempt to fulfill those needs. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested.&lt;br /&gt;
&lt;br /&gt;
Colonists won't immediately stop research work with 2nd priority to patient themselves at 1st priority, but players can force colonists to stop any task using [[draft]] and undraft.&lt;br /&gt;
&lt;br /&gt;
==== Work ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to work per their priorities, regardless of their needs except the need to eat. If a pawn is already asleep when this scheduled activity begins, they will wake up to work. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to fulfill their need for recreation. This continues until either they have filled their recreation need to 95% or they become hungry or tired. Then, they will attempt to satisfy their needs or work. If a pawn is already asleep when this scheduled activity begins, they will not wake up and instead continue to sleep until rested. &lt;br /&gt;
&lt;br /&gt;
==== Sleep ====&lt;br /&gt;
&lt;br /&gt;
The pawn will attempt to sleep during this scheduled time. They sleep until they have filled their rest need to 75%, at which point they will attempt to work or recreate, or until their need to eat falls below a certain threshold, at which point they will attempt to eat. &lt;br /&gt;
&lt;br /&gt;
==== Meditate ====&lt;br /&gt;
&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
The pawn will attempt to [[meditate]], preferring to meditate at their assigned [[meditation spot]] {{RoyaltyIcon}} or assigning an unassigned spot to themselves. They will continue to do this until their need to eat or rest fall below certain thresholds. If those thresholds are met, they will instead attempt to fulfill those needs. Meditation counts as Solitary type recreation, and thus they will not need to recreate during. If a pawn is already asleep when this scheduled activity begins, they will wake up to meditate. Note that if a pawn's rest need reaches zero, they will fall asleep regardless of their schedule. All pawns can meditate, not just [[psycast]]ers {{RoyaltyIcon}}, and psycaster pawns will not stop a scheduled meditation even when they have met or exceeded their target [[psyfocus]] {{RoyaltyIcon}} level. Meditation will continue to fill the level up its maximum of 100%, even if the target is set lower.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable sortable style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
! Schedule !!Rest below !!Recreate below  !! Eat below  !!Wake on schedule change!! Else&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Anything.png]]&lt;br /&gt;
| 30% || 35% || rowspan=5 | 30% food need ||No || Work&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Recreation.png]] &lt;br /&gt;
| 30% || 95% || No  || Work&lt;br /&gt;
|-|&lt;br /&gt;
! [[File:Schedule Work.png]] &lt;br /&gt;
| Never Rest || Never Recreate||Yes || -&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Meditate.png]] &lt;br /&gt;
| 16% || Always Meditate || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Schedule Sleep.png]] &lt;br /&gt;
| 75% || Never Recreate || No || Work&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Early game, colonists should be set to permanent work until basic infrastructure and accommodations are constructed. After this, the best schedule for an average pawn is 2 hours of recreation in the morning (5-7 am), 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. Excess nightime &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. &lt;br /&gt;
&lt;br /&gt;
The ideal schedule for a pawn varies by the [[trait]]s of the pawn. For example, optimists remain cheery despite less recreation time, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or an efficient [[bed]] do not need as much sleep.&lt;br /&gt;
Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
=== Allowed area ===&lt;br /&gt;
&lt;br /&gt;
Each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
&lt;br /&gt;
In [[Events#Toxic_fallout|toxic fallout events]], players can restrict the allowed area of colonists to rooms with a [[roof]] overhead to prevent [[Ailments#Toxic_buildup|toxic buildup]]. &lt;br /&gt;
* Consider scheduling sleep during the [[day]] (11h-18h) for colonists with [[Night owl]] trait.&lt;br /&gt;
* Use [[temporary allowed area|temporary allowed area(s)]].&lt;br /&gt;
&lt;br /&gt;
== Assign ==&lt;br /&gt;
{{Stub|section=1|reason=All of these sections are wordy and should be made new pages that redirect}}&lt;br /&gt;
{{Image wanted|section=1|reason=Updated main image, images of the submenus}}&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
&lt;br /&gt;
=== Threat response ===&lt;br /&gt;
Sets each colonist's behavior when enemies are nearby. This setting is also available on the colonist's inspect pane.&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Treatment options ===&lt;br /&gt;
{{See also|Doctoring#Treatment options{{!}}Doctoring}}&lt;br /&gt;
Sets the best medicine types a [[Work#Doctor|Doctor]] will use when treating, or performing [[surgery]] on, a pawn. The highest tier allowed will always be used, even for minor injuries and treatments. If the requested tier cannot be retrieved by the doctor for any reason, the next tier down will be tried, and so on. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Most [[operation]]s require medicine - if a pawn is set to no medicine, or none is available, the operations in question will not be performed.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:Doctor_care_but_no_medicine.png|16px|link=Medical]]        || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Doctoring|Doctor care]], but no medicine&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Herbal medicine.png|16px|link=Herbal medicine]]             || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Herbal medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Medicine industrial a.png|16px|link=Medicine]]              || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Medicine]]&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:Glitterworld_medicine.png|16px|link=Glitterworld medicine]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | [[Glitterworld medicine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outfits ===&lt;br /&gt;
Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don the best apparel possible per their assigned outfit and according to the weather. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.&lt;br /&gt;
&lt;br /&gt;
If the player forces a colonist to wear a piece of apparel, the colonist will never remove it until the manual assignment is cleared, the apparel runs out of HP, or the colonist is forced to wear a different apparel on the same body part. In the Gear tab on the pawn inspect pane, manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* '''Anything:''' Allows literally any apparel, included [[tainted]] apparel. &lt;br /&gt;
:* '''Nudist:''' Allows only untainted headgear and [[utility]] items. A [[nudist]] does not consider those items to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* '''Worker:''' Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* '''Soldier:''' Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Food restriction === &lt;br /&gt;
{{Stub|section=1|reason=How exactly does food preference work, both generally and for traits such as ascetic and cannibal? Ideoligions too? Will pawns drop a simple meal for a newly cooked lavish meal? Food restrictions list incomplete}}&lt;br /&gt;
Food Restrictions allow the player to edit and set food policies for different colonists. The default food restriction policy, named ''Simple,''' allows pawns to consume meals of all qualities, pemmican, chocolate, or raw food (if accessible) and forbids human meat and insect meat.&lt;br /&gt;
&lt;br /&gt;
When hungry, pawns first consume any meal they are carrying. They then attempt to refill their food inventory slot with the best meal allowed by their food restriction. A pawn will automatically decide to grab a [[fine meal]] if no [[lavish meal]]s are available; then a [[simple meal]] if no fine meals are available, and so on. They will consume [[raw food]] if nothing else is available, at a mood penalty. &lt;br /&gt;
&lt;br /&gt;
Pawns with the [[traits#cannibal|Cannibal trait]] will preferentially eat human [[corpse]]s, raw [[human meat]], or meals cooked with human meat. &lt;br /&gt;
&lt;br /&gt;
There are several default food restrictions as follows:&lt;br /&gt;
:* '''Lavish:''' All food types allowed.&lt;br /&gt;
:* '''Fine:''' All food types except lavish meals, [[carnivore lavish meal]]s, and [[vegetarian lavish meal]]s allowed.&lt;br /&gt;
:* '''Simple:''' All food types except [[packaged survival meal]]s, fine meals, [[carnivore fine meal]]s, vegetarian fine meals, lavish meals, carnivore lavish meals, and vegetarian lavish meals allowed.&lt;br /&gt;
:* '''Paste:''' All meals disallowed except nutrient paste meals. All other food types allowed. &lt;br /&gt;
:* '''Raw:''' [[Chocolate]], [[insect jelly]], [[pemmican]], and all meals disallowed. All other food types allowed, including animal products.&lt;br /&gt;
:* '''Nothing:''' All food types disallowed.&lt;br /&gt;
:* '''Vegetarian:''' Corpses, raw meat, carnivore fine meals, carnivore lavish meals, pemmican, and [[kibble]], as well as meals with appetizing meat, human meat, or insect meat disallowed. All other food types allowed. &lt;br /&gt;
:* '''Carnivore:''' All raw vegetables, vegetarian meals, and other meals with a vegetable ingredient disallowed.&lt;br /&gt;
:* '''Cannibal:''' &lt;br /&gt;
:* '''Insect meat:''' ?&lt;br /&gt;
&lt;br /&gt;
The player may modify these restriction presets or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Drug policies === &lt;br /&gt;
Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. &lt;br /&gt;
&lt;br /&gt;
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will and pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having &amp;quot;Take drugs for recreation&amp;quot; enabled regardless of setting. If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
Pawns can also be told to keep a certain number of doses for each individual drug type.&lt;br /&gt;
&lt;br /&gt;
There are several default drug policies as follows:&lt;br /&gt;
:* '''No drugs:''' No drugs to be kept in inventory. All drugs for addictions. No drugs for recreation. No drugs scheduled. &lt;br /&gt;
:* '''Social drugs:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. No drugs scheduled. Despite also being [[social drugs]], [[ambrosia]] and [[psychite tea]] are excluded from this policy.&lt;br /&gt;
:* '''One drink per day:''' No drugs to be kept in inventory. All drugs except for [[beer]] and [[smokeleaf joint]]s for addictions. Beer and smokeleaf joints available for recreation. Beer scheduled for use once per day, at any recreation or mood level.&lt;br /&gt;
:* '''Unrestricted:''' No drugs to be kept in inventory. All drugs for addictions. All drugs for recreation. No drugs scheduled. &lt;br /&gt;
&lt;br /&gt;
The player may modify these policies or create their own.&lt;br /&gt;
&lt;br /&gt;
=== Carry medicine === &lt;br /&gt;
Players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-3. This allows drafted doctors to quickly stabilize a pawn on the battlefield using medicine.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage auto-slaughter...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to adjust the thresholds at which your colonists will automatically slaughter excess animals.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe. This menu is also useful for scavenging any downed animals nearby, yielding risk-free [[meat]] and [[leather]].&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
==== Letters ====&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* [[Events#Ambrosia_sprout|Ambrosia sprout]] ([[Ambrosia bush]])&lt;br /&gt;
* [[Ancient shrine|Ancient danger]]&lt;br /&gt;
* [[Animal]]'s revenge&lt;br /&gt;
* [[Animal self-tamed]]&lt;br /&gt;
* [[Blight]]: domesticated plant&lt;br /&gt;
* [[Mental_break#Psychotic_wandering_.28Daze.29|Daze]]: [[colonist]]&lt;br /&gt;
* [[Death]]: colonist&lt;br /&gt;
* [[Disease]]: [[Infection]]&lt;br /&gt;
* [[Events#Meteorite|Meteorite]]: material&lt;br /&gt;
* Everyone is dead or gone. This story is over. Perhaps someone else will a use for the ruins of this place.&lt;br /&gt;
* Gift from ...&lt;br /&gt;
* Colonist kidnapped&lt;br /&gt;
* [[Mad animal]]&lt;br /&gt;
* [[Events#Man in black|Man in black]]&lt;br /&gt;
* [[Mental_break#Manhunter|Manhunter]]: domesticated animal&lt;br /&gt;
* [[Mental break#Hide in room|Hide in room]]: colonist&lt;br /&gt;
* [[Mental_inspiration#Inspired_taming|Inspired taming]]: colonist&lt;br /&gt;
* [[Events#Party|Party]]&lt;br /&gt;
* [[Events#People arrived|People arrived]]&lt;br /&gt;
* [[Raid]]&lt;br /&gt;
* New [[recruit]]: colonist&lt;br /&gt;
* [[Events#Rare_Thrumbos|Rare Thrumbos]] ([[Thrumbo]])&lt;br /&gt;
* [[Quest]] active: ...&lt;br /&gt;
* Quest expired: ...&lt;br /&gt;
* [[Events#Solar_flare|Solar flare]]&lt;br /&gt;
* [[Summer]]&lt;br /&gt;
* [[Mental_break#Tantrum|Tantrum]]: colonist&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* An animal named ... had a mental break (e.g. [[Manhunter]]) because of of [[master]]'s death&lt;br /&gt;
* [[Animals#Taming|Tamed animal]] has started to roam away! He(she) will leave this map unless animal [[handle]]r ropes her back to a pen&lt;br /&gt;
* [[Bill]] complete ([[Campfire]])&lt;br /&gt;
* [[Colonist]]s [[Construct Success Chance|failed]] while [[Work#Construct|constructing]] a simple wooden bench. Some resources have been wasted&lt;br /&gt;
* Colonist is fully healed&lt;br /&gt;
* Colonist is no longer inspired&lt;br /&gt;
* Colonist is no longer having a [[Mental_break#Tantrum|Tantrum]]&lt;br /&gt;
* Colonist has gotten [[food poisoning]] from: [[Simple meal]]. Cause: Dirty cooking area.&lt;br /&gt;
* Colonist successfully [[tame]]d an animal. It is now called animal 1&lt;br /&gt;
* Critical alert: Colonist needs [[rescue]]&lt;br /&gt;
* Critical alert: [[Fire]]&lt;br /&gt;
* Critical alert: Major break risk&lt;br /&gt;
* [[Fall]] has begun&lt;br /&gt;
* [[Food]] has [[Deterioration|deteriorated]] in storage&lt;br /&gt;
* [[Rice plant]] died because of cold&lt;br /&gt;
* [[Goodwill|Relation]]s with ... have changed from 0 to 1 ([[Trade]]d)&lt;br /&gt;
* [[Spring]] has begun&lt;br /&gt;
* The [[Trade#By_physical_presence|trade caravan]] from ... is leaving&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
* Beta 19/1.0 - New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals. Added medical care column to the Assign tab.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] -  Wildlife tab refinements&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: [[torture crown]]{{IdeologyIcon}} is automatically allowed by colonists' clothing restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=133632</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=133632"/>
		<updated>2023-04-18T16:19:02Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Slaughtering */ Animal sacrifice counts as careful slaughter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events.  Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!'''&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
=== Allowed area ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]].  This prevents them from wandering into danger.  Be certain to include their [[sleeping spot]] and their [[food]].  Livestock cannot be assigned an area and must instead be assigned to a [[pen]].  You can use these to rescue animal(s) with high [[Ailments#Toxic_buildup|toxic buildup]] to stop from going outside during toxic fallout.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%, or by simply keeping them outside.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in melee combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
Animals that have not turned manhunter will flee from gunfire, and will leave their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a +5 mood bonus to the animal's &amp;quot;owner&amp;quot;, and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; operation, performed by a [[Doctoring|surgeon]], and the [[rituals|Animal Sacrifice]] ritual will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rituals&amp;diff=133631</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rituals&amp;diff=133631"/>
		<updated>2023-04-18T16:22:28Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Animal sacrifice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Role change ritual. Also rituals are not ideology-specific mechanics. Should non-ideology related rituals have a separate page? Adapt the empty sections at the bottom of page}}&lt;br /&gt;
{{Image wanted}}&lt;br /&gt;
'''Rituals''' are options for [[ideoligions]]. They allow pawns to participate, with a variety of props, in the hope of eliciting some outcome. These outcomes range from simple but significant mood boosts to attracting new recruits to the colony.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Reward options&lt;br /&gt;
General mechanics&lt;br /&gt;
Quality != Success chance etc.&lt;br /&gt;
&lt;br /&gt;
== Overview table ==&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Funeral ===&lt;br /&gt;
This is the only ritual involving the (possible) non-player caused death. It is generally considered the worst ritual, as it requires the death of a pawn - an expensive cost when other rituals are available with the same effects.&lt;br /&gt;
&lt;br /&gt;
=== Social festival ===&lt;br /&gt;
&lt;br /&gt;
=== Dance party ===&lt;br /&gt;
This is tied with &amp;quot;drum party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Drum party ===&lt;br /&gt;
This is tied with &amp;quot;dance party&amp;quot; for the most &amp;quot;success bonuses&amp;quot; and shortest cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Skylantern festival ===&lt;br /&gt;
&lt;br /&gt;
=== Christmas tree ===&lt;br /&gt;
&lt;br /&gt;
=== Symbol burning ===&lt;br /&gt;
&lt;br /&gt;
=== Smokeleaf circle ===&lt;br /&gt;
The ritual indirectly results in your colonists getting the [[Smokeleaf joint#Stoned on smokeleaf|stoned on smokeleaf]] condition, which applies to them for approximately 18 hours. This results in a -30% consciousness debuff, making participants slow and ineffective workers or combatants. An unforgettable festival gives only a +8 mood buff (plus a short-lived mood buff from Stoned on Smokeleaf), so it is less effective for mood than dance or drum festivals. Furthermore, costing {{Icon small|Smokeleaf leaves}} 150, the [[Burnbong]] is the equivalent of 37.5 smokeleaf joints.&lt;br /&gt;
&lt;br /&gt;
=== Cannibal feast ===&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
&lt;br /&gt;
=== Blinding ceremony ===&lt;br /&gt;
&lt;br /&gt;
=== Animal sacrifice ===&lt;br /&gt;
Animal sacrifice does not cause the violent death penalty for butchering, and is thus an alternative to slaughtering.&lt;br /&gt;
&lt;br /&gt;
=== Gladiator duel ===&lt;br /&gt;
This ritual always has 100% quality if one of the fighters dies. There are a number of ways to maximize the chances of that happening:&lt;br /&gt;
* Give the fighters [[go-juice]] or [[yayo]]. Getting downed by pain shock will end the ritual with a lower score. &lt;br /&gt;
* Place a single melee weapon in the ring. One of the duelists will have an advantage and there will be a {{+|20%}} ''Weapon used'' quality bonus even if nobody dies.&lt;br /&gt;
* Choose one fighter with a high and the other with a low [[Melee]] skill to give the first one an advantage.&lt;br /&gt;
* Remove '''one''' of the weaker fighter's hands. Do not remove both as pawns with 0% Manipulation cannot participate in the ritual.&lt;br /&gt;
&lt;br /&gt;
Strip both gladiators before battle to prevent any clothes becoming [[tainted]] when they die.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner execution ===&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
&lt;br /&gt;
=== Conversion ritual ===&lt;br /&gt;
&lt;br /&gt;
=== Tree connection ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Elk&amp;diff=109818</id>
		<title>Elk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Elk&amp;diff=109818"/>
		<updated>2022-10-04T02:37:42Z</updated>

		<summary type="html">&lt;p&gt;Camacam: /* Analysis */  Compared to yak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|page verified for version = 1.3.3101&lt;br /&gt;
|name = Elk&lt;br /&gt;
|image = Elk.png&lt;br /&gt;
|description = A large member of the deer family, well-adapted to life in cold climates. Domesticated elk can be milked, but refuse to carry packs.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 5&lt;br /&gt;
|min comfortable temperature = -50&lt;br /&gt;
|max comfortable temperature = 40&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 300&lt;br /&gt;
|filth rate = 16&lt;br /&gt;
|milktime = 1&lt;br /&gt;
|milk = 11&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|bodysize = 2.1&lt;br /&gt;
|healthscale = 1.9&lt;br /&gt;
|hungerrate = 0.535&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|wildness = 0.75&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|roamMtb = 2&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|gestation = 6.66&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|lifespan = 18&lt;br /&gt;
|juvenileage = 0.2&lt;br /&gt;
|maturityage = 0.3333&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 10&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = front left leg&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = Poke&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front left leg&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = Blunt&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = front right leg&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = Poke&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front right leg&lt;br /&gt;
|attack5dmg = 10&lt;br /&gt;
|attack5type = Bite&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = teeth&lt;br /&gt;
|attack5chancefactor = 0.5&lt;br /&gt;
|attack6dmg = 13&lt;br /&gt;
|attack6type = Blunt&lt;br /&gt;
|attack6cool = 2.6&lt;br /&gt;
|attack6part = head&lt;br /&gt;
|livesin_borealforest = 0.5&lt;br /&gt;
|livesin_tundra = 2&lt;br /&gt;
|livesin_coldbog = 0.5&lt;br /&gt;
}}{{info|'''Elk''' are a large species of herbivore that appear in herds. They have a [[Muffalo|Muffalo's]] tolerance to subzero temperatures so they are quite comfortable living in the cold [[boreal forest]], [[tundra]], and [[cold bog]] biomes.}}&lt;br /&gt;
Male and female elk can be distinguished by the presence or lack of antlers, respectively.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Female elk can be milked once every 1 days, producing 11 milk.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Elk provide {{icon small|milk}} {{#expr: {{P|Daily Milk Average}}/{{P|Real Hunger Rate}} round 2}} [[milk]] per day per nutrition consumed, more than than either [[dromedary|dromedaries]] and [[goat]]s.&lt;br /&gt;
&lt;br /&gt;
Elk's meat and milk yields are identical to that of the [[yak]]. However, compared to the yak, elk are wilder and cannot carry cargo, making them strictly inferior to yaks as tameable animals.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elkmale east.png|Male elk facing east&lt;br /&gt;
Elkmale north.png|Male elk facing north&lt;br /&gt;
Elkmale south.png|Male elk facing south&lt;br /&gt;
Dessicated elkmale east.png|Decaying male elk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elkfemale east.png|Female elk facing east&lt;br /&gt;
Elkfemale north.png|Female elk facing north&lt;br /&gt;
Elkfemale south.png|Female elk facing south&lt;br /&gt;
Dessicated elkmale east.png|Decaying male elk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;topic_postId=wvm57stqid9swuj1&amp;topic_revId=wvm58vbhs4y22i6l&amp;action=single-view</id>
		<title>Topic:Wvm57stqi9bqoqkt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;topic_postId=wvm57stqid9swuj1&amp;topic_revId=wvm58vbhs4y22i6l&amp;action=single-view"/>
		<updated>2022-05-16T02:32:36Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;amp;topic_showPostId=wvm57stqid9swuj1#flow-post-wvm57stqid9swuj1&quot;&gt;post&lt;/a&gt; on &quot;Interaction Spot&quot;&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;topic_postId=wvm57stqid9swuj1&amp;topic_revId=wvm57stqid9swuj1&amp;action=single-view</id>
		<title>Topic:Wvm57stqi9bqoqkt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;topic_postId=wvm57stqid9swuj1&amp;topic_revId=wvm57stqid9swuj1&amp;action=single-view"/>
		<updated>2022-05-16T02:32:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wvm57stqi9bqoqkt&amp;amp;topic_showPostId=wvm57stqid9swuj1#flow-post-wvm57stqid9swuj1&quot;&gt;commented&lt;/a&gt; on &quot;Interaction Spot&quot; (&lt;em&gt;Both lecterns and ritual buildings (altars/ideograms) have an interaction spot. Ritual buildings have an outline of the &amp;quot;audience&amp;quot; locati...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_fence&amp;diff=103516</id>
		<title>Ancient fence</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_fence&amp;diff=103516"/>
		<updated>2022-05-07T04:16:43Z</updated>

		<summary type="html">&lt;p&gt;Camacam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main|building|&lt;br /&gt;
| name = Ancient fence&lt;br /&gt;
| image = Ancient fence.png|Ancient fence&lt;br /&gt;
| description =  &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = &lt;br /&gt;
| cover = &lt;br /&gt;
| flammability =&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient fence''' are [[ruins]] added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing an ancient fence yields no resources.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_fence&amp;diff=103515</id>
		<title>Ancient fence</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_fence&amp;diff=103515"/>
		<updated>2022-05-07T04:16:08Z</updated>

		<summary type="html">&lt;p&gt;Camacam: Deconstruct yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main|building|&lt;br /&gt;
| name = Ancient fence&lt;br /&gt;
| image = Ancient fence.png|Ancient fence&lt;br /&gt;
| description =  &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = &lt;br /&gt;
| cover = &lt;br /&gt;
| flammability =&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
}}&lt;br /&gt;
'''Ancient fence''' are [[ruins]] added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing an ancient fence yields no resources.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsvzlltloe9lfrm5&amp;topic_revId=wszxhy7jem3wo39p&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsvzlltloe9lfrm5&amp;topic_revId=wszxhy7jem3wo39p&amp;action=single-view"/>
		<updated>2022-04-03T19:29:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsvzlltloe9lfrm5#flow-post-wsvzlltloe9lfrm5&quot;&gt;post&lt;/a&gt; on &quot;Soil floor collects dirt?&quot;&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wszxgtb66b5z55l9&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wszxgtb66b5z55l9&amp;action=single-view"/>
		<updated>2022-04-03T19:28:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsx4rkaf4dj9pvv1#flow-post-wsx4rkaf4dj9pvv1&quot;&gt;post&lt;/a&gt; on &quot;Soil floor collects dirt?&quot;&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4tc1kx7ar1eh9&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4tc1kx7ar1eh9&amp;action=single-view"/>
		<updated>2022-04-02T13:21:09Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsx4rkaf4dj9pvv1#flow-post-wsx4rkaf4dj9pvv1&quot;&gt;post&lt;/a&gt; on &quot;Soil floor collects dirt?&quot;&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4sqe3bv5hrdl9&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4sqe3bv5hrdl9&amp;action=single-view"/>
		<updated>2022-04-02T13:20:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsx4rkaf4dj9pvv1#flow-post-wsx4rkaf4dj9pvv1&quot;&gt;post&lt;/a&gt; on &quot;Soil floor collects dirt?&quot;&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4rkaf4dj9pvv1&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsx4rkaf4dj9pvv1&amp;topic_revId=wsx4rkaf4dj9pvv1&amp;action=single-view"/>
		<updated>2022-04-02T13:20:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsx4rkaf4dj9pvv1#flow-post-wsx4rkaf4dj9pvv1&quot;&gt;commented&lt;/a&gt; on &quot;Soil floor collects dirt?&quot; (&lt;em&gt;The exact text is: &amp;quot;Constructed Roof Dirt x1 Soil (walk speed 87% fert. 100%) Lit(50%)&amp;quot; The beauty display rates the tile at -18 beauty,...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsvzlltloe9lfrm5&amp;topic_revId=wsvzlltloe9lfrm5&amp;action=single-view</id>
		<title>Topic:Wsvzlltloabj7nnx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;topic_postId=wsvzlltloe9lfrm5&amp;topic_revId=wsvzlltloe9lfrm5&amp;action=single-view"/>
		<updated>2022-04-02T01:01:05Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvzlltloabj7nnx&amp;amp;topic_showPostId=wsvzlltloe9lfrm5#flow-post-wsvzlltloe9lfrm5&quot;&gt;commented&lt;/a&gt; on &quot;Soil floor collects dirt?&quot; (&lt;em&gt;&amp;quot;raw dirt will not collect mere &amp;#039;dirt&amp;#039; from foot traffic&amp;quot; I may be misunderstanding, but this statement does not match my game experience...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wsvyv8q0izx2i8p9&amp;topic_postId=wsvyv8q0j3v4qcnh&amp;topic_revId=wsvyv8q0j3v4qcnh&amp;action=single-view</id>
		<title>Topic:Wsvyv8q0izx2i8p9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wsvyv8q0izx2i8p9&amp;topic_postId=wsvyv8q0j3v4qcnh&amp;topic_revId=wsvyv8q0j3v4qcnh&amp;action=single-view"/>
		<updated>2022-04-02T00:47:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Camacam (page does not exist)&quot;&gt;&lt;bdi&gt;Camacam&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Camacam&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Camacam (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Camacam&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Camacam&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wsvyv8q0izx2i8p9&amp;amp;topic_showPostId=wsvyv8q0j3v4qcnh#flow-post-wsvyv8q0j3v4qcnh&quot;&gt;commented&lt;/a&gt; on &quot;Furniture and Obstacles&quot; (&lt;em&gt;How do furniture and other obstacles (eg, trees, sandbags) affect movement speed when pawns need to move through/over them?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Camacam</name></author>
	</entry>
</feed>