<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cheldra</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cheldra"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Cheldra"/>
	<updated>2026-08-30T08:54:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182166</id>
		<title>Psytrainer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182166"/>
		<updated>2026-07-16T15:43:13Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Acquisition */ also found in outlander exotic goods trader inventories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Psytrainer&lt;br /&gt;
| image = Psytrainer.png&lt;br /&gt;
| description = A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Psytrainer&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = false&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Special/Neurotrainer&lt;br /&gt;
| label = neurotrainer&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Neurotrainer&lt;br /&gt;
| trade never stack = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
The '''psytrainer''' is a rare item added by the [[Royalty DLC]] that gives the user a single [[psycast]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Acquisition stub. Is it in any other trader inventories? What factions offer it for quests? How are the psycasts selected - are all psycasts as common as each other? fishing reward etc}}&lt;br /&gt;
Psytrainers cannot be crafted. Instead they must be received as a reward from [[quest]]s, or [[trade|bought]] from [[Empire#Faction bases|empire bases]], orbital exotic goods traders, or outlander exotic goods traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psytrainers can be used to learn a specified [[psycast]]. After use, the psytrainer is consumed. Each psytrainer is attuned to one specific psycast, which cannot be changed.&lt;br /&gt;
&lt;br /&gt;
In order to actually use the psycast, a pawn must have a [[psylink]] high enough to use it. For example, a pawn can only use Neuroquake, a level 6 psycast, at psylink level 6. &lt;br /&gt;
&lt;br /&gt;
The psytrainer can be used before the user has the psylink level to actually use the psycast. In this case, the pawn will not receive the random psycast upon reaching the psylink level of the gained psycast&lt;br /&gt;
For example, a pawn with level 5 psylink that has used a psytrainer to get [[Neuroquake]] will not receive another psycast upon reaching level 6. Pawns with no psylink cannot use psytrainers.&lt;br /&gt;
&lt;br /&gt;
The market value depends on the level of the psycast; higher level psycasts are more valuable. This follows the equation of ''100 + 150*Level''.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! Level !! Market value &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 250 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 400 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 550 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 700 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 850 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1000 {{Icon Small|silver|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many psycasts are very powerful tools, and psytrainers are the only way to collect the options a psycaster didn't randomly select on level up. Psytrainers ensure that a pawn will have access to any psycast, ''eventually''. &lt;br /&gt;
&lt;br /&gt;
Psytrainers are rare items and as such when a psytrainer of a psycast you know you will want appears for sale, it is often best to just buy them even if you don't have a psycaster of a high enough level to use it.&lt;br /&gt;
&lt;br /&gt;
They can be good for [[wealth management]]. Having a psycast does not increase colony wealth, so buying and using a psytrainer will both lower wealth and be useful on their own.&lt;br /&gt;
&lt;br /&gt;
Trainers should not be used prior to getting the requisite level to cast the contained psycast. There is basically never a valid reason to miss out on the free psycast, even the wealth they add while you're waiting to gain psylink levels isn't sufficient to justify it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Description now shows the description of associated psycasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exotic Item]]&lt;br /&gt;
[[Category:Neurotrainers]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182165</id>
		<title>Psytrainer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182165"/>
		<updated>2026-07-16T13:13:20Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Acquisition */ stub edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Psytrainer&lt;br /&gt;
| image = Psytrainer.png&lt;br /&gt;
| description = A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Psytrainer&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = false&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Special/Neurotrainer&lt;br /&gt;
| label = neurotrainer&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Neurotrainer&lt;br /&gt;
| trade never stack = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
The '''psytrainer''' is a rare item added by the [[Royalty DLC]] that gives the user a single [[psycast]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Acquisition stub. Is it in any other trader inventories? What factions offer it for quests? How are the psycasts selected - are all psycasts as common as each other? fishing reward etc}}&lt;br /&gt;
Psytrainers cannot be crafted. Instead they must be purchased by [[trade|trading]] with [[Trade#Orbital traders|orbital exotic goods traders]] or [[Empire#Faction bases|empire bases]], or received as a reward from [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psytrainers can be used to learn a specified [[psycast]]. After use, the psytrainer is consumed. Each psytrainer is attuned to one specific psycast, which cannot be changed.&lt;br /&gt;
&lt;br /&gt;
In order to actually use the psycast, a pawn must have a [[psylink]] high enough to use it. For example, a pawn can only use Neuroquake, a level 6 psycast, at psylink level 6. &lt;br /&gt;
&lt;br /&gt;
The psytrainer can be used before the user has the psylink level to actually use the psycast. In this case, the pawn will not receive the random psycast upon reaching the psylink level of the gained psycast&lt;br /&gt;
For example, a pawn with level 5 psylink that has used a psytrainer to get [[Neuroquake]] will not receive another psycast upon reaching level 6. Pawns with no psylink cannot use psytrainers.&lt;br /&gt;
&lt;br /&gt;
The market value depends on the level of the psycast; higher level psycasts are more valuable. This follows the equation of ''100 + 150*Level''.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! Level !! Market value &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 250 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 400 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 550 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 700 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 850 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1000 {{Icon Small|silver|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many psycasts are very powerful tools, and psytrainers are the only way to collect the options a psycaster didn't randomly select on level up. Psytrainers ensure that a pawn will have access to any psycast, ''eventually''. &lt;br /&gt;
&lt;br /&gt;
Psytrainers are rare items and as such when a psytrainer of a psycast you know you will want appears for sale, it is often best to just buy them even if you don't have a psycaster of a high enough level to use it.&lt;br /&gt;
&lt;br /&gt;
They can be good for [[wealth management]]. Having a psycast does not increase colony wealth, so buying and using a psytrainer will both lower wealth and be useful on their own.&lt;br /&gt;
&lt;br /&gt;
Trainers should not be used prior to getting the requisite level to cast the contained psycast. There is basically never a valid reason to miss out on the free psycast, even the wealth they add while you're waiting to gain psylink levels isn't sufficient to justify it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Description now shows the description of associated psycasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exotic Item]]&lt;br /&gt;
[[Category:Neurotrainers]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182164</id>
		<title>Psytrainer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182164"/>
		<updated>2026-07-16T12:57:13Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: found in-game in orbital exotic goods trader inventory - unexpected, since it doesn't seem to be listed in the TraderKindDef&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Psytrainer&lt;br /&gt;
| image = Psytrainer.png&lt;br /&gt;
| description = A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Psytrainer&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = false&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Special/Neurotrainer&lt;br /&gt;
| label = neurotrainer&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Neurotrainer&lt;br /&gt;
| trade never stack = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
The '''psytrainer''' is a rare item added by the [[Royalty DLC]] that gives the user a single [[psycast]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Acquisition stub. What factions offer it for quests? How are the psycasts selected - are all psycasts as common as each other? fishing reward etc}}&lt;br /&gt;
Psytrainers cannot be crafted. Instead they must be purchased by [[trade|trading]] with [[Trade#Orbital traders|orbital exotic goods traders]] or [[Empire#Faction bases|empire bases]], or received as a reward from [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psytrainers can be used to learn a specified [[psycast]]. After use, the psytrainer is consumed. Each psytrainer is attuned to one specific psycast, which cannot be changed.&lt;br /&gt;
&lt;br /&gt;
In order to actually use the psycast, a pawn must have a [[psylink]] high enough to use it. For example, a pawn can only use Neuroquake, a level 6 psycast, at psylink level 6. &lt;br /&gt;
&lt;br /&gt;
The psytrainer can be used before the user has the psylink level to actually use the psycast. In this case, the pawn will not receive the random psycast upon reaching the psylink level of the gained psycast&lt;br /&gt;
For example, a pawn with level 5 psylink that has used a psytrainer to get [[Neuroquake]] will not receive another psycast upon reaching level 6. Pawns with no psylink cannot use psytrainers.&lt;br /&gt;
&lt;br /&gt;
The market value depends on the level of the psycast; higher level psycasts are more valuable. This follows the equation of ''100 + 150*Level''.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! Level !! Market value &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 250 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 400 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 550 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 700 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 850 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1000 {{Icon Small|silver|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many psycasts are very powerful tools, and psytrainers are the only way to collect the options a psycaster didn't randomly select on level up. Psytrainers ensure that a pawn will have access to any psycast, ''eventually''. &lt;br /&gt;
&lt;br /&gt;
Psytrainers are rare items and as such when a psytrainer of a psycast you know you will want appears for sale, it is often best to just buy them even if you don't have a psycaster of a high enough level to use it.&lt;br /&gt;
&lt;br /&gt;
They can be good for [[wealth management]]. Having a psycast does not increase colony wealth, so buying and using a psytrainer will both lower wealth and be useful on their own.&lt;br /&gt;
&lt;br /&gt;
Trainers should not be used prior to getting the requisite level to cast the contained psycast. There is basically never a valid reason to miss out on the free psycast, even the wealth they add while you're waiting to gain psylink levels isn't sufficient to justify it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Description now shows the description of associated psycasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exotic Item]]&lt;br /&gt;
[[Category:Neurotrainers]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=182073</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=182073"/>
		<updated>2026-07-15T12:19:07Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
'''Orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. Orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
When outdoors, orbit always has a [[vacuum]] level of 100% and a [[temperature]] of {{Temperature|-75}}. When exposed to the vacuum, [[fire]] and [[gas]] will dissipate extremely quickly, and unprotected pawns and plants will quickly die.&lt;br /&gt;
&lt;br /&gt;
There are no exits to leave the map by foot. This means that [[prisoner]]s and [[slave]]s{{IdeologyIcon}} will never try and break out, and [[raider]]s won't flee once a percentage of their force is defeated. [[Transport pod]]s, [[imperial shuttle]]s,{{RoyaltyIcon}} [[passenger shuttle]]s, or a [[gravship]] are required in order to travel to, from and in-between orbital locations.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Certain [[events]] and abilities are prevented while in orbit. These include:&lt;br /&gt;
* Most [[event]]s and [[quest]]s are disabled in orbit. The only meaningful non-raid events that are possible are [[meteorite]]s, [[orbital debris]], [[ship chunk]] crashes, and [[cargo pods]].&amp;lt;!--Checked via devmode menu in 1.6---&amp;gt;&lt;br /&gt;
* [[Disease]] events will not occur naturally. [[Sickly]] pawns are still subject to disease, although the only disease they'll receive is [[organ decay]].&lt;br /&gt;
* All [[raid]] types are forced to [[Raider#Immediate_attack|map edge]] or [[Raider#Drop_pod_scatter|randomly placed]] drop pod raids.&lt;br /&gt;
** [[Anomaly DLC]]{{AnomalyIcon}} raids are also disabled, preventing [[entity]] attacks. The [[provoke pit gate]] and [[draw fleshbeasts]] [[psychic rituals]] cannot be initiated.&lt;br /&gt;
* [[Comms_console#Factions|Military assistance]] cannot be requested. {{Check Tag|Do allies still send unsolicited aid?}}&lt;br /&gt;
* [[Weather]] is disabled, preventing use of [[tornado generator]]s, the [[psycast]] [[Flashstorm (psycast)|Flashstorm]]{{RoyaltyIcon}} and the [[Blood rain (ritual)|blood rain]]{{AnomalyIcon}} ritual.&lt;br /&gt;
* Some [[permits]]{{RoyaltyIcon}} do not function in orbit. See that page for details.&lt;br /&gt;
* [[Mortar]]s are completely disabled.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{Stub|reason=Descriptions of locations; what loot can be found}}&lt;br /&gt;
In all locations, no soil naturally generates outside of [[archean tree]]s. The unique &amp;quot;Space&amp;quot; terrain found in orbit cannot be walked on, but does not block line of fire, and it is possible to build [[bridge]]s or [[heavy bridge]]s to travel through.&lt;br /&gt;
&lt;br /&gt;
===Asteroids===&lt;br /&gt;
Resource asteroids, primarily made of [[vacstone]] and containing mineable [[ore]]s. The type of ore present can be seen in the [[world map]].&lt;br /&gt;
&lt;br /&gt;
The ground is made of [[rough stone|rough vacstone]], and the [[roof]] is thin rock roof.&lt;br /&gt;
&lt;br /&gt;
There is a 25% chance that an asteroid will have an [[archean tree]].&lt;br /&gt;
&lt;br /&gt;
The asteroid is likely to have some number of [[ancient explosives crate]]s and [[ancient mining charge]]s.&lt;br /&gt;
===Orbital item stashes===&lt;br /&gt;
An asteroid with a hollow core containing structures with loot.&lt;br /&gt;
===Abandoned platforms===&lt;br /&gt;
An ancient orbital platform with no signs of life.&lt;br /&gt;
===Orbital wrecks===&lt;br /&gt;
The wreckages of abandoned platforms that are claimed by hostile [[salvagers]].&lt;br /&gt;
===Satellites===&lt;br /&gt;
Abandoned platforms, protected by hostile [[sentry drone|sentry]] and [[hunter drone]]s, [[autocannon]]s and [[uranium slug turret]]s.&lt;br /&gt;
===Mechanoid platorms===&lt;br /&gt;
Orbital platforms with high [[mechanoid]] activity. This includes [[the Mechhive]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More thorough general/combat analysis}}&lt;br /&gt;
&lt;br /&gt;
When entering orbit, players must make sure that colonists' vacuum and temperature needs are met. A [[vacsuit]] with a [[vacsuit helmet|helmet]] is enough to stay in a vacuum so long as the armor lasts, while pawns in [[power armor]] can last for days depending on the helmet; both suits also come with enough cold insulation to last. &lt;br /&gt;
&lt;br /&gt;
[[Gravship]]s in particular should be kept in a climate controlled environment, in order to keep plants, animals, and unprotected colonists safe. It should be well [[heater|heated]], well supplied with oxygen using [[oxygen pump]]s, and contain rooms fully enclosed with [[wall]]s that are suitable against vacuum such as [[metal]] [[stuff]]ed walls or [[gravship hull]]s. Un[[roof]]ed areas in orbit are also exposed to being pummeled by [[orbital debris]].&lt;br /&gt;
&lt;br /&gt;
In any case, make sure that a return trip is possible. This means packing enough [[chemfuel]] for a return trip, having spare [[component]]s in case of a thruster breakdown, and keeping the shuttle / gravship intact. Asteroids and orbital wrecks usually generate with [[ancient transport pod]]s in case of an emergency, but each pod can only carry 2 colonists at most.&lt;br /&gt;
&lt;br /&gt;
===Permanent Colony===&lt;br /&gt;
It is possible to construct a permanent colony in any orbital location, but doing so is challenging and requires preparation. Orbit is the most hostile biome in the game, swiftly killing pawns without the proper gear. In many cases, it is more practical to make temporary visits whenever something needs to be done in orbit, as it is easier, cheaper, and safer to live on the planet. However, living permanently in orbit is possible, and preferred by [[ideoligion]]s{{IdeologyIcon}} with the [[Shipborn]] meme.&lt;br /&gt;
&lt;br /&gt;
There are different approaches to creating a permanent in-orbit base:&lt;br /&gt;
&lt;br /&gt;
# Creating a self-sustaining [[gravship]]. This has the benefit of being able to travel freely, but is limited by size, especially without [[grav extender]]s.&lt;br /&gt;
# Settling on an asteroid, bringing an initial supply of resources from the planet.&lt;br /&gt;
# Settling on an (abandoned) orbital platform, which provides a huge pre-built building, as well as many [[life support unit]]s that permanently provide free heat, oxygen, and power.&lt;br /&gt;
&lt;br /&gt;
====Greenhouse and power====&lt;br /&gt;
Regardless of the approach, the base will need a [[greenhouse]]. This requires a [[hydroponics]] setup or an [[archean tree]], an airtight environment with [[heater]]s and [[oxygen pump|vacuum removal]], as well as enough [[power]] to sustain the colony. Having some amount of temperature/vacuum resistance on pawns at all times (instead of relying solely on the room) is recommended for when meteorites or raider [[drop pod]]s break the roof of your base.&lt;br /&gt;
* Setting on an orbital platform makes this easy, as the life support systems provide everything but the actual hydroponics basins.&lt;br /&gt;
* In a gravship, a setup consisting of hydroponics -&amp;gt; [[biofuel refinery]] -&amp;gt; [[chemfuel powered generator]] provides more energy than it consumes. See the [[Chemfuel_powered_generator#Plants_and_biofuel_refineries|Chemfuel powered generator]] article for more details.&lt;br /&gt;
* If on an asteroid, the above hydroponics setup still works. Alternatively, archean trees can be used in place of hydroponics, saving on power and resources.&lt;br /&gt;
&lt;br /&gt;
In addition, any colony can use [[vanometric power cell]]s or [[unstable power cell]]s{{RoyaltyIcon}} for entirely free power, although the former are not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen, raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once it's built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can now summon mechanoid bosses while in space. Bestowing ceremony can now be accepted in space. Raiders won't try to ignite buildings when they are in a vacuum. Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: &amp;quot;Cloudwatching&amp;quot; sometimes appears when in space instead of &amp;quot;stargazing&amp;quot;.&lt;br /&gt;
** Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.&lt;br /&gt;
** Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rough_stone&amp;diff=182072</id>
		<title>Rough stone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rough_stone&amp;diff=182072"/>
		<updated>2026-07-15T12:17:29Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: stub edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General, Rough Vacstone}}&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Rough stone&lt;br /&gt;
| image = Rough stone.png&lt;br /&gt;
| description = Rough, natural stone ground.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Terrain&lt;br /&gt;
| type2 = Stone&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| path cost = 2&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Terrain --&amp;gt;&lt;br /&gt;
| cleaning time factor = 1&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| terrain affordance = &amp;lt;!--Light, Medium, Heavy, --&amp;gt;SmoothableStone&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| filth acceptance mask = Terrain, Unnatural&lt;br /&gt;
| natural terrain = true&lt;br /&gt;
| leave terrain = hewn&lt;br /&gt;
| smoothed terrain = smooth&lt;br /&gt;
| pollution color = (100%, 100%, 100%, 100%)&lt;br /&gt;
| terrain edge type = FadeRough&lt;br /&gt;
| scatter type = Rocky&lt;br /&gt;
| speed = 0.87&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = _Rough&lt;br /&gt;
| label = rough {0}&lt;br /&gt;
}}&lt;br /&gt;
'''Rough stone''' is [[terrain]] type that is naturally generated on the map, usually of the same variation as nearby natural stone walls.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
It comes in the same five variations as all stone products: sandstone, limestone, marble, granite, and slate. The type of stone of a tile does not necessarily correspond to the type of rock chunk that will be produced by a [[deep drill]] at that spot.&lt;br /&gt;
&lt;br /&gt;
Rough stone floor can be smoothed by a colonist with the [[Orders|Smoothing order]] to form [[smooth stone]], which is faster to walk across and more [[Beauty|beautiful]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rough stone.png|Rough stone&lt;br /&gt;
Rough granite.png|Rough granite&lt;br /&gt;
Rough limestone.png|Rough limestone&lt;br /&gt;
Rough marble.png|Rough marble&lt;br /&gt;
Rough sandstone.png|Rough sandstone&lt;br /&gt;
Rough slate.png|Rough slate&lt;br /&gt;
Polluted rough stone.png|[[Pollution|Polluted]] rough stone {{BiotechIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Before an update, rough stone, like Dirt, could not get dirty from walking generated [[filth]], only from things such as blood and vomit. This coupled with its lower cleanliness penalty than dirt made it ideal for keeping kitchens and surgeries clean without needing to dedicate pawn time. &lt;br /&gt;
However this was patched out in version ?.&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=182071</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=182071"/>
		<updated>2026-07-15T12:16:39Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Locations */ restructured; added asteroid information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
'''Orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. Orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
When outdoors, orbit always has a [[vacuum]] level of 100% and a [[temperature]] of {{Temperature|-75}}. When exposed to the vacuum, [[fire]] and [[gas]] will dissipate extremely quickly, and unprotected pawns and plants will quickly die.&lt;br /&gt;
&lt;br /&gt;
There are no exits to leave the map by foot. This means that [[prisoner]]s and [[slave]]s{{IdeologyIcon}} will never try and break out, and [[raider]]s won't flee once a percentage of their force is defeated. [[Transport pod]]s, [[imperial shuttle]]s,{{RoyaltyIcon}} [[passenger shuttle]]s, or a [[gravship]] are required in order to travel to, from and in-between orbital locations.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Certain [[events]] and abilities are prevented while in orbit. These include:&lt;br /&gt;
* Most [[event]]s and [[quest]]s are disabled in orbit. The only meaningful non-raid events that are possible are [[meteorite]]s, [[orbital debris]], [[ship chunk]] crashes, and [[cargo pods]].&amp;lt;!--Checked via devmode menu in 1.6---&amp;gt;&lt;br /&gt;
* [[Disease]] events will not occur naturally. [[Sickly]] pawns are still subject to disease, although the only disease they'll receive is [[organ decay]].&lt;br /&gt;
* All [[raid]] types are forced to [[Raider#Immediate_attack|map edge]] or [[Raider#Drop_pod_scatter|randomly placed]] drop pod raids.&lt;br /&gt;
** [[Anomaly DLC]]{{AnomalyIcon}} raids are also disabled, preventing [[entity]] attacks. The [[provoke pit gate]] and [[draw fleshbeasts]] [[psychic rituals]] cannot be initiated.&lt;br /&gt;
* [[Comms_console#Factions|Military assistance]] cannot be requested. {{Check Tag|Do allies still send unsolicited aid?}}&lt;br /&gt;
* [[Weather]] is disabled, preventing use of [[tornado generator]]s, the [[psycast]] [[Flashstorm (psycast)|Flashstorm]]{{RoyaltyIcon}} and the [[Blood rain (ritual)|blood rain]]{{AnomalyIcon}} ritual.&lt;br /&gt;
* Some [[permits]]{{RoyaltyIcon}} do not function in orbit. See that page for details.&lt;br /&gt;
* [[Mortar]]s are completely disabled.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{Stub|reason=Descriptions of locations; what loot can be found}}&lt;br /&gt;
Locations within the orbit vary between:&lt;br /&gt;
===Asteroids===&lt;br /&gt;
Resource asteroids, primarily made of [[vacstone]] and containing mineable [[ore]]s. The type of ore present can be seen in the [[world map]].&lt;br /&gt;
&lt;br /&gt;
The ground is made of [[rough stone|rough vacstone]], and the [[roof]] is thin rock roof.&lt;br /&gt;
&lt;br /&gt;
There is a 25% chance that an asteroid will have an [[archean tree]].&lt;br /&gt;
&lt;br /&gt;
The asteroid is likely to have some number of [[ancient explosives crate]]s and [[ancient mining charge]]s.&lt;br /&gt;
===Orbital item stashes===&lt;br /&gt;
An asteroid with a hollow core containing structures with loot.&lt;br /&gt;
===Abandoned platforms===&lt;br /&gt;
An ancient orbital platform with no signs of life.&lt;br /&gt;
===Orbital wrecks===&lt;br /&gt;
The wreckages of abandoned platforms that are claimed by hostile [[salvagers]].&lt;br /&gt;
===Satellites===&lt;br /&gt;
Abandoned platforms, protected by hostile [[sentry drone|sentry]] and [[hunter drone]]s, [[autocannon]]s and [[uranium slug turret]]s.&lt;br /&gt;
===Mechanoid platorms===&lt;br /&gt;
Orbital platforms with high [[mechanoid]] activity. This includes [[the Mechhive]].&lt;br /&gt;
&lt;br /&gt;
In any case, no soil naturally generates outside of [[archean tree]]s. The unique &amp;quot;Space&amp;quot; terrain found in orbit cannot be walked on, but does not block line of fire, and it is possible to build [[bridge]]s or [[heavy bridge]]s to travel through.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More thorough general/combat analysis}}&lt;br /&gt;
&lt;br /&gt;
When entering orbit, players must make sure that colonists' vacuum and temperature needs are met. A [[vacsuit]] with a [[vacsuit helmet|helmet]] is enough to stay in a vacuum so long as the armor lasts, while pawns in [[power armor]] can last for days depending on the helmet; both suits also come with enough cold insulation to last. &lt;br /&gt;
&lt;br /&gt;
[[Gravship]]s in particular should be kept in a climate controlled environment, in order to keep plants, animals, and unprotected colonists safe. It should be well [[heater|heated]], well supplied with oxygen using [[oxygen pump]]s, and contain rooms fully enclosed with [[wall]]s that are suitable against vacuum such as [[metal]] [[stuff]]ed walls or [[gravship hull]]s. Un[[roof]]ed areas in orbit are also exposed to being pummeled by [[orbital debris]].&lt;br /&gt;
&lt;br /&gt;
In any case, make sure that a return trip is possible. This means packing enough [[chemfuel]] for a return trip, having spare [[component]]s in case of a thruster breakdown, and keeping the shuttle / gravship intact. Asteroids and orbital wrecks usually generate with [[ancient transport pod]]s in case of an emergency, but each pod can only carry 2 colonists at most.&lt;br /&gt;
&lt;br /&gt;
===Permanent Colony===&lt;br /&gt;
It is possible to construct a permanent colony in any orbital location, but doing so is challenging and requires preparation. Orbit is the most hostile biome in the game, swiftly killing pawns without the proper gear. In many cases, it is more practical to make temporary visits whenever something needs to be done in orbit, as it is easier, cheaper, and safer to live on the planet. However, living permanently in orbit is possible, and preferred by [[ideoligion]]s{{IdeologyIcon}} with the [[Shipborn]] meme.&lt;br /&gt;
&lt;br /&gt;
There are different approaches to creating a permanent in-orbit base:&lt;br /&gt;
&lt;br /&gt;
# Creating a self-sustaining [[gravship]]. This has the benefit of being able to travel freely, but is limited by size, especially without [[grav extender]]s.&lt;br /&gt;
# Settling on an asteroid, bringing an initial supply of resources from the planet.&lt;br /&gt;
# Settling on an (abandoned) orbital platform, which provides a huge pre-built building, as well as many [[life support unit]]s that permanently provide free heat, oxygen, and power.&lt;br /&gt;
&lt;br /&gt;
====Greenhouse and power====&lt;br /&gt;
Regardless of the approach, the base will need a [[greenhouse]]. This requires a [[hydroponics]] setup or an [[archean tree]], an airtight environment with [[heater]]s and [[oxygen pump|vacuum removal]], as well as enough [[power]] to sustain the colony. Having some amount of temperature/vacuum resistance on pawns at all times (instead of relying solely on the room) is recommended for when meteorites or raider [[drop pod]]s break the roof of your base.&lt;br /&gt;
* Setting on an orbital platform makes this easy, as the life support systems provide everything but the actual hydroponics basins.&lt;br /&gt;
* In a gravship, a setup consisting of hydroponics -&amp;gt; [[biofuel refinery]] -&amp;gt; [[chemfuel powered generator]] provides more energy than it consumes. See the [[Chemfuel_powered_generator#Plants_and_biofuel_refineries|Chemfuel powered generator]] article for more details.&lt;br /&gt;
* If on an asteroid, the above hydroponics setup still works. Alternatively, archean trees can be used in place of hydroponics, saving on power and resources.&lt;br /&gt;
&lt;br /&gt;
In addition, any colony can use [[vanometric power cell]]s or [[unstable power cell]]s{{RoyaltyIcon}} for entirely free power, although the former are not easy to acquire in large numbers. Gravships can use [[gravcore power cell]]s as well.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
Trade is possible through [[orbital trader]]s on the [[comms console]]. In addition, supplies can be obtained from the planet, then transported to space through the gravship, [[transport pod]]s, or [[passenger shuttle]]s. If there is a colony on the surface, a colony in space can be established without it needing to sustain itself right away.&lt;br /&gt;
&lt;br /&gt;
[[Raid]]s still occur in space, they will contain either [[human]]s with vacuum protective gear or [[mechanoid]]s. [[Infestation]]s do not naturally occur as no orbit tiles are considered overhead mountain, and [[deep drill]]s do not work in orbit. Because [[siege]]s and &amp;quot;[[Raider#&amp;quot;Drop right on top of you&amp;quot; drop pods|drop on top of you]]&amp;quot; raids do not happen, raids are overall less dangerous. &lt;br /&gt;
&lt;br /&gt;
[[Event]]s and [[quest]]s are heavily limited as most are unable to function in orbit. Notably, meteorites are particularly common, which can destroy equipment and open your base to the vacuum. However, since [[solar flare]]s and [[blight]]s do not happen, hydroponics farms are actually safer in orbit than on the planet.&lt;br /&gt;
&lt;br /&gt;
It is possible to start the [[ship reactor]] in orbit to take advantage of the reduced raid variety. Make sure to roof in the reactor and the surrounding area once it's built to protect against orbital debris.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can now summon mechanoid bosses while in space. Bestowing ceremony can now be accepted in space. Raiders won't try to ignite buildings when they are in a vacuum. Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: &amp;quot;Cloudwatching&amp;quot; sometimes appears when in space instead of &amp;quot;stargazing&amp;quot;.&lt;br /&gt;
** Fix: If your first home map is in space, pawns were occasionally spawning on other maps with vacsuits.&lt;br /&gt;
** Fix: Pawns would attempt to remove their vacsuit in space if their policy didn't allow for it.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wildness&amp;diff=182070</id>
		<title>Wildness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wildness&amp;diff=182070"/>
		<updated>2026-07-15T10:41:28Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wildness''' is a [[stat]] of [[animals]]. It is used to determine the [[Minimum Handling Skill]] stat, and combines with the [[Tame Animal Chance]] and [[Train Animal Chance]] stats to determine the final tame/train chance. &lt;br /&gt;
&lt;br /&gt;
Additionally, animals need over 10.1% wildness in order to be able to lose the tamed status. [[Pen animal]]s are excluded, and will never become wild again (may still wander off map if left outside a pen).&lt;br /&gt;
&lt;br /&gt;
Finally, the degradation interval of [[Animal training|training]]/[[Taming|tamed status]] varies between {{ticks/gametime|720000}} and {{ticks/gametime|360000}}, inversely related to the '''wildness''' stat. [[Dryads]] and pen animals are exceptions, and will never lose training nor tame status due to decay.&lt;br /&gt;
&amp;lt;!-- The actual formula is 60000 * (12 - 6 * wildness), on the function DegradationPeriodTicks. This value is then used on TrainingTrackerTickRare, meaning there may be some variation in the real times. Also, I don't quite follow the rest of that function, so I can't give the actual time to lose a given training/revert to wild --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wildness can be lowered by 25% with a [[sentience catalyst]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Do note that some events are also related with this stat. For instance, the [[Events#Animals join|Farm Animals Wander In]] incident can only spawn animals with at most 35% wildness.&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wildness !! Minimum Handling Skill&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Wildness::+]]&lt;br /&gt;
 | ?Wildness&lt;br /&gt;
 | ?Minimum Handling Skill&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | limit = 200&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Stats - Pawn]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wildness&amp;diff=182069</id>
		<title>Wildness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wildness&amp;diff=182069"/>
		<updated>2026-07-15T10:33:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Removed redirect to Property:Wildness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A number between 0 and 1, displayed as a percentage. It is used to determine the [[Minimum Handling Skill]] stat, and combines with the [[Tame Animal Chance]] and [[Train Animal Chance]] stats to determine the final tame/train chance. &lt;br /&gt;
&lt;br /&gt;
Additionally, animals need over 10.1% wildness in order to be able to lose the tamed status. [[Pen animal]]s are excluded, and will never become wild again (may still wander off map if left outside a pen).&lt;br /&gt;
&lt;br /&gt;
Finally, the degradation interval of [[Animal training|training]]/[[Taming|tamed status]] varies between {{ticks/gametime|720000}} and {{ticks/gametime|360000}}, inversely related to the '''wildness''' stat. [[Dryads]] and pen animals are exceptions, and will never lose training nor tame status due to decay.&lt;br /&gt;
&amp;lt;!-- The actual formula is 60000 * (12 - 6 * wildness), on the function DegradationPeriodTicks. This value is then used on TrainingTrackerTickRare, meaning there may be some variation in the real times. Also, I don't quite follow the rest of that function, so I can't give the actual time to lose a given training/revert to wild --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wildness can be lowered by 25% with a [[sentience catalyst]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Do note that some events are also related with this stat. For instance, the [[Events#Animals join|Farm Animals Wander In]] incident can only spawn animals with at most 35% wildness.&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wildness !! Minimum Handling Skill&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Wildness::+]]&lt;br /&gt;
 | ?Wildness&lt;br /&gt;
 | ?Minimum Handling Skill&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | limit = 200&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Stats - Pawn]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=182068</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=182068"/>
		<updated>2026-07-15T10:19:28Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Training */ added training decay wildness numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose their tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pets, taming wild animals, buying them from traders, having them birth offspring, and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by an [[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;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug 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.&lt;br /&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;
{{for|the calculation details|Tame Animal Chance}}&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;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling 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;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: {{#ask: [[Minimum Handling Skill::0]]| template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&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 are always 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, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). 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;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&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;
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;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist. A bond gives the following [[mood]] effects to non-[[psychopath]]ic or [[inhumanized]]{{AnomalyIcon}} pawns. All moodlets stack with each other.&lt;br /&gt;
* {{Thought|desc=Being together with my bonded animal makes me feel better.|label=Bonded animal's [[#Training|master]]|value=+5|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be together with my bonded animals.|label=Not bonded animal's master|value=-3|stack=1}}&lt;br /&gt;
* {{Thought|desc=My special bonded animal was given away!|label=Bonded animal given away|value=-10|stack=10|duration=60}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 10 times for a maximum of -100 or 2 times for a maximum of -20 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal died|value=-8|stack=5|duration=20}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 300 times for a maximum of -3000 or 10 times for a maximum of -100 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal lost|value=-8|stack=5|duration=20}}&lt;br /&gt;
* {{Thought|desc=My bonded animal was banished!|label=Bonded animal banished|value=-6|stack=5|duration=6}}&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. Why did it have to go?|label=Bonded animal released|value=-5|stack=5|duration=15}}&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&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;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&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;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master 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; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training effects}}&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 seven. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed of decay ranges from {{ticks/gametime|720000}} at 0% [[wildness]] to {{ticks/gametime|360000}} at 100% wildness. Any animal with over 10.1% [[wildness]] can additionally lose the tamed status unless it is a [[pen animal]]. 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.&lt;br /&gt;
&lt;br /&gt;
When an animal skill decays, one point of training is subtracted from one of the 'outermost' skills at random, ie: skills with no trained dependents. 'Guard' will always remain trained until all its dependent skills have fully decayed, and only after Guard is decayed can an animal lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| 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. &amp;lt;br/&amp;gt;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;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| 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;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| 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.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| 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 this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;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.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&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;
|- id=&amp;quot;Attack Target&amp;quot;&lt;br /&gt;
! Attack Target {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to Attack Target: {{#ask: [[Category:Animals]] [[Can Train Attack Target::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the animal to attack a specific target|Attack Target description}}&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to comfort: {{#ask: [[Category:Animals]] [[Can Train Comfort::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.|Comfort description}}&lt;br /&gt;
|- id=&amp;quot;Forage&amp;quot;&lt;br /&gt;
! Forage {{OdysseyIcon}} !! [[File:Forage.png|link=]]&lt;br /&gt;
| - || 3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{See also|Foraging}}&lt;br /&gt;
The following animals can be trained to forage: {{#ask: [[Category:Animals]] [[Can Train Forage::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|&amp;quot;The animal will occasionally find berries, mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.&amp;quot;|Foraging description}}&lt;br /&gt;
|- id=&amp;quot;Dig&amp;quot;&lt;br /&gt;
! Dig {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 3&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to dig: {{#ask: [[Category:Animals]] [[Can Train Dig::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|The animal will mine rock designated for mining. Animals are generally slow and inefficient at mining.|Dig description}}&lt;br /&gt;
|- id=&amp;quot;War Trumpet&amp;quot;&lt;br /&gt;
! War Trumpet {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to War Trumpet: {{#ask: [[Category:Animals]] [[Can Train War Trumpet::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the animal to release a powerful roar. This has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.|War Trumpet description}}&lt;br /&gt;
|- id=&amp;quot;Thrumbo Roar&amp;quot;&lt;br /&gt;
! Thrumbo Roar {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to Thrumbo Roar: {{#ask: [[Category:Animals]] [[Can Train Thrumbo Roar::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the thrumbo to release a deafening roar. This has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.|Thrumbo Roar description}}&lt;br /&gt;
|- id=&amp;quot;Terror Roar&amp;quot;&lt;br /&gt;
! Terror Roar {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to Terror Roar: {{#ask: [[Category:Animals]] [[Can Train Terror Roar::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the alpha thrumbo to release a deafening roar. This has a chance to send nearby hostile humans and animals fleeing in terror.|Terror Roar description}}&lt;br /&gt;
|- id=&amp;quot;Sludge Spew&amp;quot;&lt;br /&gt;
! Sludge Spew {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to Sludge Spew: {{#ask: [[Category:Animals]] [[Can Train Sludge Spew::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the larva to spray an acidic sludge all over the target area. Once trained, larva will only spew sludge when commanded.|Sludge Spew description}}&lt;br /&gt;
|- id=&amp;quot;Egg Spew&amp;quot;&lt;br /&gt;
! Egg Spew {{OdysseyIcon}} !! [[File:Special.png|link=]]&lt;br /&gt;
| - || 2&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | The following animals can be trained to Egg Spew: {{#ask: [[Category:Animals]] [[Can Train Egg Spew::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|Command the queen to launch an egg sac and a spray of acidic sludge at the target area. Once trained, the queen will only produce eggs when commanded|Egg Spew description}}&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;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] 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 but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. 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 damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all 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;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&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 human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&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;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&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;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&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;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&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;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&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 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|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&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;
In 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;
=== Corpse freezer ===&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;
== Raising ==&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;
=== Pet care ===&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;
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.&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;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | 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 Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;&amp;gt;For a list that does include milking see [[List of animals]].&amp;lt;/ref&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 Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;/&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&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>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Wildness&amp;diff=182067</id>
		<title>Property:Wildness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Wildness&amp;diff=182067"/>
		<updated>2026-07-15T10:10:06Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: linked to Train Animal Chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[has type::number]] between 0 and 1, displayed as a percentage. It is used to determine the [[Minimum Handling Skill]] stat, and combines with the [[Tame Animal Chance]] and [[Train Animal Chance]] stats to determine the final tame/train chance. &lt;br /&gt;
&lt;br /&gt;
Additionally, animals need over 10.1% wildness in order to be able to lose the tamed status. [[Pen animal]]s are excluded, and will never become wild again (may still wander off map if left outside a pen).&lt;br /&gt;
&lt;br /&gt;
Finally, the degradation interval of [[Animal training|training]]/[[Taming|tamed status]] varies between {{ticks|720000}} and {{ticks|360000}}, inversely related to the '''wildness''' stat. [[Dryads]] and pen animals are exceptions, and will never lose training nor tame status due to decay.&lt;br /&gt;
&amp;lt;!-- The actual formula is 60000 * (12 - 6 * wildness), on the function DegradationPeriodTicks. This value is then used on TrainingTrackerTickRare, meaning there may be some variation in the real times. Also, I don't quite follow the rest of that function, so I can't give the actual time to lose a given training/revert to wild --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that some events are also related with this property. For instance, the [[Events#Animals join|Farm Animals Wander In]] incident can only spawn animals with at most 35% wildness.&lt;br /&gt;
&amp;lt;!--The other is RoomContentsAnimals, which seems to decide the content of a sealed room. No idea how that works.--&amp;gt;&lt;br /&gt;
[[Category:Stats - Animal Productivity]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching&amp;diff=182066</id>
		<title>Template:Ranching</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching&amp;diff=182066"/>
		<updated>2026-07-15T09:59:17Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: added text about overeating of simple meals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|{{PAGENAME}} }}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:section_level|{{{2|0}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:base_section|{{#sub::======|-{{#expr:{{#var:section_level}} + 2 }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_name|{{ucfirst:{{Q|{{#var:name}}|Baby Name|Baby}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#count:{{#var:baby_name}}| }}=0||{{#vardefine:baby_name|{{#replace:{{#var:baby_name}}|{{#var:name}}|}} }} }}&amp;lt;!-- trims the animal's name from the baby name (thrumbo calf -&amp;gt; calf)&lt;br /&gt;
--&amp;gt;{{#vardefine:male_name|{{ucfirst:{{Q|{{#var:name}}|Male Name|Male {{lc:{{#var:name}} }} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:female_name|{{ucfirst:{{Q|{{#var:name}}|Female Name|Female {{lc:{{#var:name}} }} }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_rate|{{#expr:{{#var:milk_nutrition}}*{{#var:milk_amount}}/{{#var:milk_interval}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:fert_name|{{Q|{{#var:name}}|Fertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_nutrition|{{Q|{{#var:fert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_rate|{{#expr:{{#var:egg_nutrition}}*{{#var:egg_amount}}/{{#var:egg_interval}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
  |[[File:Meat small c.png|16px|top|{{#var:MeatName}}|link=Meat]]&lt;br /&gt;
  |[[File:Meat big c.png|16px|sub|{{#var:MeatName}}|link=Meat]]}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_image|[[{{Q|{{#var:milk_name}}|Image}}|16px|sub|link={{#var:milk_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_image|[[{{Q|{{#var:unfert_name}}|Image}}|16px|sub|link={{#var:unfert_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_image|[[File:Kibble.png|16px|sub|Kibble|link=Kibble]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:haygrass_image|[[File:Haygrass.png|16px|sub|Haygrass|link=Haygrass]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_image|[[File:Hay c.png|16px|sub|Hay|link=Hay]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_plant_image|[[File:Corn plant a.png|16px|sub|Corn plant|link=Corn plant]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_image|[[File:Corn.png|16px|sub|Corn|link=Corn]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_plant_image|[[File:Rice plant.png|16px|sub|Rice plant|link=Rice plant]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_image|[[File:Rice.png|16px|sub|Rice|link=Rice]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_image|[[File:Dandelion a.png|16px|sub|Dandelions|link=Dandelions]]}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- finds and simplifies the ideal sex ratio for reproduction, checking each population size up to 20&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:mult|{{#expr:{{#var:adult_population}}/({{#var:male_population}}+{{#var:female_population}}) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#expr:{{#var:male_population}}*{{#var:mult}} }} }}&amp;lt;!-- male population&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population{{#expr:{{#var:female_population}}*{{#var:mult}} }} }}&amp;lt;!-- female population&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- baby consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- juvenile consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- adult consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_meat_nu_rate|{{#expr:0.05*{{#var:reproduction_rate}}*{{#var:baby_meat}} }} }}&amp;lt;!-- baby slaughter meat production&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_meat_nu_rate|{{#expr:0.05*{{#var:reproduction_rate}}*{{#var:adult_meat}} }} }}&amp;lt;!-- adult slaughter meat production&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nu_rate|{{#iferror:&lt;br /&gt;
  {{#expr:{{#var:milk_nutrition}}*{{#var:female_population}}*{{#var:milk_amount}}/{{#var:milk_interval}} }}&lt;br /&gt;
  |0&lt;br /&gt;
}} }}&amp;lt;!-- milk production at ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate|{{#iferror:&lt;br /&gt;
  {{Max|0|{{#expr:{{#var:egg_nutrition}}*({{#var:female_population}}*{{#var:egg_amount}}/{{#var:egg_interval}} - {{#var:reproduction_rate}})}} }}&lt;br /&gt;
  |0&lt;br /&gt;
}} }}&amp;lt;!-- unfert. egg production at ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_gross_nu_rate|{{#expr:{{#var:baby_slaughter_meat_nu_rate}} + {{#var:milk_nu_rate}} + {{#var:unfert_nu_rate}} }} }}&amp;lt;!-- baby slaughter gross&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_gross_nu_rate|{{#expr:{{#var:adult_slaughter_meat_nu_rate}} + {{#var:milk_nu_rate}} + {{#var:unfert_nu_rate}} }} }}&amp;lt;!-- adult slaughter gross&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_consumption|{{#expr:{{#var:adult_population_consumption}} }} }}&amp;lt;!-- baby slaughter consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_consumption|{{#expr:{{#var:baby_population_consumption}} + {{#var:juvenile_population_consumption}} + {{#var:adult_population_consumption}} }} }}&amp;lt;!-- adult slaughter consumption&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
  |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
    |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
              |Error: unknown diet {{#var:d}} &lt;br /&gt;
            }} &lt;br /&gt;
          }}&lt;br /&gt;
        }} &lt;br /&gt;
      }} &lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ovivore|{{#ifeq:{{#count: {{#var:d}}|ovivorous}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dendrovore|{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:piscivore|{{#ifeq:{{#count: {{#var:d}}|fish}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_nutrition_per_day|{{#expr:{{Q|Haygrass|Harvest Yield}}/{{Q|Haygrass|Real Grow Days}}*0.05 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_work_per_nutrition|{{#expr:({{Q|Haygrass|Sow Work}} + {{Q|Haygrass|Harvest Work}})/({{Q|Haygrass|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_nutrition_per_day|{{#expr:{{Q|Dandelions|Nutrition}}/{{Q|Dandelions|Real Grow Days}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_work_per_nutrition|{{#expr:{{Q|Dandelions|Sow Work}}/{{Q|Dandelions|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_nutrition_per_day|{{#expr:{{Q|Corn plant|Harvest Yield}}/{{Q|Corn plant|Real Grow Days}}*0.05 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_work_per_nutrition|{{#expr:({{Q|Corn plant|Sow Work}} + {{Q|Corn plant|Harvest Work}})/({{Q|Corn plant|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hyd_rice_nutrition_per_day|{{#expr:{{Q|Rice plant|Harvest Yield}}/{{Q|Rice plant|Real Grow Days}}*0.05*2.8}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_work_per_nutrition|{{#expr:({{Q|Rice plant|Sow Work}} + {{Q|Rice plant|Harvest Work}})/({{Q|Rice plant|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hyd_rice_graze_nutrition_per_day|{{#expr:{{Q|Rice plant|Nutrition}}/{{Q|Rice plant|Real Grow Days}}*2.8}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_graze_work_per_nutrition|{{#expr:({{Q|Rice plant|Sow Work}})/{{Q|Rice plant|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet_text|{{#switch:{{#var:diet}}&lt;br /&gt;
  |strict carnivore = [[meat (food type)|raw meat]] and [[corpse]]s but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; [[meals]] or [[kibble]]&lt;br /&gt;
  |carnivore = [[meat (food type)|meat]], [[corpse]]s, and [[meals]].&lt;br /&gt;
  |herbivore = [[plants|live plants]], [[vegetables]], and [[meals]].&lt;br /&gt;
  |omnivorous grazer = [[plants|live plants]], [[corpse]]s, raw [[meat (food type)|meat]] and [[vegetables]], and [[meals]].&lt;br /&gt;
  |omnivore = [[corpse]]s, [[meals]], [[meat (food type)|raw meat]], and [[vegetables]] but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; [[seeds|rice]].&lt;br /&gt;
  |pure dendrovore = [[trees]], [[vegetables]] and [[kibble]], but not normal [[meals]].&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_text|{{#switch: {{#var:diet}}|strict carnivore|pure dendrovore=|#default=&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#vardefine:baby_max_saturation|{{#expr:{{#var:body_size}}*0.6 }} }}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#vardefine:adult_max_saturation|{{#var:body_size}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#vardefine:baby_wastage_factor|{{Min|1|{{#expr:{{#var:baby_max_saturation}}*0.75/0.9 }} }} }}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#vardefine:adult_wastage_factor|{{Min|1|{{#expr:{{#var:adult_max_saturation}}*0.75/0.9 }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
  --&amp;gt;{{#ifeq:{{#var:baby_wastage_factor}}|1&amp;lt;!--&lt;br /&gt;
    --&amp;gt;|&amp;amp;nbsp;Even as {{lc:{{Plural||{{#var:baby_name}} }} }}, {{lc:{{Plural||{{#var:name}} }} }} are large enough to be fed [[simple meal]]s without any wasted nutrition from overeating.&amp;lt;!--&lt;br /&gt;
    --&amp;gt;|{{#ifeq:{{#var:adult_wastage_factor}}|1&amp;lt;!--&lt;br /&gt;
      --&amp;gt;|&amp;amp;nbsp;Although adult {{lc:{{Plural||{{#var:name}} }} }} are large enough to fed [[simple meal]]s without any overeating, the {{lc:{{Plural||{{#var:baby_name}} }} }} are too small and would only have room for up to {{#expr:{{#var:baby_wastage_factor}}*100 round 0}}% of the 0.9 nutrition of simple meals.&amp;lt;!--&lt;br /&gt;
      --&amp;gt;|&amp;amp;nbsp;Even as adults, {{lc:{{Plural||{{#var:name}} }} }} are too small to{{#ifexpr:{{#var:adult_wastage_factor}}&amp;gt;0.5/0.9|&amp;amp;nbsp;fully}} benefit from [[simple meal]]s, as the adults can only be expected to have room to store up to {{#expr:{{#var:adult_wastage_factor}}*100 round 0}}% of the 0.9 nutrition of simple meals, the rest being wasted to overeating.&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Text:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#var:base_section}}Ranching{{#var:base_section}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Food:&lt;br /&gt;
--&amp;gt;As [[Animals#Diet|{{Plural||{{#var:diet}} }}]], {{lc:{{Plural||{{#var:name}} }} }} can eat {{#var:diet_text}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:ovivore}}|&amp;amp;nbsp;As ovivores, they can also eat [[animal products]].}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:dendrovore}}|{{#ifeq:{{#var:diet}}|pure dendrovore||&amp;amp;nbsp;As dendrovores, they can also eat [[trees]].}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{#var:name}}|Can Fish For Food}}|&amp;amp;nbsp;They are also able to feed themselves by catching [[fish]]{{OdysseyIcon}}.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#var:simple_meal_text}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Production:&lt;br /&gt;
--&amp;gt; {{Plural||{{#var:name}} }} [[Meat amount|yield]] {{#var:baby_meat}} [[Meat|{{lc:{{#var:meat_name}} }}]] when slaughtered as {{Plural||{{lc:{{#var:baby_name}} }} }}, or {{#var:adult_meat}} {{lc:{{#var:meat_name}} }} if allowed to grow for the {{#expr:{{Q|{{#var:name}}|Maturity Age}}*60 round 1}} days needed to become adults.&amp;lt;ref name=butch/&amp;gt;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|&amp;amp;nbsp;{{Plural||{{#var:female_name}} }} can also be milked for {{#var:milk_amount}} [[{{lc:{{#var:milk_name}} }}]] every {{#ifeq:{{#var:milk_interval}}|1|day|{{#var:milk_interval}} days}}.&amp;lt;ref name=milk/&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:unfert_name}}&lt;br /&gt;
  |&amp;amp;nbsp;{{Plural||{{#var:female_name}} }} will lay {{#var:egg_amount}} [[{{#var:unfert_name}}|unfertilized egg{{#ifeq:{{#var:egg_amount}}|1||s}}]] every {{#ifeq:{{#var:egg_interval}}|1|day|{{#var:egg_interval}} days}} if no {{Plural||{{lc:{{#var:male_name}} }} }} are present, each egg worth {{#var:egg_nutrition}} nutrition.&lt;br /&gt;
  |{{#if:{{#var:fert_name}}&lt;br /&gt;
    |&amp;amp;nbsp;If enough {{lc:{{Plural||{{#var:male_name}} }} }} are present, {{lc:{{Plural||{{#var:female_name}} }} }} will lay {{#var:egg_amount}} [[{{#var:fert_name}}|fertilized egg{{#ifeq:{{#var:egg_amount}}|1||s}}]] every {{#ifeq:{{#var:egg_interval}}|1|day|{{#var:egg_interval}} days}}, each egg worth {{#var:egg_nutrition}} nutrition.&lt;br /&gt;
  }}&lt;br /&gt;
}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;For {{#if:{{#var:unfert_name}}{{#var:milk_name}}|overall nutrition production|reproduction}}, a male:female sex ratio of {{#var:ratio}}{{#ifeq:{{#explode:{{#var:ratio}}|:|0}}|1||&amp;amp;nbsp;(1:{{#expr:{{#var:female_population}}/{{#var:male_population}} round 1}})}} is ideal. At that ratio, if the {{Plural||{{lc:{{#var:baby_name}} }} }} are set to be slaughtered, on average the {{lc:{{Plural||{{#var:name}} }} }} will consume {{#expr:{{#var:baby_slaughter_consumption}}/{{#var:adult_population}} round 2}} nutrition of feed, and produce {{#expr:{{#var:baby_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of {{lc:{{#var:meat_name}} }} per day. When adult {{lc:{{Plural||{{#var:name}} }} }} are set to be slaughtered, on average the {{lc:{{Plural||{{#var:name}} }} }} will consume {{#expr:{{#var:adult_slaughter_consumption}}/{{#var:adult_population}} round 2}} nutrition of feed, and produce {{#expr:{{#var:adult_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of {{lc:{{#var:meat_name}} }} for each reproductive adult per day.{{#ifexpr:{{#var:milk_nu_rate}} &amp;gt; 0|&amp;amp;nbsp;At the {{#var:ratio}} sex ratio, the {{lc:{{Plural||{{#var:name}} }} }} will also produce {{#expr:{{#var:milk_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of [[{{lc:{{#var:milk_name}} }}]] per day per adult.}}{{#ifexpr:{{#var:unfert_nu_rate}} &amp;gt; 0|&amp;amp;nbsp;At the {{#var:ratio}} sex ratio, the {{lc:{{Plural||{{#var:name}} }} }} will also produce {{#expr:{{#var:unfert_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of unfertilized eggs per day per adult.}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nutrition table:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|{{STDT|c_08 text-center}}&lt;br /&gt;
!rowspan=2|Nutrition&lt;br /&gt;
!colspan=2|Per adult {{lc:{{#var:name}} }} per day ({{#var:ratio}})&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}{{#var:unfert_name}}|!!Per {{lc:{{#var:female_name}} }} per day (0:1)&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-weight:bold&amp;quot;|Baby slaughter&lt;br /&gt;
|style=&amp;quot;font-weight:bold&amp;quot;|Adult slaughter&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;font-weight:bold&amp;quot;{{!}}Milking only&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;font-weight:bold&amp;quot;{{!}}Egg collection only&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|{{#var:meat_image}} Meat nutrition produced&amp;lt;ref name=butch&amp;gt;Assuming 100% multipliers from [[AI Storytellers#Economy|difficulty]] and [[butchery efficiency]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{#expr:{{#var:baby_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
|{{#expr:{{#var:adult_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}0&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{#var:milk_name}}|&lt;br /&gt;
  {{!}}style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;{{!}}{{#var:milk_image}}Milk nutrition produced&amp;lt;ref name=milk&amp;gt;Assuming 100% multiplier from [[animal gather yield]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
  {{!}}colspan=2{{!}}{{#expr:{{#var:milk_nu_rate}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
  {{!}}{{#var:milk_rate}}&lt;br /&gt;
  {{!}}-&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;{{!}}{{#var:egg_image}}Unfert. egg nutrition produced&lt;br /&gt;
  {{!}}colspan=2{{!}}{{#expr:{{#var:unfert_nu_rate}}/{{#var:adult_population}} round 3}}&lt;br /&gt;
  {{!}}{{#var:egg_rate}}&lt;br /&gt;
  {{!}}-&lt;br /&gt;
}}&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|Feed nutrition consumed&lt;br /&gt;
| -{{#expr:{{#var:baby_slaughter_consumption}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
| -{{#expr:{{#var:adult_slaughter_consumption}}/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}} -{{#var:hunger_rate}}&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}} -{{#var:hunger_rate}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385; border-right-style: solid&amp;quot;|Net nutrition&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;|{{#expr:({{#var:baby_slaughter_gross_nu_rate}} - {{#var:baby_slaughter_consumption}})/{{#var:adult_population}} round 2}}&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;|{{#expr:({{#var:adult_slaughter_gross_nu_rate}} - {{#var:adult_slaughter_consumption}})/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;{{!}}{{#expr:{{#var:milk_rate}} - {{#var:hunger_rate}} round 2}}&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;{{!}}{{#expr:{{#var:egg_rate}} - {{#var:hunger_rate}} round 2}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|Nutrition efficiency&lt;br /&gt;
|{{#expr:{{#var:baby_slaughter_gross_nu_rate}}/{{#var:baby_slaughter_consumption}}*100 round 0}}%&lt;br /&gt;
|{{#expr:{{#var:adult_slaughter_gross_nu_rate}}/{{#var:adult_slaughter_consumption}}*100 round 0}}%&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}{{#expr:{{#var:milk_rate}}/{{#var:hunger_rate}}*100 round 0}}%&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}{{#expr:{{#var:egg_rate}}/{{#var:hunger_rate}}*100 round 0}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Ref}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranching table:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Ranching Table|{{#var:name}} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182065</id>
		<title>Template:Ranching Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182065"/>
		<updated>2026-07-14T23:10:59Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: sorting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Name:&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|Chicken}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Display:&lt;br /&gt;
--&amp;gt;{{#vardefine:outer_border_colour|66a385}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:inner_border_colour|AAAAAA}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Populations:&lt;br /&gt;
--&amp;gt;{{#if:{{#var:ratios}}||&amp;lt;!-- Very intensive calculation, so we don't need to recalculate if it's already set. Is unset at the end of this template.&lt;br /&gt;
  --&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- &amp;quot;1:4 4:16&amp;quot;; assuming identical to baby slaughter ratio&lt;br /&gt;
--&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio &amp;quot;1:4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!-- &amp;quot;4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!-- &amp;quot;16&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!-- &amp;quot;20&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population (if not slaughtered)&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population (if not slaughtered)&lt;br /&gt;
&lt;br /&gt;
Hunger:&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- nutrition consumption by babies&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by juveniles&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by adults&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
     |[[File:Meat small c.png|16px|top|{{#var:meat_name}}|link=Meat]]&lt;br /&gt;
     |[[File:Meat big c.png|16px|sub|{{#var:meat_name}}|link=Meat]]}}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_f|{{#expr:{{#var:milk_amount|0}}/{{#var:milk_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_work_per_milking|{{Q|Milk|Work To Make}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:can_lay_unfert|{{Q|{{#var:name}}|Can Lay Unfertilized Eggs}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nutrition|{{Q|{{#var:unfert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_f|{{#expr:{{#var:unfert_nutrition|0}}*{{#var:egg_amount|0}}/{{#var:egg_interval|1}} }} }}&amp;lt;!-- unfert. egg nutrition/day/female animal&lt;br /&gt;
&lt;br /&gt;
Wool:&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_name|{{Q|{{#var:name}}|Wool Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_amount|{{Q|{{#var:name}}|Wool Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_interval|{{Q|{{#var:name}}|Shearing Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_item_rate_per_adult|{{#expr:{{#var:wool_amount|0}}/{{#var:wool_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_image|[[{{Q|{{#var:wool_name}}|Image}}|16px|sub|link={{#var:wool_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_work_per_shearing|1700}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Saturation:&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_max_saturation|{{#var:body_size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_max_saturation|{{#expr:{{#var:body_size}}*0.6 }} }}&amp;lt;!-- see Saturation#General_mechanics&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_max_saturation|{{#expr:{{#var:body_size}}*0.75 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_nutrition_multiplier|{{#expr:{{Q|Simple meal|Nutrition}}/{{Q|Simple meal|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_work_per_nutrition|{{#expr:{{Q|Simple meal|Work To Make}}/{{Q|Simple meal|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_nutrition_multiplier|{{#expr:{{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}/{{Q|Kibble|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Nutrition}}*{{Q|Kibble|Product Amount}}) }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Diet:&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
     |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
              |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
                |Error: unknown diet {{#var:d}} &lt;br /&gt;
               }} &lt;br /&gt;
             }}&lt;br /&gt;
           }} &lt;br /&gt;
         }} &lt;br /&gt;
       }}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{{!}} {{STDT| c_08 sortable text-center}}&lt;br /&gt;
!rowspan=2{{!}}Feed strategy&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Slaughter timing&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}M:F&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#expr:1+{{#ifeq:{{#var:diet}}|strict carnivore|0|3}}+{{#if:{{#var:milk_name}}|1|{{#if:{{#var:wool_name}}|1|0}} }} }}{{!}}Work/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!rowspan=2{{!}}Plant tiles/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#if:{{#var:milk_nutrition}}|3|{{#if:{{#var:can_lay_unfert}}|3|1}} }}{{!}}Nutrition/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Nutrition/work-second&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:wool_name}}|!!rowspan=2{{!}}Wool/day/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||!!rowspan=2{{!}}{{#var:milk_name}}/day/adult}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;!Butchery&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!data-sort-type=&amp;quot;number&amp;quot;{{!}}Cooking}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!data-sort-type=&amp;quot;number&amp;quot;{{!}}Planting}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|!!data-sort-type=&amp;quot;number&amp;quot;{{!}}Gathering}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot; data-sort-type=&amp;quot;number&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!Milk}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!Unfert. egg}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!Meat&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rows:&lt;br /&gt;
--&amp;gt;{{#switch:{{#var:diet}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|strict carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivorous grazer = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|herbivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:milk_nutrition}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:can_lay_unfert}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|pure dendrovore =  &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
{{!}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching/doc&amp;diff=182064</id>
		<title>Template:Ranching/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching/doc&amp;diff=182064"/>
		<updated>2026-07-14T23:00:43Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inserts a standardised paragraph about optimising animal productivity and related lookup tables for particular strategies. Takes into account milk and unfert. egg production.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|Name|S}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Name = Name of animal. Defaults to current pagename.&lt;br /&gt;
#S = What tier of section headings to use. Defaults to 0 (the base section tier)&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
*Assumption: An M:F ratio optimized for adult slaughter will be the same as for baby slaughter (very slightly wrong for milk-producers: 11:49 (22.45%) vs 2:9 (22.22%) for cows - see [[Template:Ideal Sex Ratio General/doc#Cow]])&lt;br /&gt;
*Assumption: A typical player will use adult animal populations in the 15-20 range. Higher populations for the same sex ratio will always be slightly more efficient, as the interval between matings decreases, reducing the expected time between pregnancies by up to 0.5*[[Property:Mate Mtb Hours]].&lt;br /&gt;
*Assumption: It's never sensible to eat fertilized eggs. We do explicitly show the baby slaughter nutrition and egg nutrition, so it should be easily spottable if this assumption is broken.&lt;br /&gt;
*[[Property:Diet]]&lt;br /&gt;
*[[Property:Meat Name]]&lt;br /&gt;
*[[Property:Baby Name]]&lt;br /&gt;
*[[Property:Male Name]]&lt;br /&gt;
*[[Property:Female Name]]&lt;br /&gt;
*[[Property:Juvenile Age]]&lt;br /&gt;
*[[Property:Maturity Age]]&lt;br /&gt;
*[[Property:Real Hunger Rate]]&lt;br /&gt;
*[[Property:Milk Name]]&lt;br /&gt;
**[[Property:Image]]&lt;br /&gt;
*[[Property:Unfertilized Egg Name]]&lt;br /&gt;
**[[Property:Image]]&lt;br /&gt;
*[[Template:Plural]]&lt;br /&gt;
*[[Template:Ideal Sex Ratio General]]&lt;br /&gt;
**[[Template:Ideal Sex Ratio]]&lt;br /&gt;
***[[Template:Gross Population Nutrition]]&lt;br /&gt;
****Assumption: Butchery efficiency, difficulty etc. modifiers are all the baseline 100%.&lt;br /&gt;
****[[Property:Milking Interval Days]]&lt;br /&gt;
****[[Property:Milk Amount]]&lt;br /&gt;
****[[Property:Milk Name]]&lt;br /&gt;
*****[[Property:Nutrition]]&lt;br /&gt;
****[[Property:Egg Laying Interval]]&lt;br /&gt;
****[[Property:Eggs Per Clutch Average]]&lt;br /&gt;
****[[Property:Unfertilized Egg Name]]&lt;br /&gt;
*****[[Property:Nutrition]]&lt;br /&gt;
****[[Property:Body Size]]&lt;br /&gt;
****[[Property:Baby Scale]]&lt;br /&gt;
****[[Template:Meat Leather Curve]]&lt;br /&gt;
****[[Template:Population Reproduction Rate]]&lt;br /&gt;
*****Assumption: All the animals have a synchronized sleep cycle.&lt;br /&gt;
*****Assumption: They're all sleeping on the floor.&lt;br /&gt;
*****Assumption: They're all within the 30 tile distance needed to see each other.&lt;br /&gt;
*****[[Property:Mate Mtb Hours]]&lt;br /&gt;
*****[[Property:Gestation Period Days]] or [[Property:Egg Laying Interval]]&lt;br /&gt;
*****[[Property:Average Offspring Per Birth]] or [[Property:Eggs Per Clutch Average]]&lt;br /&gt;
*****[[Property:Can Lay Unfertilized Eggs]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
==={{#vardefineecho:name|Chicken}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
==={{#vardefineecho:name|Warg}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
==={{#vardefineecho:name|Cow}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
==={{#vardefineecho:name|Megasloth}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
==={{#vardefineecho:name|Husky}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Content templates]][[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182063</id>
		<title>Template:Ranching Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182063"/>
		<updated>2026-07-14T22:54:07Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Name:&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|Chicken}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Display:&lt;br /&gt;
--&amp;gt;{{#vardefine:outer_border_colour|66a385}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:inner_border_colour|AAAAAA}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Populations:&lt;br /&gt;
--&amp;gt;{{#if:{{#var:ratios}}||&amp;lt;!-- Very intensive calculation, so we don't need to recalculate if it's already set. Is unset at the end of this template.&lt;br /&gt;
  --&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- &amp;quot;1:4 4:16&amp;quot;; assuming identical to baby slaughter ratio&lt;br /&gt;
--&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio &amp;quot;1:4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!-- &amp;quot;4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!-- &amp;quot;16&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!-- &amp;quot;20&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population (if not slaughtered)&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population (if not slaughtered)&lt;br /&gt;
&lt;br /&gt;
Hunger:&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- nutrition consumption by babies&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by juveniles&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by adults&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
     |[[File:Meat small c.png|16px|top|{{#var:meat_name}}|link=Meat]]&lt;br /&gt;
     |[[File:Meat big c.png|16px|sub|{{#var:meat_name}}|link=Meat]]}}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_f|{{#expr:{{#var:milk_amount|0}}/{{#var:milk_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_work_per_milking|{{Q|Milk|Work To Make}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:can_lay_unfert|{{Q|{{#var:name}}|Can Lay Unfertilized Eggs}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nutrition|{{Q|{{#var:unfert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_f|{{#expr:{{#var:unfert_nutrition|0}}*{{#var:egg_amount|0}}/{{#var:egg_interval|1}} }} }}&amp;lt;!-- unfert. egg nutrition/day/female animal&lt;br /&gt;
&lt;br /&gt;
Wool:&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_name|{{Q|{{#var:name}}|Wool Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_amount|{{Q|{{#var:name}}|Wool Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_interval|{{Q|{{#var:name}}|Shearing Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_item_rate_per_adult|{{#expr:{{#var:wool_amount|0}}/{{#var:wool_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_image|[[{{Q|{{#var:wool_name}}|Image}}|16px|sub|link={{#var:wool_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_work_per_shearing|1700}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Saturation:&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_max_saturation|{{#var:body_size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_max_saturation|{{#expr:{{#var:body_size}}*0.6 }} }}&amp;lt;!-- see Saturation#General_mechanics&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_max_saturation|{{#expr:{{#var:body_size}}*0.75 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_nutrition_multiplier|{{#expr:{{Q|Simple meal|Nutrition}}/{{Q|Simple meal|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_work_per_nutrition|{{#expr:{{Q|Simple meal|Work To Make}}/{{Q|Simple meal|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_nutrition_multiplier|{{#expr:{{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}/{{Q|Kibble|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Nutrition}}*{{Q|Kibble|Product Amount}}) }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Diet:&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
     |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
              |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
                |Error: unknown diet {{#var:d}} &lt;br /&gt;
               }} &lt;br /&gt;
             }}&lt;br /&gt;
           }} &lt;br /&gt;
         }} &lt;br /&gt;
       }}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{{!}} {{STDT| c_08 sortable text-center}}&lt;br /&gt;
!rowspan=2{{!}}Feed strategy&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Slaughter timing&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}M:F&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#expr:1+{{#ifeq:{{#var:diet}}|strict carnivore|0|3}}+{{#if:{{#var:milk_name}}|1|{{#if:{{#var:wool_name}}|1|0}} }} }}{{!}}Work/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!rowspan=2{{!}}Plant tiles/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#if:{{#var:milk_nutrition}}|3|{{#if:{{#var:can_lay_unfert}}|3|1}} }}{{!}}Nutrition/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Nutrition/work-second&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:wool_name}}|!!rowspan=2{{!}}Wool/day/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||!!rowspan=2{{!}}{{#var:milk_name}}/day/adult}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;!Butchery&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Cooking}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Planting}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|!!Gathering}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!Milk}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!Unfert. egg}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!Meat&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rows:&lt;br /&gt;
--&amp;gt;{{#switch:{{#var:diet}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|strict carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivorous grazer = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|herbivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:milk_nutrition}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:can_lay_unfert}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Dandelions |plant=Dandelions}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|pure dendrovore =  &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
{{!}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row/doc&amp;diff=182062</id>
		<title>Template:Ranching Table/Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row/doc&amp;diff=182062"/>
		<updated>2026-07-14T22:51:06Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: added example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generates the rows for [[Template: Ranching Table]]. Depends on variables generated by [[Template: Ranching Table]], so cannot be used outside of it.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching Table/Row|slaughter|feed|plant|hydroponic}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
*slaughter = One of &amp;quot;Adult&amp;quot;, &amp;quot;Baby&amp;quot;, &amp;quot;Eggs only&amp;quot;, &amp;quot;Milk only&amp;quot;&lt;br /&gt;
*feed = One of &amp;quot;Meat&amp;quot;, &amp;quot;Kibble&amp;quot;, &amp;quot;Simple meal&amp;quot;, &amp;quot;Corn&amp;quot;, &amp;quot;Rice&amp;quot;, &amp;quot;Hay&amp;quot;, &amp;quot;Dandelions&amp;quot;, &amp;quot;Rice plant&amp;quot;&lt;br /&gt;
*plant = Optional. One of &amp;quot;Rice plant&amp;quot;, &amp;quot;Corn plant&amp;quot;, &amp;quot;Haygrass&amp;quot;, &amp;quot;Dandelions&amp;quot;&lt;br /&gt;
*hydroponic = Optional. If set, uses fertility of 2.8 rather than 1.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching Table|Chicken}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;{{Ranching Table|Chicken}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row&amp;diff=182061</id>
		<title>Template:Ranching Table/Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row&amp;diff=182061"/>
		<updated>2026-07-14T22:49:02Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant|{{{plant|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hydroponic|{{{hydroponic|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed|{{{feed}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:slaughter|{{{slaughter}}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:no_reproduction|{{#switch:{{#var:slaughter}}|Adult|Baby=|#default=true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_image|[[{{Q|{{#var:plant}}|Image}}|16px|sub|{{#var:plant}}|link={{#var:plant}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_image|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Simple meal = {{#if:{{#var:plant}}&lt;br /&gt;
       |[[File:Vegetarian simple meal a.png|16px|sub|Vegetarian simple meal|link=Simple meal]]&lt;br /&gt;
       |[[File:Carnivore simple meal a.png|16px|sub|Carnivore simple meal|link=Simple meal]]&lt;br /&gt;
     }}&lt;br /&gt;
     |Hay = [[File:Hay c.png|16px|sub|Hay|link=Hay]]&lt;br /&gt;
     |#default = [[{{Q|{{#var:feed}}|Image}}|16px|sub|{{#var:feed}}|link={{#var:feed}}]]&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_strategy&lt;br /&gt;
     |{{#var:feed_image}}&amp;amp;nbsp;{{#switch:{{#var:feed}}&lt;br /&gt;
       |Meat = Recycled {{lc:{{#var:meat_name}} }} {{#var:meat_image}}&lt;br /&gt;
       |{{#var:plant}} = {{#if:{{#var:hydroponic}}|Hydroponic {{lc:{{Plural||{{#var:plant}} }} }}| {{Plural||{{#var:plant}} }}}} for grazing {{#var:plant_image}}&lt;br /&gt;
       |Kibble = Kibble from {{lc:{{#var:meat_name}} }} and {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{#replace:{{lc:{{#var:plant}} }}|plant}} }} {{#var:meat_image}}{{#var:plant_image}}&lt;br /&gt;
       |Simple meal = {{#if:{{#var:plant}}&lt;br /&gt;
         |Simple meals from {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{#replace:{{lc:{{#var:plant}} }}|plant}} }} {{#var:plant_image}}&lt;br /&gt;
         |Simple meals from {{lc:{{#var:meat_name}} }} {{#var:meat_image}}&lt;br /&gt;
       }}&lt;br /&gt;
       |#default = {{#var:feed}} from {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{lc:{{#var:plant}} }} }} {{#var:plant_image}}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Overeating:&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_nutrition|{{Q|{{#var:feed}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_wastage_factor|{{Min|1|{{#expr:{{#var:baby_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_wastage_factor|{{Min|1|{{#expr:{{#var:juvenile_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_wastage_factor|{{Min|1|{{#expr:{{#var:adult_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Consumption:&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_consumption|{{#switch:{{#var:slaughter}}&amp;lt;!--Nutrition of feed eaten by population, accounting for overeating--&amp;gt;&lt;br /&gt;
     |Adult = {{#expr:{{#var:baby_consumption}}/{{#var:baby_wastage_factor}} + {{#var:juvenile_consumption}}/{{#var:juvenile_wastage_factor}} + {{#var:adult_consumption}}/{{#var:adult_wastage_factor}} }}&lt;br /&gt;
     |#default = {{#expr:{{#var:adult_consumption}}/{{#var:adult_wastage_factor}} }}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_consumption|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Meat = {{#var:feed_consumption}}&lt;br /&gt;
     |Simple meal = {{#if:{{#var:plant}}|0|{{#expr:{{#var:feed_consumption}}/{{#var:simple_meal_nutrition_multiplier}} }} }}&lt;br /&gt;
     |Kibble = {{#expr:{{#var:feed_consumption}}/{{#var:kibble_nutrition_multiplier}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Plants:&lt;br /&gt;
--&amp;gt;{{#vardefine:fertility|{{#if:{{#var:hydroponic}}|2.8|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_tiles|{{#if:{{#var:plant}}|{{#switch:{{#var:feed}}&lt;br /&gt;
     |{{#var:plant}} = {{#expr:({{#var:feed_consumption}}/{{Q|{{#var:plant}}|Nutrition}})*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}}) }}&lt;br /&gt;
     |Simple meal = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:simple_meal_nutrition_multiplier}} }}&lt;br /&gt;
     |Kibble = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:kibble_nutrition_multiplier}} }}&lt;br /&gt;
     |#default = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}}) }}&lt;br /&gt;
   }}|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_work_per_adult|{{#if:{{#var:plant}}|{{#switch:{{#var:feed}}&lt;br /&gt;
     |{{#var:plant}} = {{#expr:{{#var:plant_tiles}}*{{Q|{{#var:plant}}|Sow Work}}/({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = {{#expr:{{#var:plant_tiles}}*({{Q|{{#var:plant}}|Sow Work}} + {{Q|{{#var:plant}}|Harvest Work}})/({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:adult_population}} }}&lt;br /&gt;
   }}|0}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:cooking_work_per_adult|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Simple meal = {{#expr:{{#var:simple_meal_work_per_nutrition}}*{{#var:feed_consumption}}/{{#var:simple_meal_nutrition_multiplier}}/{{#var:adult_population}} }}&lt;br /&gt;
     |Kibble = {{#expr:{{#var:kibble_work_per_nutrition}}*{{#var:feed_consumption}}/{{#var:kibble_nutrition_multiplier}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:inedible_milk|{{#if:{{Q|{{#var:milk_name}}|Nutrition}}||true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#expr:{{#var:milk_item_rate_per_f}}*{{#if:{{#var:inedible_milk}}|1|({{#var:female_population}}/{{#var:adult_population}}) }} }}&lt;br /&gt;
     |#default = {{#var:milk_item_rate_per_f}}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nu_rate_per_adult|{{#iferror:{{#expr:{{#var:milk_item_rate_per_adult}}*{{Q|{{#var:milk_name}}|Nutrition}} }}|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:gathering_work_per_adult|{{#expr:{{#var:milk_item_rate_per_adult|0}}*{{#var:milk_work_per_milking|0}}/{{#var:milk_amount|1}} + {{#var:wool_item_rate_per_adult|0}}*{{#var:wool_work_per_shearing|0}}/{{#var:wool_amount|1}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_item_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#iferror:{{#expr:({{#var:female_population}}/{{#var:egg_interval}} - {{#var:reproduction_rate}})/{{#var:adult_population}} }}|0}}&lt;br /&gt;
     |#default = {{#iferror:{{#expr:1/{{#var:egg_interval}} }}|0}}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_adult|{{#iferror:{{#expr:{{#var:unfert_item_rate_per_adult}}*{{Q|{{#var:unfert_name}}|Nutrition}} }}|0}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:gross_meat_nu_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby = {{#expr:0.05*{{#var:reproduction_rate}}*{{#var:baby_meat}}/{{#var:adult_population}} }}&lt;br /&gt;
     |Adult = {{#expr:0.05*{{#var:reproduction_rate}}*{{#var:adult_meat}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:net_meat_nu_per_adult|{{#expr:{{#var:gross_meat_nu_rate_per_adult}} - {{#var:meat_consumption}}/{{#var:adult_population}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:net_nu_per_adult|{{#expr:{{#var:net_meat_nu_per_adult}}+{{#var:milk_nu_rate_per_adult}}+{{#var:unfert_nu_rate_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:butchery_work_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#expr:{{#var:reproduction_rate}}*{{Q|Meat|Work To Make}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:total_work_per_adult|{{#expr:{{#var:butchery_work_per_adult}} + {{#var:cooking_work_per_adult}} + {{#var:plant_work_per_adult}} + {{#var:gathering_work_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Nutrition/work:&lt;br /&gt;
--&amp;gt;{{#vardefine:work_per_nutrition|{{#expr:{{#var:total_work_per_adult}}/{{#var:net_nu_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:nutrition_per_work_second|{{#expr:{{#var:net_nu_per_adult}}/{{#var:total_work_per_adult}}*60 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
                     {{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Feed strategy:    --&amp;gt;{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#var:feed_strategy}}&amp;lt;!--&lt;br /&gt;
Slaughter timing: --&amp;gt;{{!}}{{!}}{{#var:slaughter}}&amp;lt;!--&lt;br /&gt;
M:F:              --&amp;gt;{{!}}{{!}}style=&amp;quot;border-right-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#ifeq:{{#var:no_reproduction}}|true|0:1|{{#var:ratio}} }}&amp;lt;!--&lt;br /&gt;
Butchery:         --&amp;gt;{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:butchery_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:butchery_work_per_adult}} round 0}} }} }}&amp;lt;!--&lt;br /&gt;
Cooking:          --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:cooking_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:cooking_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Planting:         --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:plant_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr: {{#var:plant_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Gathering:        --&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:gathering_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:gathering_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Total work:       --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap; border-left-style: solid; border-right-style: solid; border-left-color: #{{#var:inner_border_colour}}; border-right-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#ifeq:{{#var:total_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:total_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Plant tiles:      --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}{{#ifeq:{{#var:plant_tiles}}|0|&amp;amp;nbsp;-|{{#expr:{{#var:plant_tiles}}/{{#var:adult_population}} round 1}} }} }}&amp;lt;!--&lt;br /&gt;
Milk:             --&amp;gt;{{#if:{{#var:milk_nutrition}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#expr:{{#var:milk_nu_rate_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Unfert:           --&amp;gt;{{#if:{{#var:can_lay_unfert}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#expr:{{#var:unfert_nu_rate_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Meat:             --&amp;gt;{{!}}{{!}}&amp;amp;nbsp;{{#ifexpr:{{#var:net_meat_nu_per_adult}}&amp;lt;0|{{Bad|{{#expr:{{#var:net_meat_nu_per_adult}} round 2}} }}|{{#expr:{{#var:net_meat_nu_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Total nutrition:  --&amp;gt;{{#if:{{#var:milk_nutrition}}{{#var:can_lay_unfert}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-right-style: solid; border-left-color: #{{#var:inner_border_colour}}; border-right-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}&amp;amp;nbsp;{{#ifexpr:{{#var:net_nu_per_adult}}&amp;lt;0|{{Bad|{{#expr:{{#var:net_nu_per_adult}} round 2}} }}|{{#expr:{{#var:net_nu_per_adult}} round 2}} }} }}&amp;lt;!--&lt;br /&gt;
Work / nutrition: --&amp;gt;{{!}}{{!}}&amp;amp;nbsp;{{#iferror:{{#var:nutrition_per_work_second}}|-|{{#ifexpr:{{#var:nutrition_per_work_second}}&amp;lt;0|{{Bad|{{#expr:{{#var:nutrition_per_work_second}} round 4 }} }}|{{#expr:{{#var:nutrition_per_work_second}} round 4}} }} }}&amp;lt;!--&lt;br /&gt;
Wool:             --&amp;gt;{{#if:{{#var:wool_name}}|{{!}}{{!}}{{#expr:{{#var:wool_item_rate_per_adult}} round 1}} }}&amp;lt;!--&lt;br /&gt;
Inedible milk:    --&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||{{!}}{{!}}{{#expr:{{#var:milk_item_rate_per_adult}} round 0}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching&amp;diff=182060</id>
		<title>Template:Ranching</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching&amp;diff=182060"/>
		<updated>2026-07-14T22:46:05Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: folded all except the first table into Template:Ranching Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|{{PAGENAME}} }}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:section_level|{{{2|0}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:base_section|{{#sub::======|-{{#expr:{{#var:section_level}} + 2 }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_name|{{ucfirst:{{Q|{{#var:name}}|Baby Name|Baby}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#count:{{#var:baby_name}}| }}=0||{{#vardefine:baby_name|{{#replace:{{#var:baby_name}}|{{#var:name}}|}} }} }}&amp;lt;!-- trims the animal's name from the baby name (thrumbo calf -&amp;gt; calf)&lt;br /&gt;
--&amp;gt;{{#vardefine:male_name|{{ucfirst:{{Q|{{#var:name}}|Male Name|Male {{lc:{{#var:name}} }} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:female_name|{{ucfirst:{{Q|{{#var:name}}|Female Name|Female {{lc:{{#var:name}} }} }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_rate|{{#expr:{{#var:milk_nutrition}}*{{#var:milk_amount}}/{{#var:milk_interval}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:fert_name|{{Q|{{#var:name}}|Fertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_nutrition|{{Q|{{#var:fert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_rate|{{#expr:{{#var:egg_nutrition}}*{{#var:egg_amount}}/{{#var:egg_interval}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
  |[[File:Meat small c.png|16px|top|{{#var:MeatName}}|link=Meat]]&lt;br /&gt;
  |[[File:Meat big c.png|16px|sub|{{#var:MeatName}}|link=Meat]]}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_image|[[{{Q|{{#var:milk_name}}|Image}}|16px|sub|link={{#var:milk_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_image|[[{{Q|{{#var:unfert_name}}|Image}}|16px|sub|link={{#var:unfert_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_image|[[File:Kibble.png|16px|sub|Kibble|link=Kibble]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:haygrass_image|[[File:Haygrass.png|16px|sub|Haygrass|link=Haygrass]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_image|[[File:Hay c.png|16px|sub|Hay|link=Hay]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_plant_image|[[File:Corn plant a.png|16px|sub|Corn plant|link=Corn plant]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_image|[[File:Corn.png|16px|sub|Corn|link=Corn]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_plant_image|[[File:Rice plant.png|16px|sub|Rice plant|link=Rice plant]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_image|[[File:Rice.png|16px|sub|Rice|link=Rice]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_image|[[File:Dandelion a.png|16px|sub|Dandelions|link=Dandelions]]}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- finds and simplifies the ideal sex ratio for reproduction, checking each population size up to 20&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:mult|{{#expr:{{#var:adult_population}}/({{#var:male_population}}+{{#var:female_population}}) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#expr:{{#var:male_population}}*{{#var:mult}} }} }}&amp;lt;!-- male population&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population{{#expr:{{#var:female_population}}*{{#var:mult}} }} }}&amp;lt;!-- female population&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- baby consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- juvenile consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- adult consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_meat_nu_rate|{{#expr:0.05*{{#var:reproduction_rate}}*{{#var:baby_meat}} }} }}&amp;lt;!-- baby slaughter meat production&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_meat_nu_rate|{{#expr:0.05*{{#var:reproduction_rate}}*{{#var:adult_meat}} }} }}&amp;lt;!-- adult slaughter meat production&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nu_rate|{{#iferror:&lt;br /&gt;
  {{#expr:{{#var:milk_nutrition}}*{{#var:female_population}}*{{#var:milk_amount}}/{{#var:milk_interval}} }}&lt;br /&gt;
  |0&lt;br /&gt;
}} }}&amp;lt;!-- milk production at ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate|{{#iferror:&lt;br /&gt;
  {{Max|0|{{#expr:{{#var:egg_nutrition}}*({{#var:female_population}}*{{#var:egg_amount}}/{{#var:egg_interval}} - {{#var:reproduction_rate}})}} }}&lt;br /&gt;
  |0&lt;br /&gt;
}} }}&amp;lt;!-- unfert. egg production at ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_gross_nu_rate|{{#expr:{{#var:baby_slaughter_meat_nu_rate}} + {{#var:milk_nu_rate}} + {{#var:unfert_nu_rate}} }} }}&amp;lt;!-- baby slaughter gross&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_gross_nu_rate|{{#expr:{{#var:adult_slaughter_meat_nu_rate}} + {{#var:milk_nu_rate}} + {{#var:unfert_nu_rate}} }} }}&amp;lt;!-- adult slaughter gross&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_slaughter_consumption|{{#expr:{{#var:adult_population_consumption}} }} }}&amp;lt;!-- baby slaughter consumption&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_slaughter_consumption|{{#expr:{{#var:baby_population_consumption}} + {{#var:juvenile_population_consumption}} + {{#var:adult_population_consumption}} }} }}&amp;lt;!-- adult slaughter consumption&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
  |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
    |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
              |Error: unknown diet {{#var:d}} &lt;br /&gt;
            }} &lt;br /&gt;
          }}&lt;br /&gt;
        }} &lt;br /&gt;
      }} &lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ovivore|{{#ifeq:{{#count: {{#var:d}}|ovivorous}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dendrovore|{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:piscivore|{{#ifeq:{{#count: {{#var:d}}|fish}}|1|true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_nutrition_per_day|{{#expr:{{Q|Haygrass|Harvest Yield}}/{{Q|Haygrass|Real Grow Days}}*0.05 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hay_work_per_nutrition|{{#expr:({{Q|Haygrass|Sow Work}} + {{Q|Haygrass|Harvest Work}})/({{Q|Haygrass|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_nutrition_per_day|{{#expr:{{Q|Dandelions|Nutrition}}/{{Q|Dandelions|Real Grow Days}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:dandelion_work_per_nutrition|{{#expr:{{Q|Dandelions|Sow Work}}/{{Q|Dandelions|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_nutrition_per_day|{{#expr:{{Q|Corn plant|Harvest Yield}}/{{Q|Corn plant|Real Grow Days}}*0.05 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:corn_work_per_nutrition|{{#expr:({{Q|Corn plant|Sow Work}} + {{Q|Corn plant|Harvest Work}})/({{Q|Corn plant|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hyd_rice_nutrition_per_day|{{#expr:{{Q|Rice plant|Harvest Yield}}/{{Q|Rice plant|Real Grow Days}}*0.05*2.8}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_work_per_nutrition|{{#expr:({{Q|Rice plant|Sow Work}} + {{Q|Rice plant|Harvest Work}})/({{Q|Rice plant|Harvest Yield}}*0.05) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hyd_rice_graze_nutrition_per_day|{{#expr:{{Q|Rice plant|Nutrition}}/{{Q|Rice plant|Real Grow Days}}*2.8}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:rice_graze_work_per_nutrition|{{#expr:({{Q|Rice plant|Sow Work}})/{{Q|Rice plant|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}) }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Text:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#var:base_section}}Ranching{{#var:base_section}}&lt;br /&gt;
As [[Animals#Diet|{{Plural||{{#var:diet}} }}]], {{lc:{{Plural||{{#var:name}} }} }} can eat {{#switch:{{#var:diet}}&lt;br /&gt;
  |strict carnivore = [[meat (food type)|raw meat]] and [[corpse]]s but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; [[meals]] or [[kibble]]&lt;br /&gt;
  |carnivore = [[meat (food type)|meat]], [[corpse]]s, and [[meals]].&lt;br /&gt;
  |herbivore = [[plants|live plants]], [[vegetables]], and [[meals]].&lt;br /&gt;
  |omnivorous grazer = [[plants|live plants]], [[corpse]]s, raw [[meat (food type)|meat]] and [[vegetables]], and [[meals]].&lt;br /&gt;
  |omnivore = [[corpse]]s, [[meals]], [[meat (food type)|raw meat]], and [[vegetables]] but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; [[seeds|rice]].&lt;br /&gt;
  |pure dendrovore = [[trees]], [[vegetables]] and [[kibble]], but not normal [[meals]].&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:ovivore}}|&amp;amp;nbsp;As ovivores, they can also eat [[animal products]].}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:dendrovore}}|{{#ifeq:{{#var:diet}}|pure dendrovore||&amp;amp;nbsp;As dendrovores, they can also eat [[trees]].}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{#var:name}}|Can Fish For Food}}|&amp;amp;nbsp;They are also able to feed themselves by catching [[fish]]{{OdysseyIcon}}.}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; {{Plural||{{#var:name}} }} [[Meat amount|yield]] {{#var:baby_meat}} [[Meat|{{lc:{{#var:meat_name}} }}]] when slaughtered as {{Plural||{{lc:{{#var:baby_name}} }} }}, or {{#var:adult_meat}} {{lc:{{#var:meat_name}} }} if allowed to grow for the {{#expr:{{Q|{{#var:name}}|Maturity Age}}*60 round 1}} days needed to become adults.&amp;lt;ref name=butch/&amp;gt;.&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|&amp;amp;nbsp;{{Plural||{{#var:female_name}} }} can also be milked for {{#var:milk_amount}} [[{{lc:{{#var:milk_name}} }}]] every {{#ifeq:{{#var:milk_interval}}|1|day|{{#var:milk_interval}} days}}.&amp;lt;ref name=milk/&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:unfert_name}}&lt;br /&gt;
  |&amp;amp;nbsp;{{Plural||{{#var:female_name}} }} will lay {{#var:egg_amount}} [[{{#var:unfert_name}}|unfertilized egg{{#ifeq:{{#var:egg_amount}}|1||s}}]] every {{#ifeq:{{#var:egg_interval}}|1|day|{{#var:egg_interval}} days}} if no {{Plural||{{lc:{{#var:male_name}} }} }} are present, each egg worth {{#var:egg_nutrition}} nutrition.&lt;br /&gt;
  |{{#if:{{#var:fert_name}}&lt;br /&gt;
    |&amp;amp;nbsp;If enough {{lc:{{Plural||{{#var:male_name}} }} }} are present, {{lc:{{Plural||{{#var:female_name}} }} }} will lay {{#var:egg_amount}} [[{{#var:fert_name}}|fertilized egg{{#ifeq:{{#var:egg_amount}}|1||s}}]] every {{#ifeq:{{#var:egg_interval}}|1|day|{{#var:egg_interval}} days}}, each egg worth {{#var:egg_nutrition}} nutrition.&lt;br /&gt;
  }}&lt;br /&gt;
}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;For {{#if:{{#var:unfert_name}}{{#var:milk_name}}|overall nutrition production|reproduction}}, a male:female sex ratio of {{#var:ratio}}{{#ifeq:{{#explode:{{#var:ratio}}|:|0}}|1||&amp;amp;nbsp;(1:{{#expr:{{#var:female_population}}/{{#var:male_population}} round 1}})}} is ideal. At that ratio, if the {{Plural||{{lc:{{#var:baby_name}} }} }} are set to be slaughtered, on average the {{lc:{{Plural||{{#var:name}} }} }} will consume {{#expr:{{#var:baby_slaughter_consumption}}/{{#var:adult_population}} round 2}} nutrition of feed, and produce {{#expr:{{#var:baby_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of {{lc:{{#var:meat_name}} }} per day. When adult {{lc:{{Plural||{{#var:name}} }} }} are set to be slaughtered, on average the {{lc:{{Plural||{{#var:name}} }} }} will consume {{#expr:{{#var:adult_slaughter_consumption}}/{{#var:adult_population}} round 2}} nutrition of feed, and produce {{#expr:{{#var:adult_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of {{lc:{{#var:meat_name}} }} for each reproductive adult per day.{{#ifexpr:{{#var:milk_nu_rate}} &amp;gt; 0|&amp;amp;nbsp;At the {{#var:ratio}} sex ratio, the {{lc:{{Plural||{{#var:name}} }} }} will also produce {{#expr:{{#var:milk_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of [[{{lc:{{#var:milk_name}} }}]] per day per adult.}}{{#ifexpr:{{#var:unfert_nu_rate}} &amp;gt; 0|&amp;amp;nbsp;At the {{#var:ratio}} sex ratio, the {{lc:{{Plural||{{#var:name}} }} }} will also produce {{#expr:{{#var:unfert_nu_rate}}/{{#var:adult_population}} round 2}} nutrition of unfertilized eggs per day per adult.}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nutrition table:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|{{STDT|c_08 text-center}}&lt;br /&gt;
!rowspan=2|Nutrition&lt;br /&gt;
!colspan=2|Per adult {{lc:{{#var:name}} }} per day ({{#var:ratio}})&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}{{#var:unfert_name}}|!!Per {{lc:{{#var:female_name}} }} per day (0:1)&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-weight:bold&amp;quot;|Baby slaughter&lt;br /&gt;
|style=&amp;quot;font-weight:bold&amp;quot;|Adult slaughter&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;font-weight:bold&amp;quot;{{!}}Milking only&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;font-weight:bold&amp;quot;{{!}}Egg collection only&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|{{#var:meat_image}} Meat nutrition produced&amp;lt;ref name=butch&amp;gt;Assuming 100% multipliers from [[AI Storytellers#Economy|difficulty]] and [[butchery efficiency]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|{{#expr:{{#var:baby_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
|{{#expr:{{#var:adult_slaughter_meat_nu_rate}}/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}0&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{#var:milk_name}}|&lt;br /&gt;
  {{!}}style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;{{!}}{{#var:milk_image}}Milk nutrition produced&amp;lt;ref name=milk&amp;gt;Assuming 100% multiplier from [[animal gather yield]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
  {{!}}colspan=2{{!}}{{#expr:{{#var:milk_nu_rate}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
  {{!}}{{#var:milk_rate}}&lt;br /&gt;
  {{!}}-&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;{{!}}{{#var:egg_image}}Unfert. egg nutrition produced&lt;br /&gt;
  {{!}}colspan=2{{!}}{{#expr:{{#var:unfert_nu_rate}}/{{#var:adult_population}} round 3}}&lt;br /&gt;
  {{!}}{{#var:egg_rate}}&lt;br /&gt;
  {{!}}-&lt;br /&gt;
}}&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|Feed nutrition consumed&lt;br /&gt;
| -{{#expr:{{#var:baby_slaughter_consumption}}/{{#var:adult_population}} round 2}}&lt;br /&gt;
| -{{#expr:{{#var:adult_slaughter_consumption}}/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}} -{{#var:hunger_rate}}&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}} -{{#var:hunger_rate}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385; border-right-style: solid&amp;quot;|Net nutrition&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;|{{#expr:({{#var:baby_slaughter_gross_nu_rate}} - {{#var:baby_slaughter_consumption}})/{{#var:adult_population}} round 2}}&lt;br /&gt;
|style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;|{{#expr:({{#var:adult_slaughter_gross_nu_rate}} - {{#var:adult_slaughter_consumption}})/{{#var:adult_population}} round 2}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;{{!}}{{#expr:{{#var:milk_rate}} - {{#var:hunger_rate}} round 2}}&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}style=&amp;quot;border-top-style: solid; border-color: #66a385&amp;quot;{{!}}{{#expr:{{#var:egg_rate}} - {{#var:hunger_rate}} round 2}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-right-style: solid; border-color: #66a385&amp;quot;|Nutrition efficiency&lt;br /&gt;
|{{#expr:{{#var:baby_slaughter_gross_nu_rate}}/{{#var:baby_slaughter_consumption}}*100 round 0}}%&lt;br /&gt;
|{{#expr:{{#var:adult_slaughter_gross_nu_rate}}/{{#var:adult_slaughter_consumption}}*100 round 0}}%&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|&lt;br /&gt;
  {{!}}{{!}}{{#expr:{{#var:milk_rate}}/{{#var:hunger_rate}}*100 round 0}}%&lt;br /&gt;
}}{{#if:{{#var:unfert_name}}|&lt;br /&gt;
  {{!}}{{!}}{{#expr:{{#var:egg_rate}}/{{#var:hunger_rate}}*100 round 0}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Ref}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranching table:&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Ranching Table|{{#var:name}} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching/doc&amp;diff=182059</id>
		<title>Template:Ranching/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching/doc&amp;diff=182059"/>
		<updated>2026-07-14T22:43:52Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inserts a standardised paragraph about optimising animal productivity and related lookup tables for particular strategies. Takes into account milk and unfert. egg production.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|Name|S}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Name = Name of animal. Defaults to current pagename.&lt;br /&gt;
#S = What tier of section headings to use. Defaults to 0 (the base section tier)&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
*Assumption: An M:F ratio optimized for adult slaughter will be the same as for baby slaughter (very slightly wrong for milk-producers: 11:49 (22.45%) vs 2:9 (22.22%) for cows - see [[Template:Ideal Sex Ratio General/doc#Cow]])&lt;br /&gt;
*Assumption: A typical player will use adult animal populations in the 15-20 range. Higher populations for the same sex ratio will always be slightly more efficient, as the interval between matings decreases, reducing the expected time between pregnancies by up to 0.5*[[Property:Mate Mtb Hours]].&lt;br /&gt;
*Assumption: It's never sensible to eat fertilized eggs. We do explicitly show the baby slaughter nutrition and egg nutrition, so it should be easily spottable if this assumption is broken.&lt;br /&gt;
*[[Property:Diet]]&lt;br /&gt;
*[[Property:Meat Name]]&lt;br /&gt;
*[[Property:Baby Name]]&lt;br /&gt;
*[[Property:Male Name]]&lt;br /&gt;
*[[Property:Female Name]]&lt;br /&gt;
*[[Property:Juvenile Age]]&lt;br /&gt;
*[[Property:Maturity Age]]&lt;br /&gt;
*[[Property:Real Hunger Rate]]&lt;br /&gt;
*[[Property:Milk Name]]&lt;br /&gt;
**[[Property:Image]]&lt;br /&gt;
*[[Property:Unfertilized Egg Name]]&lt;br /&gt;
**[[Property:Image]]&lt;br /&gt;
*[[Template:Plural]]&lt;br /&gt;
*[[Template:Ideal Sex Ratio General]]&lt;br /&gt;
**[[Template:Ideal Sex Ratio]]&lt;br /&gt;
***[[Template:Gross Population Nutrition]]&lt;br /&gt;
****Assumption: Butchery efficiency, difficulty etc. modifiers are all the baseline 100%.&lt;br /&gt;
****[[Property:Milking Interval Days]]&lt;br /&gt;
****[[Property:Milk Amount]]&lt;br /&gt;
****[[Property:Milk Name]]&lt;br /&gt;
*****[[Property:Nutrition]]&lt;br /&gt;
****[[Property:Egg Laying Interval]]&lt;br /&gt;
****[[Property:Eggs Per Clutch Average]]&lt;br /&gt;
****[[Property:Unfertilized Egg Name]]&lt;br /&gt;
*****[[Property:Nutrition]]&lt;br /&gt;
****[[Property:Body Size]]&lt;br /&gt;
****[[Property:Baby Scale]]&lt;br /&gt;
****[[Template:Meat Leather Curve]]&lt;br /&gt;
****[[Template:Population Reproduction Rate]]&lt;br /&gt;
*****Assumption: All the animals have a synchronized sleep cycle.&lt;br /&gt;
*****Assumption: They're all sleeping on the floor.&lt;br /&gt;
*****Assumption: They're all within the 30 tile distance needed to see each other.&lt;br /&gt;
*****[[Property:Mate Mtb Hours]]&lt;br /&gt;
*****[[Property:Gestation Period Days]] or [[Property:Egg Laying Interval]]&lt;br /&gt;
*****[[Property:Average Offspring Per Birth]] or [[Property:Eggs Per Clutch Average]]&lt;br /&gt;
*****[[Property:Can Lay Unfertilized Eggs]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
==={{#vardefineecho:name|Chicken}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
==={{#vardefineecho:name|Warg}}===&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching|&amp;lt;/nowiki&amp;gt;{{#var:name}}&amp;lt;nowiki&amp;gt;|2}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Ranching|{{#var:name}}|2}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Content templates]][[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182058</id>
		<title>Template:Ranching Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182058"/>
		<updated>2026-07-14T22:41:18Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: allowed for inheritance of the processor-intensive sex ratio calculation from Template:Ideal Sex Ratio General&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Name:&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|Chicken}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Display:&lt;br /&gt;
--&amp;gt;{{#vardefine:outer_border_colour|66a385}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:inner_border_colour|AAAAAA}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Populations:&lt;br /&gt;
--&amp;gt;{{#if:{{#var:ratios}}||&amp;lt;!-- Very intensive calculation, so we don't need to recalculate if it's already set. Is unset at the end of this template.&lt;br /&gt;
  --&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- &amp;quot;1:4 4:16&amp;quot;; assuming identical to baby slaughter ratio&lt;br /&gt;
--&amp;gt;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio &amp;quot;1:4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!-- &amp;quot;4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!-- &amp;quot;16&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!-- &amp;quot;20&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population (if not slaughtered)&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population (if not slaughtered)&lt;br /&gt;
&lt;br /&gt;
Hunger:&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- nutrition consumption by babies&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by juveniles&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by adults&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
     |[[File:Meat small c.png|16px|top|{{#var:meat_name}}|link=Meat]]&lt;br /&gt;
     |[[File:Meat big c.png|16px|sub|{{#var:meat_name}}|link=Meat]]}}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_f|{{#expr:{{#var:milk_amount|0}}/{{#var:milk_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_work_per_milking|{{Q|Milk|Work To Make}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:can_lay_unfert|{{Q|{{#var:name}}|Can Lay Unfertilized Eggs}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nutrition|{{Q|{{#var:unfert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_f|{{#expr:{{#var:unfert_nutrition|0}}*{{#var:egg_amount|0}}/{{#var:egg_interval|1}} }} }}&amp;lt;!-- unfert. egg nutrition/day/female animal&lt;br /&gt;
&lt;br /&gt;
Wool:&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_name|{{Q|{{#var:name}}|Wool Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_amount|{{Q|{{#var:name}}|Wool Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_interval|{{Q|{{#var:name}}|Shearing Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_item_rate_per_adult|{{#expr:{{#var:wool_amount|0}}/{{#var:wool_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_image|[[{{Q|{{#var:wool_name}}|Image}}|16px|sub|link={{#var:wool_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_work_per_shearing|1700}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Saturation:&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_max_saturation|{{#var:body_size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_max_saturation|{{#expr:{{#var:body_size}}*0.6 }} }}&amp;lt;!-- see Saturation#General_mechanics&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_max_saturation|{{#expr:{{#var:body_size}}*0.75 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_nutrition_multiplier|{{#expr:{{Q|Simple meal|Nutrition}}/{{Q|Simple meal|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_work_per_nutrition|{{#expr:{{Q|Simple meal|Work To Make}}/{{Q|Simple meal|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_nutrition_multiplier|{{#expr:{{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}/{{Q|Kibble|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Nutrition}}*{{Q|Kibble|Product Amount}}) }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Diet:&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
     |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
              |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
                |Error: unknown diet {{#var:d}} &lt;br /&gt;
               }} &lt;br /&gt;
             }}&lt;br /&gt;
           }} &lt;br /&gt;
         }} &lt;br /&gt;
       }}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{{!}} {{STDT| c_08 sortable text-center}}&lt;br /&gt;
!rowspan=2{{!}}Feed strategy&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Slaughter timing&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}M:F&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#expr:1+{{#ifeq:{{#var:diet}}|strict carnivore|0|3}}+{{#if:{{#var:milk_name}}|1|{{#if:{{#var:wool_name}}|1|0}} }} }}{{!}}Work/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!rowspan=2{{!}}Plant tiles/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#if:{{#var:milk_nutrition}}|3|{{#if:{{#var:can_lay_unfert}}|3|1}} }}{{!}}Nutrition/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Nutrition/work-second&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:wool_name}}|!!rowspan=2{{!}}Wool/day/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||!!rowspan=2{{!}}{{#var:milk_name}}/day/adult}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;!Butchery&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Cooking}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Planting}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|!!Gathering}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!Milk}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!Unfert. egg}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!Meat&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rows:&lt;br /&gt;
--&amp;gt;{{#switch:{{#var:diet}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|strict carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivorous grazer = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|herbivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:milk_nutrition}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:can_lay_unfert}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|pure dendrovore =  &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
{{!}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/doc&amp;diff=182057</id>
		<title>Template:Ranching Table/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/doc&amp;diff=182057"/>
		<updated>2026-07-14T22:19:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: remade table - now has rows of strategies (much more useful)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generates a table comparing combinations feed strategies and slaughter timings for a particular animal.&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching Table|Animal}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Animal = The animal name.&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
*[[Template:Ranching Table/Row]]&lt;br /&gt;
*[[Template:Ideal Sex Ratio General]]&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Chicken===&lt;br /&gt;
{{Ranching Table|Chicken}}&lt;br /&gt;
===Cow===&lt;br /&gt;
{{Ranching Table|Cow}}&lt;br /&gt;
===Thrumbo===&lt;br /&gt;
{{Ranching Table|Thrumbo}}&lt;br /&gt;
===Warg===&lt;br /&gt;
{{Ranching Table|Warg}}&lt;br /&gt;
===Arctic wolf===&lt;br /&gt;
{{Ranching Table|Arctic wolf}}&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182056</id>
		<title>Template:Ranching Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table&amp;diff=182056"/>
		<updated>2026-07-14T22:18:12Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: remade table - now has rows of strategies (much more useful)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Name:&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|Chicken}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_name|{{Q|{{#var:name}}|Meat Name}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Display:&lt;br /&gt;
--&amp;gt;{{#vardefine:outer_border_colour|66a385}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:inner_border_colour|AAAAAA}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Populations:&lt;br /&gt;
--&amp;gt;{{#vardefine:ratios|{{Ideal Sex Ratio General|{{#var:name}}|adult slaughter nutrition|20|Y}} }}&amp;lt;!-- &amp;quot;1:4 4:16&amp;quot;; assuming identical to baby slaughter ratio&lt;br /&gt;
--&amp;gt;{{#vardefine:ratio|{{#explode:{{#var:ratios}}| |0}} }}&amp;lt;!-- simplified sex ratio &amp;quot;1:4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:male_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|0}} }}&amp;lt;!-- &amp;quot;4&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:female_population|{{#explode:{{#explode:{{#var:ratios}}| |1}}|:|1}} }}&amp;lt;!-- &amp;quot;16&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_population|{{#expr:{{#var:male_population}}+{{#var:female_population}} }} }}&amp;lt;!-- &amp;quot;20&amp;quot;&lt;br /&gt;
--&amp;gt;{{#vardefine:reproduction_rate|{{Population Reproduction Rate|{{#var:name}}|{{#var:male_population}}|{{#var:female_population}} }} }}&amp;lt;!-- reproduction rate&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_population|({{#var:reproduction_rate}}*{{Q|{{#var:name}}|Juvenile Age}}*60) }}&amp;lt;!-- baby population (if not slaughtered)&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_population|({{#var:reproduction_rate}}*({{Q|{{#var:name}}|Maturity Age}} - {{Q|{{#var:name}}|Juvenile Age}})*60) }}&amp;lt;!-- juvenile population (if not slaughtered)&lt;br /&gt;
&lt;br /&gt;
Hunger:&lt;br /&gt;
--&amp;gt;{{#vardefine:hunger_rate|{{Q|{{#var:name}}|Real Hunger Rate}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_consumption|{{#var:baby_population}}*0.4*{{#var:hunger_rate}} }}&amp;lt;!-- nutrition consumption by babies&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_consumption|({{#var:juvenile_population}}*0.75*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by juveniles&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_consumption|({{#var:adult_population}}*{{#var:hunger_rate}}) }}&amp;lt;!-- nutrition consumption by adults&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:body_size|{{Q|{{#var:name}}|Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}}*{{Q|{{#var:name}}|Baby Scale}} }} }} }}&amp;lt;!-- meat of 1 baby&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_meat|{{#expr:{{Meat Leather Curve|140*{{#var:body_size}} }} }} }}&amp;lt;!-- meat of 1 adult&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_image|{{#ifexpr: {{#var:body_size}} &amp;lt; 0.7&lt;br /&gt;
     |[[File:Meat small c.png|16px|top|{{#var:meat_name}}|link=Meat]]&lt;br /&gt;
     |[[File:Meat big c.png|16px|sub|{{#var:meat_name}}|link=Meat]]}}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_name|{{Q|{{#var:name}}|Milk Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nutrition|{{Q|{{#var:milk_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_amount|{{Q|{{#var:name}}|Milk Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_interval|{{Q|{{#var:name}}|Milking Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_f|{{#expr:{{#var:milk_amount|0}}/{{#var:milk_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_work_per_milking|{{Q|Milk|Work To Make}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:can_lay_unfert|{{Q|{{#var:name}}|Can Lay Unfertilized Eggs}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_amount|{{Q|{{#var:name}}|Eggs Per Clutch Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_name|{{Q|{{#var:name}}|Unfertilized Egg Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nutrition|{{Q|{{#var:unfert_name}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:egg_interval|{{Q|{{#var:name}}|Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_f|{{#expr:{{#var:unfert_nutrition|0}}*{{#var:egg_amount|0}}/{{#var:egg_interval|1}} }} }}&amp;lt;!-- unfert. egg nutrition/day/female animal&lt;br /&gt;
&lt;br /&gt;
Wool:&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_name|{{Q|{{#var:name}}|Wool Name}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_amount|{{Q|{{#var:name}}|Wool Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_interval|{{Q|{{#var:name}}|Shearing Interval Days}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_item_rate_per_adult|{{#expr:{{#var:wool_amount|0}}/{{#var:wool_interval|1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_image|[[{{Q|{{#var:wool_name}}|Image}}|16px|sub|link={{#var:wool_name}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wool_work_per_shearing|1700}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Saturation:&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_max_saturation|{{#var:body_size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_max_saturation|{{#expr:{{#var:body_size}}*0.6 }} }}&amp;lt;!-- see Saturation#General_mechanics&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_max_saturation|{{#expr:{{#var:body_size}}*0.75 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_nutrition_multiplier|{{#expr:{{Q|Simple meal|Nutrition}}/{{Q|Simple meal|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:simple_meal_work_per_nutrition|{{#expr:{{Q|Simple meal|Work To Make}}/{{Q|Simple meal|Nutrition}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_nutrition_multiplier|{{#expr:{{Q|Kibble|Product Amount}}*{{Q|Kibble|Nutrition}}/{{Q|Kibble|Resource 1 Amount}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:kibble_work_per_nutrition|{{#expr:{{Q|Kibble|Work To Make}}/({{Q|Kibble|Nutrition}}*{{Q|Kibble|Product Amount}}) }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Diet:&lt;br /&gt;
--&amp;gt;{{#vardefine:d|{{Q|{{#var:name}}|Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet&lt;br /&gt;
     |{{#ifeq:{{#count: {{#var:d}}|strict}}|1|strict carnivore&lt;br /&gt;
      |{{#ifeq:{{#count: {{#var:d}}|carnivorous}}|1|carnivore&lt;br /&gt;
        |{{#ifeq:{{#count: {{#var:d}}|herbivorous}}|1|herbivore&lt;br /&gt;
          |{{#ifeq:{{#count: {{#var:d}}|grazer}}|1|omnivorous grazer&lt;br /&gt;
            |{{#ifeq:{{#count: {{#var:d}}|omnivorous}}|1|omnivore&lt;br /&gt;
              |{{#ifeq:{{#count: {{#var:d}}|dendrovorous}}|1|pure dendrovore&lt;br /&gt;
                |Error: unknown diet {{#var:d}} &lt;br /&gt;
               }} &lt;br /&gt;
             }}&lt;br /&gt;
           }} &lt;br /&gt;
         }} &lt;br /&gt;
       }}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Header:&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{{!}} {{STDT| c_08 sortable text-center}}&lt;br /&gt;
!rowspan=2{{!}}Feed strategy&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Slaughter timing&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}M:F&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#expr:1+{{#ifeq:{{#var:diet}}|strict carnivore|0|3}}+{{#if:{{#var:milk_name}}|1|{{#if:{{#var:wool_name}}|1|0}} }} }}{{!}}Work/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!rowspan=2{{!}}Plant tiles/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!colspan={{#if:{{#var:milk_nutrition}}|3|{{#if:{{#var:can_lay_unfert}}|3|1}} }}{{!}}Nutrition/day/adult&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!rowspan=2{{!}}Nutrition/work-second&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:wool_name}}|!!rowspan=2{{!}}Wool/day/adult}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||!!rowspan=2{{!}}{{#var:milk_name}}/day/adult}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;!Butchery&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Cooking}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!Planting}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|!!Gathering}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!Milk}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!Unfert. egg}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;!!Meat&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:milk_nutrition}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{#var:can_lay_unfert}}|!!style=&amp;quot;border-left-style: solid; border-color: #{{#var:inner_border_colour}}&amp;quot;{{!}}Total}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rows:&lt;br /&gt;
--&amp;gt;{{#switch:{{#var:diet}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|strict carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|carnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|omnivorous grazer = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Meat}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|herbivore = &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:milk_nutrition}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only milk|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{#if:{{#var:can_lay_unfert}}|&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Hay        |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Simple meal|plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Rice plant |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
      --&amp;gt;{{Ranching Table/Row|slaughter=Only eggs|feed=Dandelions |plant=Dandelions|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;}}&amp;lt;!--&lt;br /&gt;
  --&amp;gt;|pure dendrovore =  &amp;amp;nbsp;&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Baby |feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Corn       |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Rice       |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Corn plant}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Haygrass}}&amp;lt;!--&lt;br /&gt;
    --&amp;gt;{{Ranching Table/Row|slaughter=Adult|feed=Kibble     |plant=Rice plant|hydroponic=true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
{{!}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row&amp;diff=182055</id>
		<title>Template:Ranching Table/Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row&amp;diff=182055"/>
		<updated>2026-07-14T22:15:16Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: remade table - now has rows of strategies (much more useful)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant|{{{plant|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hydroponic|{{{hydroponic|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed|{{{feed}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:slaughter|{{{slaughter}}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:no_reproduction|{{#switch:{{#var:slaughter}}|Adult|Baby=|#default=true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_image|[[{{Q|{{#var:plant}}|Image}}|16px|sub|{{#var:plant}}|link={{#var:plant}}]]}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_image|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Simple meal = {{#if:{{#var:plant}}&lt;br /&gt;
       |[[File:Vegetarian simple meal a.png|16px|sub|Vegetarian simple meal|link=Simple meal]]&lt;br /&gt;
       |[[File:Carnivore simple meal a.png|16px|sub|Carnivore simple meal|link=Simple meal]]&lt;br /&gt;
     }}&lt;br /&gt;
     |Hay = [[File:Hay c.png|16px|sub|Hay|link=Hay]]&lt;br /&gt;
     |#default = [[{{Q|{{#var:feed}}|Image}}|16px|sub|{{#var:feed}}|link={{#var:feed}}]]&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_strategy|&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#if:{{#var:plant}}&lt;br /&gt;
       |{{#var:plant_image}}{{#ifeq:{{#var:feed}}|Kibble|{{#var:meat_image}} }} {{#if:{{#var:hydroponic}}&lt;br /&gt;
         |Hydroponic {{Plural||{{lc:{{#var:plant}} }} }}&lt;br /&gt;
         |{{Plural||{{#var:plant}} }}&lt;br /&gt;
       }}{{#ifeq:{{#var:feed}}|{{#var:plant}}&lt;br /&gt;
         |&amp;amp;nbsp;for grazing {{#var:plant_image}}&lt;br /&gt;
         |{{#ifeq:{{#var:feed}}|Kibble&lt;br /&gt;
           |&amp;amp;nbsp;and recycled {{lc:{{#var:meat_name}} }} for kibble {{#var:feed_image}}&lt;br /&gt;
           |&amp;amp;nbsp;for {{Plural||{{lc:{{#var:feed}} }} }} {{#var:feed_image}}&lt;br /&gt;
         }}&lt;br /&gt;
       }}&lt;br /&gt;
       |{{#var:meat_image}} Recycled {{lc:{{#var:meat_name}}}}{{#ifeq:{{#var:feed}}|Meat&lt;br /&gt;
         |&amp;amp;nbsp;{{#var:meat_image}}&lt;br /&gt;
         |&amp;amp;nbsp;as {{Plural||{{lc:{{#var:feed}} }} }} {{#var:feed_image}}&lt;br /&gt;
       }}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_strategy&lt;br /&gt;
     |{{#var:feed_image}}&amp;amp;nbsp;{{#switch:{{#var:feed}}&lt;br /&gt;
       |Meat = Recycled {{lc:{{#var:meat_name}} }} {{#var:meat_image}}&lt;br /&gt;
       |{{#var:plant}} = {{Plural||{{#var:plant}} }} for grazing {{#var:plant_image}}&lt;br /&gt;
       |Kibble = Kibble from {{lc:{{#var:meat_name}} }} and {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{#replace:{{lc:{{#var:plant}} }}|plant}} }} {{#var:meat_image}}{{#var:plant_image}}&lt;br /&gt;
       |Simple meal = {{#if:{{#var:plant}}&lt;br /&gt;
         |Simple meals from {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{#replace:{{lc:{{#var:plant}} }}|plant}} }} {{#var:plant_image}}&lt;br /&gt;
         |Simple meals from {{lc:{{#var:meat_name}} }} {{#var:meat_image}}&lt;br /&gt;
       }}&lt;br /&gt;
       |#default = {{#var:feed}} from {{#if:{{#var:hydroponic}}|hydroponic&amp;amp;nbsp;}}{{Plural||{{lc:{{#var:plant}} }} }} {{#var:plant_image}}&lt;br /&gt;
     }}&lt;br /&gt;
   }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Overeating:&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_nutrition|{{Q|{{#var:feed}}|Nutrition}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:baby_wastage_factor|{{Min|1|{{#expr:{{#var:baby_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:juvenile_wastage_factor|{{Min|1|{{#expr:{{#var:juvenile_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:adult_wastage_factor|{{Min|1|{{#expr:{{#var:adult_max_saturation}}*0.75/{{#var:feed_nutrition}} }} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Consumption:&lt;br /&gt;
--&amp;gt;{{#vardefine:feed_consumption|{{#switch:{{#var:slaughter}}&amp;lt;!--Nutrition of feed eaten by population, accounting for overeating--&amp;gt;&lt;br /&gt;
     |Adult = {{#expr:{{#var:baby_consumption}}/{{#var:baby_wastage_factor}} + {{#var:juvenile_consumption}}/{{#var:juvenile_wastage_factor}} + {{#var:adult_consumption}}/{{#var:adult_wastage_factor}} }}&lt;br /&gt;
     |#default = {{#expr:{{#var:adult_consumption}}/{{#var:adult_wastage_factor}} }}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:meat_consumption|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Meat = {{#var:feed_consumption}}&lt;br /&gt;
     |Simple meal = {{#if:{{#var:plant}}|0|{{#expr:{{#var:feed_consumption}}/{{#var:simple_meal_nutrition_multiplier}} }} }}&lt;br /&gt;
     |Kibble = {{#expr:{{#var:feed_consumption}}/{{#var:kibble_nutrition_multiplier}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Plants:&lt;br /&gt;
--&amp;gt;{{#vardefine:fertility|{{#if:{{#var:hydroponic}}|2.8|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_tiles|{{#if:{{#var:plant}}|{{#switch:{{#var:feed}}&lt;br /&gt;
     |{{#var:plant}} = {{#expr:({{#var:feed_consumption}}/{{Q|{{#var:plant}}|Nutrition}})*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}}) }}&lt;br /&gt;
     |Simple meal = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:simple_meal_nutrition_multiplier}} }}&lt;br /&gt;
     |Kibble = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:kibble_nutrition_multiplier}} }}&lt;br /&gt;
     |#default = {{#expr:({{#var:feed_consumption}}/(0.05*{{Q|{{#var:plant}}|Harvest Yield}}))*({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}}) }}&lt;br /&gt;
   }}|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_work_per_adult|{{#if:{{#var:plant}}|{{#switch:{{#var:feed}}&lt;br /&gt;
     |{{#var:plant}} = {{#expr:{{#var:plant_tiles}}*{{Q|{{#var:plant}}|Sow Work}}/({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = {{#expr:{{#var:plant_tiles}}*({{Q|{{#var:plant}}|Sow Work}} + {{Q|{{#var:plant}}|Harvest Work}})/({{Q|{{#var:plant}}|Real Grow Days}}/{{#var:fertility}})/{{#var:adult_population}} }}&lt;br /&gt;
   }}|0}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Cooking:&lt;br /&gt;
--&amp;gt;{{#vardefine:cooking_work_per_adult|{{#switch:{{#var:feed}}&lt;br /&gt;
     |Simple meal = {{#expr:{{#var:simple_meal_work_per_nutrition}}*{{#var:feed_consumption}}/{{#var:simple_meal_nutrition_multiplier}}/{{#var:adult_population}} }}&lt;br /&gt;
     |Kibble = {{#expr:{{#var:kibble_work_per_nutrition}}*{{#var:feed_consumption}}/{{#var:kibble_nutrition_multiplier}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Milk:&lt;br /&gt;
--&amp;gt;{{#vardefine:inedible_milk|{{#if:{{Q|{{#var:milk_name}}|Nutrition}}||true}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_item_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#expr:{{#var:milk_item_rate_per_f}}*{{#if:{{#var:inedible_milk}}|1|({{#var:female_population}}/{{#var:adult_population}}) }} }}&lt;br /&gt;
     |#default = {{#var:milk_item_rate_per_f}}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milk_nu_rate_per_adult|{{#iferror:{{#expr:{{#var:milk_item_rate_per_adult}}*{{Q|{{#var:milk_name}}|Nutrition}} }}|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:gathering_work_per_adult|{{#expr:{{#var:milk_item_rate_per_adult|0}}*{{#var:milk_work_per_milking|0}}/{{#var:milk_amount|1}} + {{#var:wool_item_rate_per_adult|0}}*{{#var:wool_work_per_shearing|0}}/{{#var:wool_amount|1}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Eggs:&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_item_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#iferror:{{#expr:({{#var:female_population}}/{{#var:egg_interval}} - {{#var:reproduction_rate}})/{{#var:adult_population}} }}|0}}&lt;br /&gt;
     |#default = {{#iferror:{{#expr:1/{{#var:egg_interval}} }}|0}}&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:unfert_nu_rate_per_adult|{{#iferror:{{#expr:{{#var:unfert_item_rate_per_adult}}*{{Q|{{#var:unfert_name}}|Nutrition}} }}|0}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Meat:&lt;br /&gt;
--&amp;gt;{{#vardefine:gross_meat_nu_rate_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby = {{#expr:0.05*{{#var:reproduction_rate}}*{{#var:baby_meat}}/{{#var:adult_population}} }}&lt;br /&gt;
     |Adult = {{#expr:0.05*{{#var:reproduction_rate}}*{{#var:adult_meat}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:net_meat_nu_per_adult|{{#expr:{{#var:gross_meat_nu_rate_per_adult}} - {{#var:meat_consumption}}/{{#var:adult_population}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:net_nu_per_adult|{{#expr:{{#var:net_meat_nu_per_adult}}+{{#var:milk_nu_rate_per_adult}}+{{#var:unfert_nu_rate_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:butchery_work_per_adult|{{#switch:{{#var:slaughter}}&lt;br /&gt;
     |Baby&lt;br /&gt;
     |Adult = {{#expr:{{#var:reproduction_rate}}*{{Q|Meat|Work To Make}}/{{#var:adult_population}} }}&lt;br /&gt;
     |#default = 0&lt;br /&gt;
   }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:total_work_per_adult|{{#expr:{{#var:butchery_work_per_adult}} + {{#var:cooking_work_per_adult}} + {{#var:plant_work_per_adult}} + {{#var:gathering_work_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Nutrition/work:&lt;br /&gt;
--&amp;gt;{{#vardefine:work_per_nutrition|{{#expr:{{#var:total_work_per_adult}}/{{#var:net_nu_per_adult}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:nutrition_per_work_second|{{#expr:{{#var:net_nu_per_adult}}/{{#var:total_work_per_adult}}*60 }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
                     {{!}}-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Feed strategy:    --&amp;gt;{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#var:feed_strategy}}&amp;lt;!--&lt;br /&gt;
Slaughter timing: --&amp;gt;{{!}}{{!}}{{#var:slaughter}}&amp;lt;!--&lt;br /&gt;
M:F:              --&amp;gt;{{!}}{{!}}style=&amp;quot;border-right-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#ifeq:{{#var:no_reproduction}}|true|0:1|{{#var:ratio}} }}&amp;lt;!--&lt;br /&gt;
Butchery:         --&amp;gt;{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:butchery_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:butchery_work_per_adult}} round 0}} }} }}&amp;lt;!--&lt;br /&gt;
Cooking:          --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:cooking_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:cooking_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Planting:         --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:plant_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr: {{#var:plant_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Gathering:        --&amp;gt;{{#if:{{#var:milk_name}}{{#var:wool_name}}|{{!}}{{!}}style=&amp;quot;white-space: nowrap&amp;quot;{{!}}{{#ifeq:{{#var:gathering_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:gathering_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Total work:       --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}style=&amp;quot;white-space: nowrap; border-left-style: solid; border-right-style: solid; border-left-color: #{{#var:inner_border_colour}}; border-right-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#ifeq:{{#var:total_work_per_adult}}|0|&amp;amp;nbsp;-|{{Ticks|{{#expr:{{#var:total_work_per_adult}} round 0}} }} }} }}&amp;lt;!--&lt;br /&gt;
Plant tiles:      --&amp;gt;{{#ifeq:{{#var:diet}}|strict carnivore||{{!}}{{!}}{{#ifeq:{{#var:plant_tiles}}|0|&amp;amp;nbsp;-|{{#expr:{{#var:plant_tiles}}/{{#var:adult_population}} round 1}} }} }}&amp;lt;!--&lt;br /&gt;
Milk:             --&amp;gt;{{#if:{{#var:milk_nutrition}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#expr:{{#var:milk_nu_rate_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Unfert:           --&amp;gt;{{#if:{{#var:can_lay_unfert}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}{{#expr:{{#var:unfert_nu_rate_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Meat:             --&amp;gt;{{!}}{{!}}&amp;amp;nbsp;{{#ifexpr:{{#var:net_meat_nu_per_adult}}&amp;lt;0|{{Bad|{{#expr:{{#var:net_meat_nu_per_adult}} round 2}} }}|{{#expr:{{#var:net_meat_nu_per_adult}} round 2}} }}&amp;lt;!--&lt;br /&gt;
Total nutrition:  --&amp;gt;{{#if:{{#var:milk_nutrition}}{{#var:can_lay_unfert}}|{{!}}{{!}}style=&amp;quot;border-left-style: solid; border-right-style: solid; border-left-color: #{{#var:inner_border_colour}}; border-right-color: #{{#var:outer_border_colour}}&amp;quot;{{!}}&amp;amp;nbsp;{{#ifexpr:{{#var:net_nu_per_adult}}&amp;lt;0|{{Bad|{{#expr:{{#var:net_nu_per_adult}} round 2}} }}|{{#expr:{{#var:net_nu_per_adult}} round 2}} }} }}&amp;lt;!--&lt;br /&gt;
Work / nutrition: --&amp;gt;{{!}}{{!}}&amp;amp;nbsp;{{#iferror:{{#var:nutrition_per_work_second}}|-|{{#ifexpr:{{#var:nutrition_per_work_second}}&amp;lt;0|{{Bad|{{#expr:{{#var:nutrition_per_work_second}} round 4 }} }}|{{#expr:{{#var:nutrition_per_work_second}} round 4}} }} }}&amp;lt;!--&lt;br /&gt;
Wool:             --&amp;gt;{{#if:{{#var:wool_name}}|{{!}}{{!}}{{#expr:{{#var:wool_item_rate_per_adult}} round 1}} }}&amp;lt;!--&lt;br /&gt;
Inedible milk:    --&amp;gt;{{#if:{{#var:milk_name}}|{{#if:{{#var:milk_nutrition}}||{{!}}{{!}}{{#expr:{{#var:milk_item_rate_per_adult}} round 0}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row/doc&amp;diff=182054</id>
		<title>Template:Ranching Table/Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranching_Table/Row/doc&amp;diff=182054"/>
		<updated>2026-07-14T22:15:05Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: remade table - now has rows of strategies (much more useful)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generates the rows for [[Template: Ranching Table]]. Depends on variables generated by [[Template: Ranching Table]], so cannot be used outside of it.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Ranching Table/Row|slaughter|feed|plant|hydroponic}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
*slaughter = One of &amp;quot;Adult&amp;quot;, &amp;quot;Baby&amp;quot;, &amp;quot;Eggs only&amp;quot;, &amp;quot;Milk only&amp;quot;&lt;br /&gt;
*feed = One of &amp;quot;Meat&amp;quot;, &amp;quot;Kibble&amp;quot;, &amp;quot;Simple meal&amp;quot;, &amp;quot;Corn&amp;quot;, &amp;quot;Rice&amp;quot;, &amp;quot;Hay&amp;quot;, &amp;quot;Dandelions&amp;quot;, &amp;quot;Rice plant&amp;quot;&lt;br /&gt;
*plant = Optional. One of &amp;quot;Rice plant&amp;quot;, &amp;quot;Corn plant&amp;quot;, &amp;quot;Haygrass&amp;quot;, &amp;quot;Dandelions&amp;quot;&lt;br /&gt;
*hydroponic = Optional. If set, uses fertility of 2.8 rather than 1.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=182053</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=182053"/>
		<updated>2026-07-14T21:36:17Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Comparison table */ recoded the Grazing Score column using Template:Grazing Score. Now accounts for nutrition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
[[File:World overview.png|400px|thumb|right|World Map]]&lt;br /&gt;
&lt;br /&gt;
== Wet biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|''{{Q|Temperate forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|''{{Q|Temperate swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the temperate forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|''{{Q|Tropical rainforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|''{{Q|Tropical swamp|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Dry biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|''{{Q|Arid shrubland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|''{{Q|Desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|''{{Q|Extreme desert|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|''{{Q|Boreal forest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|''{{Q|Cold bog|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|''{{Q|Tundra|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|''{{Q|Ice sheet|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|''{{Q|Sea ice|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
Sea ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|''{{Q|Glowforest|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|''{{Q|Scarlands|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|''{{Q|Grassland|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:Yes&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|''{{Q|Glacial plain|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|''{{Q|Lava field|Description}}'']]&lt;br /&gt;
&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
'''Flora:'''&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fauna:'''&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
=== Growing crops ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
The ability to grow crops is probaly the most '''critical''' factor, as long as the colony can't rely on [[hydroponics basin]]s or [[fungal gravel]] {{IdeologyIcon}}. Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature is one of the most '''important''' factors. An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
* ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
* ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
* ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
* ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
{{Stub|section=true|reason=Characterize all biomes}}&lt;br /&gt;
* '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
* '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
&lt;br /&gt;
=== Weather and wildfire ===&lt;br /&gt;
[[Weather]] is a '''circumstantial''' factor. While clear weather is the most preferable, dry thunderstorms can pose a serious threat by creating wildfires, especially when building out of wood or in biomes with dense vegetation. Torrential rain {{OdysseyIcon}} can cause flooding; tox rain {{OdysseyIcon}} can cause [[toxic buildup]].&lt;br /&gt;
* ''Easy:'' [[Arid shrubland]], [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Tundra]], [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
* ''Easy to moderate:'' [[Ice sheet]], [[Glacial plain]] {{OdysseyIcon}} (Less clear weather or hightened risk from dry thunderstorms.)&lt;br /&gt;
* ''Moderate:'' [[Boreal forest]], [[Cold bog]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for torrential rain {{OdysseyIcon}} or tox rain. {{OdysseyIcon}})&lt;br /&gt;
* ''Moderate to difficult:'' [[Sea ice]] (Hightened risk from dry thunderstorms and less clear weather.)&lt;br /&gt;
* ''Difficult:'' [[Grassland]] {{OdysseyIcon}} (Very high risk from dry thunderstorms.)&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
[[Disease]]s are on of the more '''circumstantial''' factors for biome difficulty. In some biomes they appear up to three times as often as in other biomes. Also the selection and chance of individual diseases varies.&lt;br /&gt;
* '''Disease {{MTB}}:'''&lt;br /&gt;
** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
* '''Disease selection:'''&lt;br /&gt;
** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
* Combined&lt;br /&gt;
** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
* '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependent on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
** ''Impossible:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
* '''Food: circumstantial''' – Forraging [[agave]], [[berry bush]]es, [[glowstool]] and [[agarilux]] can help stretch a food shortage.&amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
** ''Impossible:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
* '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot|section=true}}&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Max Fish Population}}}&lt;br /&gt;
| {{#if:{{{?Wild Plant Regrow Days}}}|{{{?Wild Plant Regrow Days}}}| - }}&lt;br /&gt;
| {{#if:{{{?Wild Plant Regrow Days}}}|{{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}| - }}&lt;br /&gt;
| {{#if:{{{?Wild Plant Regrow Days}}}|{{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}| - }}&lt;br /&gt;
| {{#if:{{{?Wild Plant Regrow Days}}}|{{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}| - }}&lt;br /&gt;
| {{#if:{{{?Grazing Score}}}|{{{?Grazing Score}}}| - }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Max Fish Population {{OdysseyIcon}} !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How much nutrition can be grazed from wild plants ''relative'' to other biomes. Accounts for each plant's nutrition and commonality in the biome, and the plant density and wild plant regrow days of the biome. Does not count the nutrition of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Max Fish Population = ?Max Fish Population&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | ?Grazing Score = ?Grazing Score&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Grazing_Score/doc&amp;diff=182052</id>
		<title>Template:Grazing Score/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Grazing_Score/doc&amp;diff=182052"/>
		<updated>2026-07-14T21:17:11Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calculates a score indicating how grazable a biome is. The score should be directly proportional to the rate of nutrition that grazing animals can get from each tile by eating edible wild plants, based on a guess of how the [[Property:Wild Plant Regrow Days]] and [[Property:Plant Density]] biome properties interact. It assumes that the plants' individual [[Property:Grow Days]] do not matter.{{Check Tag|Verification needed}} It also includes all the Odyssey plants, so vanilla-only biomes may have a different score.&lt;br /&gt;
&lt;br /&gt;
Returns the value of&lt;br /&gt;
 1000 * Σ(wild plant.Lives In &amp;lt;biome&amp;gt; * wild plant.Nutrition) / Σ(plant.Lives In &amp;lt;biome&amp;gt;) * biome.Plant Density / biome.Regrow Days&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Biome|Debug}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Biome = name of biome&lt;br /&gt;
#Debug = if set, instead returns a trace of the calculations&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Grassland}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Grassland}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Grassland|Y}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Grassland|Y}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Arid shrubland}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Arid shrubland}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Temperate forest}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Temperate forest}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Tundra}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Tundra}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Extreme desert}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Extreme desert}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Extreme desert|Y}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Extreme desert|Y}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Math templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tundra&amp;diff=182051</id>
		<title>Tundra</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tundra&amp;diff=182051"/>
		<updated>2026-07-14T21:13:21Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Tundra&lt;br /&gt;
| image = Tundra.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = TundraTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 1.1&lt;br /&gt;
| plant density = 0.19&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| max temperature = 0&lt;br /&gt;
| forageability = 0.5&lt;br /&gt;
| wild plant regrow days = 28&lt;br /&gt;
| disease mtb days = 80&lt;br /&gt;
| description = These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 2&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| blizzard = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_uncommon_frostfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_cod = Yes&lt;br /&gt;
| saltwater_uncommon_dogfish = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Tundra''' is a cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 0f - tile.temperature --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Animal migrations may occur once or twice per year. Growing periods are generally very short or non-existent. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tundra&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;&amp;gt;0]] | ?Lives In Tundra = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tundra&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Tundra = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tundra&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tundra (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Tundra has a disease {{MTB}} of 80 days. The following diseases can occur in a Tundra:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+30+40+40+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 30{{#set:Gut worms commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 40{{#set:Fibrous mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 40{{#set:Sensory mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 30{{#set:Muscle parasites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tundra is the coldest biome that still allows for outdoor crop growth. It is a step harder to start in than the [[boreal forest]], as more crops need to be grown before the long winter starts.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Moderate to Very Difficult''' - Growing seasons range from 20 days to 0 days long. Forageable plants and animals are less frequent, but are present. There is plenty of regular soil and some rich soil, so greenhouses don't need [[hydroponics]] to be established.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Disease events are uncommon. [[Healroot]] still grows naturally during the summer, and healroot plants will survive (but not grow in) the cold. Furthermore, there is an increased chance of the non-lethal mechanite diseases.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate to Very Difficult''' - Warmer tundra tiles can give you some time to prepare before freezing temperatures kick in, and there are some trees to make [[campfire]]s in a pinch. In the coldest tundra tiles, outdoor temperatures won't go above freezing. In any case, [[steam geyser]]s can be enclosed inside your starter base for free heating.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - Low plant life means fires are not difficult to fight.&lt;br /&gt;
&lt;br /&gt;
Overall starting difficulty ranges from moderate to difficult, depending on how long the growing season lasts. Significant preparation needs to be done each summer until [[greenhouse]]s are established. Once greenhouses are established, the difficulty is similar to most other biomes, with less disease than warm biomes but winters forcing more insulative clothing.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tundra.png|A Tundra&lt;br /&gt;
&amp;lt;!-- TundraPolluted.png|A [[polluted]] Tundra {{BiotechIcon}} --&amp;gt;&lt;br /&gt;
TundraTexture.png|Tundra's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;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;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tropical_swamp&amp;diff=182050</id>
		<title>Tropical swamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tropical_swamp&amp;diff=182050"/>
		<updated>2026-07-14T21:13:06Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Tropical swamp&lt;br /&gt;
| image = TropicalSwamp.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = TropicalSwampTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 6.5&lt;br /&gt;
| plant density = 0.99&lt;br /&gt;
| movement difficulty = 4&lt;br /&gt;
| max temperature = 55&lt;br /&gt;
| min temperature = 15&lt;br /&gt;
| min rainfall = 2000&lt;br /&gt;
| min swampiness = 0.5&lt;br /&gt;
| forageability = 0.75&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 30&lt;br /&gt;
| description = A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 0.3&lt;br /&gt;
| rainy thunderstorm = 1.7&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind fog = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| torrential rain = 0.5&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 780&lt;br /&gt;
| freshwater_common_tilapia = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| freshwater_uncommon_piranha = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_tuna = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Tropical swamp''' is a hot and wet [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 28f + (tile.temperature - 20f) * 1.5f + (tile.rainfall - 600f) / 165f + tile.swampiness * 3f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Tropical swamp are famous for having many diseases, including [[Sleeping sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics. Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Swamp #&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;&amp;gt;0]] | ?Lives In Tropical Swamp = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Swamp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Tropical Swamp = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Swamp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Swamp (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Tropical swamp has a disease {{MTB}} of 30 days. The following diseases can occur in a Tropical swamp:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:160+140+100+100+80+80+30+30+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 160{{#set:Malaria commonality|160}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleeping sickness]] || 140{{#set:Sleeping sickness commonality|140}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 80{{#set:Gut worms commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 80{{#set:Muscle parasites commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilapia]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Piranha]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuna]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis/survival strategy}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TropicalSwamp.png|A Tropical Swamp&lt;br /&gt;
&amp;lt;!--TropicalSwampPolluted.png|A [[polluted]] Tropical Swamp {{BiotechIcon}}--&amp;gt;&lt;br /&gt;
TropicalSwampTexture.png|Tropical swamp's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tropical_rainforest&amp;diff=182049</id>
		<title>Tropical rainforest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tropical_rainforest&amp;diff=182049"/>
		<updated>2026-07-14T21:12:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Tropical rainforest&lt;br /&gt;
| image = TropicalRainforest.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = TemperateSwampTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 6.5&lt;br /&gt;
| plant density = 0.99&lt;br /&gt;
| movement difficulty = 2&lt;br /&gt;
| min average temperature = 15&lt;br /&gt;
| max average temperature = 30&lt;br /&gt;
| min temperature = 15&lt;br /&gt;
| min rainfall = 2000&lt;br /&gt;
| forageability = 0.75&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 35&lt;br /&gt;
| description = A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 0.3&lt;br /&gt;
| rainy thunderstorm = 1.7&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind fog = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| torrential rain = 0.5&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 720&lt;br /&gt;
| freshwater_common_tilapia = Yes&lt;br /&gt;
| freshwater_uncommon_piranha = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_tuna = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Tropical rainforest''' is a hot [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 28f + (tile.temperature - 20f) * 1.5f + (tile.rainfall - 600f) / 165f; --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Tropical rainforests have both strong advantages and disadvantages. The lack of winters and plentiful rich soil allow for year-round growing and both wood and animals are plentiful, however the dense foliage can make expansion difficult, hinders ranged combat, and the frequency of large predators can make fieldwork dangerous. High heat is also somewhat more difficult to deal with than low temperatures in terms of maintaining base temperature and the high disease frequency means that colonists will regularly come down with debilitating illnesses including [[sleeping sickness]], a slow-progressing and long-lasting disease exclusive to the tropics. Wild [[healroot]] also does not grow in rainforests, making medicine more difficult to come by unless you have a grower with sufficient plant skill.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Rainforest #&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;&amp;gt;0]] | ?Lives In Tropical Rainforest = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Rainforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Tropical Rainforest = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Rainforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Tropical Rainforest (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Tropical Rainforest has a disease {{MTB}} of 35 days. The following diseases can occur in a Tropical Rainforest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+160+140+80+30+30+80+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 160{{#set:Malaria commonality|160}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleeping sickness]] || 140{{#set:Sleeping sickness commonality|140}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 80{{#set:Gut worms commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 80{{#set:Muscle parasites commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilapia]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Piranha]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuna]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While food is rarely an issue, fertile land is common, and many tiles have comfortable temperatures year-round, the tropical forest is rife with disease and predation.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Easy''' - Growing seasons are often year-round, while it is densely populated with both animals and plant life.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Difficult''' - Diseases are very common in the rainforest, with the only biome having more diseases being the [[tropical swamp]]. In addition, wild [[healroot]] does not grow in the tropical rainforest, making medicine supply an issue unless there is a grower with Plants 8+.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate (regular settings) or Extreme (hot world)''' - Cooler rainforest tiles should be fairly comfortable to live in except during [[heat wave]]s. Warmer tiles can cause heatstroke during the warmer months, but [[passive cooler]]s are easy to make due to the abundance of wood. If the world's temperature setting is increased past normal, tropical rainforests can have dangerously hot temperatures year-round. They have no significant cold periods, although [[cold snap]]s can happen in cooler tiles.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Difficult''' - Tropical rainforests are filled with trees and other flora, making fires near your base difficult to contain. The game's [[Weather|firewatch]] will typically contain large fires, but various conditions can disable the firewatch and significant damage can occur before it contains the fire regardless. For more information, see [[Weather]]. Surrounding your base and growing fields with firebreaks such as stone walls, two-tile-wide non-flammable flooring, or sections of roof over soil to prevent plant growth will make fires less of an issue.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Moderate, but common''' - While there are no large predators like [[grizzly bear]]s, predators like [[cobra]]s and [[panther]]s are common, and will sometimes decide to hunt colonists. Colonists who venture far away are at greater risk than usual, while small animals and [[children]]{{BiotechIcon}} are especially vulnerable.&lt;br /&gt;
&lt;br /&gt;
Overall difficulty is moderate. It is relatively easy in the early game due to having year-round growing periods and plenty of wood. Past the early game, when food and temperature are no longer issues, the rainforest is somewhat more difficult than most other biomes due to its disease frequency. The added diseases are annoying and will slow down production, and while rarely life-threatening, an outbreak can be a death sentence for a struggling or just-recovering colony.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TropicalRainforest.png|A Tropical Rainforest&lt;br /&gt;
&amp;lt;!--TropicalRainforestPolluted.png|A [[polluted]] Tropical Rainforest {{BiotechIcon}}--&amp;gt;&lt;br /&gt;
TropicalRainforestTexture.png|Tropical Rainforest's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperate_swamp&amp;diff=182048</id>
		<title>Temperate swamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperate_swamp&amp;diff=182048"/>
		<updated>2026-07-14T21:12:26Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Temperate swamp&lt;br /&gt;
| image = TemperateSwamp.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = TemperateSwampTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 4.3&lt;br /&gt;
| plant density = 0.8&lt;br /&gt;
| movement difficulty = 4&lt;br /&gt;
| min average temperature = 0&lt;br /&gt;
| max average temperature = 25&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| min swampiness = 0.5 &lt;br /&gt;
| forageability = 0.75&lt;br /&gt;
| wild plant regrow days = 15&lt;br /&gt;
| disease mtb days = 40&lt;br /&gt;
| max fish population = 660&lt;br /&gt;
| description = Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind fog = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| torrential rain = 0.5&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Temperate swamp''' is a temperate [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 15f + (tile.temperature - 7f) + (tile.rainfall - 600f) / 180f + tile.swampiness * 3f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
A more wet version of the [[Temperate forest]]. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Swamp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;&amp;gt;0]] | ?Lives In Temperate Swamp = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Swamp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Temperate Swamp = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Swamp&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Swamp (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Temperate Swamp has a disease {{MTB}} of 40 days. The following diseases can occur in a Temperate Swamp:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100{{#set:Malaria commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis/survival strategy}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TemperateSwamp.png|A temperate swamp&lt;br /&gt;
&amp;lt;!--TemperateSwampPolluted.png|A [[polluted]] temperate swamp{{BiotechIcon}}--&amp;gt;&lt;br /&gt;
TemperateSwampTexture.png|Temperate swamp's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperate_forest&amp;diff=182047</id>
		<title>Temperate forest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperate_forest&amp;diff=182047"/>
		<updated>2026-07-14T21:12:03Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Temperate forest&lt;br /&gt;
| image = TemperateForest.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = TemperateForestTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 3.7&lt;br /&gt;
| plant density = 0.65&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| min average temperature = 0&lt;br /&gt;
| max average temperature = 25&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 20&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| max fish population = 540&lt;br /&gt;
| description = Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 540&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Temperate forest''' is a temperate [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 15f + (tile.temperature - 7f) + (tile.rainfall - 600f) / 180f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
One of the most forgiving biomes in the game, temperate forests are distinguished by their copious amounts of fertile soil, lack of extreme heat or cold, excellent access to trees to chop for wood, and large wildlife populations. Temperate forests tend to have very few areas of low [[Property:Terrain Affordance|terrain affordance]].&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]] | ?Lives In Temperate Forest = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Temperate Forest = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Temperate Forest (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Temperate forest has a disease {{MTB}} of 50 days. The following diseases can occur in a temperate forest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100{{#set:Malaria commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Any || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Temperate forest is one of the most hospitable biomes. It is dense in flora and fauna and often has a year-round growing season, without the [[disease]] frequency of a [[tropical rainforest]] or swamp. Therefore, it is recommended to new players, players wanting a casual experience, and/or players who want the challenge to come from [[raid]]s or other sources rather than from the biome.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Easy''' - Growing seasons are year-round or long. Many animals are present. Soil is common.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Temperate forest has a relatively low disease rate for a biome with year-round growing. [[Wild healroot]] grows naturally, too, unlike the otherwise similar [[arid shrubland]].&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy''' - Temperatures should be comfortable save for [[heat wave]]s and [[cold snap]]s, as well as winters in temperate forests without a year-round growing season. See the [[heat wave]] and [[cold snap]] sections for how to deal with these events.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Moderate''' - There are plenty of trees and plants, meaning fires can spread. Firebreaks can be built around the colony to mitigate fire damage.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Moderate''' - [[Grizzly bear]]s can show up, but will be rarely hungry enough to attack colonists unless they are already near.&lt;br /&gt;
&lt;br /&gt;
Overall difficulty is easy - it has the least overall challenges of all the biomes.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TemperateForest.png|A temperate forest&lt;br /&gt;
TemperateForestPolluted.png|A [[polluted]] temperate forest {{BiotechIcon}}&lt;br /&gt;
TemperateForestTexture.png|Temperate forest's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scarlands&amp;diff=182046</id>
		<title>Scarlands</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scarlands&amp;diff=182046"/>
		<updated>2026-07-14T21:11:53Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Scarlands&lt;br /&gt;
| image = ScarlandsWide.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = ScarlandsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 1.0&lt;br /&gt;
| plant density = 0.4&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 20&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| max fish population = 0&lt;br /&gt;
| description = Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 2&lt;br /&gt;
| soft snow = 2&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| tox rain = 1&lt;br /&gt;
| overcast = 6&lt;br /&gt;
}}&lt;br /&gt;
'''Scarlands''' is a temperate [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- return BiomeWorker_TemperateForest.Score(tile) + 20f.&lt;br /&gt;
It also requires a noise factor of 0.9, which severely limits how much this biomes is actually selected. That's a psudo-random number generated per cell, the math of which I will not explain.--&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Pollution integration with Biotech? Address evem if no existent. Also link to toxic water}}&lt;br /&gt;
Scarlands [[biomes]] have multiple unique traits compared to other biomes. All water bodies in Scarlands are toxic, and [[tox rain]] can occur, which will cause [[toxic buildup]] to exposed pawns. Though they share properties such as temperature, growing season, and rainfall with other temperate biomes, scarlands have a significantly lower amount of wild [[plants]] and [[animals]], the latter of which have a 50% chance to spawn with [[scaria]]. Additionally, soil is scarce and [[rich soil]] does not spawn{{Check Tag|Verify}}, which when combined with the lack of food sources makes this biome a challenge to settle in.&lt;br /&gt;
&lt;br /&gt;
Players entering Scarlands will be greeted by a large complex of ancient ruins. Most buildings are empty, though some contain treasures, traps, or dormant [[mechanoid]]s.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]] | ?Lives In Scarlands = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Scarlands = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Scarlands (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Scarlands has a disease {{MTB}} of 50 days. The following diseases can occur in a scarlands:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100{{#set:Malaria commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
Water bodies spawned inside of scarlands do not contain fish.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=More detail, strategies, and general cleanup needed}}&lt;br /&gt;
The Scarlands present a unique risk/reward dilemma. &lt;br /&gt;
&lt;br /&gt;
The risk is the hostile enviorment. Much of the arable soil is replaced with tile, there are no naturally grown trees or edible plants, and the few animals that exist are often infected with [[scaria]]. Additionally, while the buildings can provide shelter and resources, they also can contain deadly [[mechanoids]] and [[hunter trap]]s that can easily kill or cripple unprepared colonists. If the [[Biotech DLC]] is active, [[pollution]] will be present in the Scarlands. This pollution causes acidic smog every ~200 days, inflicts the [[toxic buildup]] debuff on unmasked colonists, slows plant growth, and taints the water.&lt;br /&gt;
 &lt;br /&gt;
The reward is what you can scavenge. The buildings can be used for free shelter to settle into from day one, and contain valuables like [[component]]s, [[steel]], and [[chemfuel]] scattered throughout. The Scarlands also offer an interesting shift from typical gameplay. Instead of building a base from scratch, the base becomes a &amp;quot;fixer-upper&amp;quot; project, which can be novel and rewarding for some players.&lt;br /&gt;
&lt;br /&gt;
In terms of strategy, a player’s biggest concern in the early game is food. Due to the low-fertility soil, [[potatoes]] (or [[toxipotatoes]], depending on the level of [[pollution]]) are a player’s best crop, as they grow independently from soil fertility. Players will have to rely on trade, raiding, or cannibalism while waiting for crops to grow. Maddened animals will hunt pawns often, so have good quality weapons, armor, and well-placed traps as soon as possible. Furthermore, ranged weapons are recommended over melee for the distance between pawns and [[scaria]]-infected animals in combat.&lt;br /&gt;
&lt;br /&gt;
Overall, the Scarlands offer unique challenges and rewards compared to other biomes; however, survival can prove overwhelming for new or learning players.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ScarlandsWide.png|A scarlands&lt;br /&gt;
ScarlandsPolluted.png|A [[polluted]] scarlands {{BiotechIcon}}&lt;br /&gt;
Scarlands.jpg|A fully generated scarlands&lt;br /&gt;
ScarlandsTexture.png|Scarlands's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lava_field&amp;diff=182045</id>
		<title>Lava field</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lava_field&amp;diff=182045"/>
		<updated>2026-07-14T21:11:32Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Lava field&lt;br /&gt;
| image = Lava Fields.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = LavaFieldsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowRoads = No&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 2.2&lt;br /&gt;
| plant density = 0.45&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| forageability = 0.50&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| description = Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
| wild plant regrow days = 27&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 0.5&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| windy = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 480&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Lava field''' is a warm [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- Beyond a noise check, it requires the tile to be valid for either desert or Arid shrubland. Then, it uses the desert it shrubland formula (the first one valid) minus 0.0001 plus 0.0002 if the terrain is not flat.&lt;br /&gt;
Because of the above, there is no good way to show the effective limits this biome has for selection. I'll use the inclusive method&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Lava fields are the only biome to naturally have mineable [[obsidian]]. Lava fields have multiple volcanic events, as described in the [[#Events|Events section]].&lt;br /&gt;
&lt;br /&gt;
Do note that the spawn chance of this biome is unusual. The selected tile needs to be a valid placement for either a [[desert]] or an [[arid shrubland]] and will be evaluated as said biome, and have the correct random number associated. It also can't spawn on flat tiles. &amp;lt;!-- the result of the small penalty and the small bonus--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] | ?Lives In Lava Field = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Lava Field = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Lava field has a disease {{MTB}} of 65 days. The following diseases can occur in a lava field:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+60+60+30+30+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 60{{#set:Gut worms commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 60{{#set:Muscle parasites commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Lava fields have three unique events:&lt;br /&gt;
* [[Events/Odyssey#Volcanic debris|Volcanic debris]]: 8-12 pieces of debris will land on unroofed tiles, damaging them. &lt;br /&gt;
* [[Events/Odyssey#Lava Emergence|Lava Emergence]]: The lava will make temporary shallow lava that pawns can walk through. After a few days, the [[lava|shallow lava]] turns into removable [[lava|cooled lava]]. When the cooled lava is removed using the remove flooring command, the terrain returns to original type. The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
* [[Events/Odyssey#Lava Flow|Lava Flow]]: Lava will emerge from the edge of the map and will flow only over volcanic rock and [[lava|cooled lava]] terrain. {{Check Tag|Verify|If it only flows over old lava tiles, why is cooled lava removable? Similar to floodwater instead?}} The Lava Flow will create [[lava|shallow lava]] that is pathable and leave behind [[lava|cooled lava]] terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects.  The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Lava fields are similar to [[arid shrubland]]s, but uniquely challenging due to the lava and debris.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Easy (''excluding fires'')''' - Growing seasons are long or year-round, and while some of the map is covered in volcanic rock, rich soil is fairly common.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy-Moderate''' - Like arid shrubland, diseases do not happen frequently in lava fields, but [[wild healroot]] does not grow naturally. This presents a challenge if there is no pawn with Plants 8.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate''' - Lava fields range from temperate to warm. [[Heat wave]]s can present a challenge in the warmer end of lava fields. Also, trees may not be accessible during a lava event unless a [[heavy bridge]] or [[gravship substructure]] is built to walk over the lava.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Very Difficult''' - Lava causes fires, igniting flammable buildings in its wake. [[Boomalope]]s and [[boomrat]]s both spawn in this biome.&lt;br /&gt;
&lt;br /&gt;
* '''Special:''' Lava emergences and debris can cause base damage. Shallow lava on the map is dangerous for pawns to walk through, and may cause accidents when auto pathing.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lava Fields.jpg|A fully generated lava field&lt;br /&gt;
LavaFieldsTexture.png|Lava field's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grassland&amp;diff=182044</id>
		<title>Grassland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grassland&amp;diff=182044"/>
		<updated>2026-07-14T21:10:58Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Grassland&lt;br /&gt;
| image = Grassland.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = GrasslandsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 3.7&lt;br /&gt;
| plant density = 1.0&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| max temperature = 55&lt;br /&gt;
| min rainfall = 800&lt;br /&gt;
| max rainfall = 2500&lt;br /&gt;
| description = An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 1&lt;br /&gt;
| soft snow = 1&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 4&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 540&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Grasslands''' is a warm [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- return 22.5f + (tile.temperature - 20f) * 2.4f + (tile.rainfall - 800f) / 100f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Grasslands never have any [[steam geyser]]s. Grasslands may have [[drought]]s occur with a minimum of 40 days between them. It will never spawn in mountains.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Grassland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;&amp;gt;0]] | ?Lives In Grassland = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Grassland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Grassland = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Grassland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Grassland (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Grassland has a disease {{MTB}} of 50 days. The following diseases can occur in a grassland:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 100{{#set:Malaria commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
{{See also|Drought}}&lt;br /&gt;
&lt;br /&gt;
Grasslands may have [[drought]]s. This is separated into two events:&lt;br /&gt;
* The Drought (initial) event always occurs first, lasts 4 days, and is hidden from the player. During drought (initial), [[rain]] cannot occur for 4 days - this includes the [[firewatcher]] that naturally encourages rain when [[fire]] is present. &lt;br /&gt;
* The proper Drought event disables rain and causes all crops outside [[hydroponics]] to grow at 30% speed, and lasts from 6 to 10 days.&lt;br /&gt;
&lt;br /&gt;
Droughts have a 40 day cooldown before they can fire again.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Grasslands are a relatively easy biome with some caveats. Crops grow year-round, and there's plenty of arable soil and live [[grass]] for livestock to feed on. However, droughts can be challenging for inexperienced players or new colonies. The lack of [[geothermal generator|geothermal power]] can also present a difficulty, as [[geothermal power]] is normally a great way to get consistent power. This counters the lack of proper winters, which makes food preservation less urgent.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Moderate''' - When not in a drought, growing is comfortable with year-round growing seasons. Animals are fairly common, too. Droughts slow food growth, though, so more crops need to be grown than normal. Also, crop destruction and [[blight]] are more harmful due to the slower growth speed. [[Hydroponics]] are immune to drought. Trees are less common than in other temperate biomes.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Grassland is identical to [[temperate forest]]. For a year-round growing biome, it has a relatively low disease frequency, and [[wild healroot]] grows naturally.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy-Moderate''' - Temperatures are warm and normally comfortable. [[Heat wave]]s can present an issue for unprepared colonists.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Difficult''' - Grassland is filled with flammable ''[[grass]]'', and [[drought]]s disable the game's natural [[firewatcher]] for 10-14 days. Installing 2-tile wide firebreaks of non-flammable material around important areas, and using non-flammable materials construction, is recommended.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grassland.jpg|A fully generated grassland&lt;br /&gt;
GrasslandsTexture.png|Grassland's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Glowforest&amp;diff=182043</id>
		<title>Glowforest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Glowforest&amp;diff=182043"/>
		<updated>2026-07-14T21:10:36Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Glowforest&lt;br /&gt;
| image = Glowforest.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = GlowforestTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| animal density = 4.8&lt;br /&gt;
| plant density = 0.75&lt;br /&gt;
| movement difficulty = 2&lt;br /&gt;
| min temperature = 10&lt;br /&gt;
| max temperature = 55&lt;br /&gt;
| min rainfall = 1000&lt;br /&gt;
| min swampiness = 0.6&lt;br /&gt;
| forageability = 1&lt;br /&gt;
| wild plant regrow days = 13&lt;br /&gt;
| disease mtb days = 50&lt;br /&gt;
| description = Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 2&lt;br /&gt;
| rain = 1&lt;br /&gt;
| dry thunderstorm = 3&lt;br /&gt;
| rainy thunderstorm = 1.7&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind rain = 1&lt;br /&gt;
| torrential rain = 0.5&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Glowforest''' is a temperate [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- return return 23f + (tile.temperature - 7f) + (tile.rainfall - 600f) / 220f + tile.swampiness * 3f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Glowforest biomes are permanently covered in smoke, preventing sunlight from reaching at all. This means that a number of fungi can grow freely, and [[darkness]]-related [[precept]]s{{IdeologyIcon}} will always be active outdoors.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]] | ?Lives In Glowforest = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Glowforest = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glowforest (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Glowforest has a disease {{MTB}} of 50 days. The following diseases can occur in a glowforest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+160+140+80+30+30+80+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malaria]] || 160{{#set:Malaria commonality|160}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleeping sickness]] || 140{{#set:Sleeping sickness commonality|140}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 80{{#set:Gut worms commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 80{{#set:Muscle parasites commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
The glowforest has two [[Events/Odyssey#Glowforest|unique events]]:&lt;br /&gt;
* [[Events/Odyssey#Biolumenescent Spores|Biolumenescent Spores]]: The glowforest's equivalent to an [[aurora]], this event grants a [[mood]] bonus for colonists that view it.&lt;br /&gt;
* [[Events/Odyssey#Boomshroom Sprout|Boomshroom Sprout]]: Causes [[boomshroom]]s to grow in the tile.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Glowforest is essentially a biome that's permanently night, although the fungal light will allow pawns to move and work at normal pace. [[Darkness]]-related [[ideoligion]]s{{IdeologyIcon}} will benefit from the glowforest, with [[combat in darkness]] being a massive accuracy boost that's always active in a glowforest.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Moderate ([[Ideology]]{{IdeologyIcon}}) or Very Difficult (no [[Ideology]])''' - It is warm enough for crops to grow for long periods, animals are very frequent, and food can be foraged. However, no sunlight reaches the glowforest, meaning normal crops cannot grow without [[sun lamp]]s. With [[Ideology]] installed, [[nutrifungus]]{{IdeologyIcon}} can be grown in the darkness (and is not disrupted by fungal light), meaning food should not be an issue at the cost of the {{--|3}} ''Ate fungus cooked'' moodlet. Even then, other useful crops like [[healroot]] and [[cotton plant|cotton]] cannot be grown normally. Without Ideology, food must be foraged or hunted for until [[sun lamp]]s are available.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Difficult''' - Disease occurs as often as a [[temperate forest]], but [[healroot]] cannot be grown at all until a [[sun lamp]] is installed. This limits the medicine supply until sun lamp growing is possible or until [[medicinemaker dryad]]s{{IdeologyIcon}} are available.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy to Moderate''' - Glowforest tiles are generally temperate or warm, generally not too warm outside of summer days and [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - While plants are denser than temperate forest, [[boomalope]]s are common animals, and [[boomshroom]]s add further explosiveness, wildfires are not a big threat. This is because [[night grass]] has a much lower [[flammability]] than regular [[grass]] does, reducing the spread of outdoor fires greatly.&lt;br /&gt;
&lt;br /&gt;
* '''Special:''' The [[anima tree]]{{RoyaltyIcon}} will generate after some time, but [[anima grass]] will eventually die without [[sun lamp]]s. The outdoors is always considered dark for the [[darkness]]-related [[precept]]s.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Overall starting difficulty is difficult, although easier with Ideology as [[nutrifungus]]{{IdeologyIcon}} can secure food in the early game. Even with Ideology, the lack of medicine can be dangerous, especially for Tribal starts which won't establish sun lamps for a while.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Glowforest.jpg|A fully generated glowforest&lt;br /&gt;
GlowforestTexture.png|Glowforest's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4528]] - In the glowforest, reduced caravan movement difficulty and disease occurrence. (Formerly: 4 movement difficulty, {{MTB}} 30 days diseases)&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Temperate Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Extreme_desert&amp;diff=182042</id>
		<title>Extreme desert</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Extreme_desert&amp;diff=182042"/>
		<updated>2026-07-14T21:10:25Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Extreme desert&lt;br /&gt;
| image = ExtremeDesert.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = ExtremeDesertTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 0.1&lt;br /&gt;
| plant density = 0.002&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| max rainfall = 340&lt;br /&gt;
| min temperature = 4.82 &amp;lt;!-- Derived from formula. Desert will still get chosen over this below 7.647°C. --&amp;gt;&lt;br /&gt;
| forageability = 0&lt;br /&gt;
| wild plant regrow days = 35&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| description = An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&amp;lt;br/&amp;gt;Searing heat and a near total lack of arable land make survival here a challenge.&lt;br /&gt;
| Extreme Biome = true&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| rain = 1&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| hard snow = 1&lt;br /&gt;
| soft snow = 1.5&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| sandstorm = 2&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 240&lt;br /&gt;
| freshwater_common_guppy = Yes&lt;br /&gt;
| freshwater_uncommon_tilapia = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_tuna = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Extreme desert''' is a hot and dry [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return tile.temperature * 2.7f - 13f - tile.rainfall * 0.14f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Extreme Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;&amp;gt;0]] | ?Lives In Extreme Desert = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Extreme Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Extreme Desert = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Extreme Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Extreme Desert (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Extreme Desert has a disease {{MTB}} of 90 days. The following diseases can occur in a Extreme Desert:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+40+40+20+20+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 40{{#set:Gut worms commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 40{{#set:Muscle parasites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Guppy]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilapia]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuna]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{See also|Extreme Desert Guide}}&lt;br /&gt;
&lt;br /&gt;
The extreme desert is one of the harshest biomes in the game, although a standard extreme desert is not as difficult as the [[sea ice]]. There is arable land, natural stone, ores, and natural structures to take advantage of, making it easier to reach stability. The following difficulty analysis is for regular extreme deserts:&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Difficult''' - Food can be an issue when starting out due to the lack of animals and poor soil. However, arable land exists, and growing can be done year-round (with normal temperature settings). Once the first batch of crops finishes growing, a small colony's worth of food can be sustained.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy-Moderate''' - Disease events are uncommon, although no [[wild healroot]] grows there, and growing space is limited for regular healroot.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Difficult (regular settings) to Extreme (hot world temperature)''' - Extreme desert is not nearly as hot as the [[sea ice]] is cold. Average summer temperatures are typically below {{Temperature|36}}, the normal [[heatstroke]] threshold, although heatstroke can still occur during the daytime and from [[heat wave]]s. The near total lack of [[wood]] makes building an emergency [[passive cooler]] harder. Once electric [[cooler]]s and/or [[duster]]s are established, temperature should no longer be an issue. If the global temperature is increased in the world-generation settings, extreme deserts can become hot enough to prevent crops from growing.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - There is basically no plant life, so [[flashstorm]]s are not a concern unless lightning hits your colony directly, and wildfires essentially don't exist. Rain is rare, so if a manhunting [[boomalope]] or a raider lights your flammable base on fire, it is unlikely that rain will naturally happen.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Easy''' - The only natural predator is the [[fennec fox]], which is half the size of an adult human and has equal speed to a base human.&lt;br /&gt;
&lt;br /&gt;
Extreme desert is overall a difficult biome. While it is not difficult to reach stability, the extreme desert remains unforgiving if/when something goes wrong, especially during the early game. Once a sufficient [[hydroponics]] farm can be established, the average difficulty is similar to other biomes, and arguably easier due to the reduced diseases.&lt;br /&gt;
&lt;br /&gt;
=== Dune survival ===&lt;br /&gt;
In the [[dunes]],{{OdysseyIcon}} there is no soil and no ores to mine. Food is limited to hunting the few animals around, trading, and [[cannibalism]]. Cannibalism is the main reliable food source in the early game. Raids happen at the usual rate, and with a colonist count of 1, the storyteller's [[population intent]] will kick in to provide more food via potential recruits. [[Fishing]]{{OdysseyIcon}} is possible if a dunes tile generates on a coast.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ExtremeDesert.png|An Extreme Desert&lt;br /&gt;
&amp;lt;!-- ExtremeDesertPolluted.png|A [[polluted]] Extreme Desert {{BiotechIcon}} --&amp;gt;&lt;br /&gt;
ExtremeDesertTexture.png|Extreme desert's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Desert&amp;diff=182041</id>
		<title>Desert</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Desert&amp;diff=182041"/>
		<updated>2026-07-14T21:09:57Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Desert&lt;br /&gt;
| image = Desert.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = DesertTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 0.4&lt;br /&gt;
| plant density = 0.05&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| max rainfall = 600&lt;br /&gt;
| min temperature = 0&lt;br /&gt;
| forageability = 0.25&lt;br /&gt;
| wild plant regrow days = 35&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| description = A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| sandstorm = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 360&lt;br /&gt;
| freshwater_common_guppy = Yes&lt;br /&gt;
| freshwater_uncommon_tilapia = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_tuna = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Desert''' is a hot and dry [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return tile.temperature + 0.0001 --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches. The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
If [[Odyssey]] is installed, [[weather|sandstorm]]s{{OdysseyIcon}} will occur in deserts, bothering colonists and creating sand on the ground which slows movement like snow.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;&amp;gt;0]] | ?Lives In Desert = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Desert = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Desert&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Desert (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Desert has a disease {{MTB}} of 90 days. The following diseases can occur in a Desert:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+60+60+30+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 60{{#set:Gut worms commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 60{{#set:Muscle parasites commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Guppy]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilapia]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuna]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Deserts can be difficult to start out in due to having low soil and plant life, as well as temperature extremes depending on the exact tile.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Moderate to Difficult''' Deserts have relatively limited soil and no rich soil, but still have a few large patches of regular soil to grow on. In warm/hot deserts, once the first batch of crops finishes, food should not be a major issue for a mid-size colony. Cold deserts have growing seasons around the same length as [[boreal forest]]s while not having nearly the same amount of soil or animal life.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy to Moderate''' - Disease events are uncommon, although no [[wild healroot]] grows there, meaning medicine supplies can run low if there is no grower that can plant healroot.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate to Difficult (normal world settings), or Extreme (hot world temperature)''' - As the biome's description states, temperatures can range from hot to cold. Some desert tiles have temperate biomes with year-round growing while not being too hot save for [[heat wave]]s. Hot deserts can cause heatstroke during the summer and are especially dangerous if a heat wave occurs. Cold deserts reach dangerously low temperatures naturally during the winter. In either case, the lack of [[wood]] means that [[passive cooler]]s and [[campfire]]s are harder to build in an emergency without electricity.&lt;br /&gt;
** If the world temperature is increased, deserts can get even hotter. Note that cooling the world temperature won't result in the same effect, as deserts can be replaced by [[tundra]] tiles if cold enough.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - There is minimal plant life, so [[flashstorm]]s are not a concern unless lightning hits your colony directly, and wildfires essentially don't exist. Rain is rare, so if a manhunting [[boomalope]] or a raider lights your flammable base on fire, it is unlikely that rain will naturally happen.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Easy''' - Predators are small and sparsely populated.&lt;br /&gt;
&lt;br /&gt;
Overall, deserts are moderate-to-hard difficulty. In hot deserts, while food should not be a concern outside of [[scenario system#Default Scenarios|Naked Brutality]], the lack of [[wood]] or animals for [[leather]] can make temperature dangerous in the early game. Cold deserts are harder as crops can only be grown for a limited time. Once indoor farming and [[hydroponics basin]]s are established, the overall difficulty will be easier than temperate biomes due to the lack of diseases and a normal amount of minable resources.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Desert.png|A Desert&lt;br /&gt;
&amp;lt;!-- DesertPolluted.png|A [[polluted]] Desert {{BiotechIcon}} --&amp;gt;&lt;br /&gt;
DesertTexture.png|Desert's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cold_bog&amp;diff=182040</id>
		<title>Cold bog</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cold_bog&amp;diff=182040"/>
		<updated>2026-07-14T21:09:29Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Cold bog&lt;br /&gt;
| image = Cold Bog.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = ColdBogTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 3.3&lt;br /&gt;
| plant density = 0.6&lt;br /&gt;
| movement difficulty = 4&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min swampiness = 0.5&lt;br /&gt;
| forageability = 0.5&lt;br /&gt;
| wild plant regrow days = 20&lt;br /&gt;
| disease mtb days = 45&lt;br /&gt;
| description = A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind fog = 2&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| torrential rain = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_uncommon_frostfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_cod = Yes&lt;br /&gt;
| saltwater_uncommon_dogfish = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Cold Bog''' is a cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 0f - tile.temperature + 13f + tile.swampiness * 8f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
A more wet version of the [[Boreal forest]]. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] | ?Lives In Cold Bog = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Cold Bog = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Cold Bog has a disease {{MTB}} of 45 days. The following diseases can occur in a Cold Bog:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+30+40+40+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 30{{#set:Gut worms commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 40{{#set:Fibrous mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 40{{#set:Sensory mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 30{{#set:Muscle parasites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cold bogs are one of the most visually pretty biomes in RimWorld. At first glance they appear survivable due to abundant vegetation and moderate temperatures compared to ice sheets, but underneath the surface they are one of the most punishing long-term biomes because of poor terrain, disease pressure, and limited building space.&lt;br /&gt;
&lt;br /&gt;
'''Food and Growing: Moderate&lt;br /&gt;
Cold bogs contain large amounts of marshy terrain, with decent plant life and many trees. Unlike deserts or tundra, food is usually manageable during the growing season due to wild berries, animals, and sufficient soil for farming. However, much of the soil is muddy or waterlogged, making construction difficult and reducing efficient farmland placement. Growing seasons are shorter than temperate forests but generally longer than tundra.&lt;br /&gt;
&lt;br /&gt;
The biggest issue is not lack of fertility, but rather usable land. Colonies can struggle to create organized farms and defensive layouts because fertile areas are often broken apart by marshes and shallow water. Winter food shortages can still occur if enough crops are not stockpiled beforehand.&lt;br /&gt;
&lt;br /&gt;
'''Disease: Difficult&lt;br /&gt;
Cold bogs are among the worst biomes in the game for disease frequency i.e. 1.3 times per year. Colonists with poor immunity or weak medical care could be at risk.&lt;br /&gt;
&lt;br /&gt;
Unlike jungles, temperatures are cold enough to somewhat reduce disease severity during parts of the year, but disease is still far more common than in boreal forests or tundra. Wild healroot may exist in limited quantities depending on temperature, but relying on natural medicine alone is unreliable. A competent doctor and medicine supply are extremely important.&lt;br /&gt;
&lt;br /&gt;
'''Temperature: Moderate to Difficult&lt;br /&gt;
Cold bogs have cool temperatures with harsh winters but usually avoid the lethal extremes of ice sheets or sea ice. Summers are comfortable enough for outdoor work, while winters can require proper heating infrastructure and winter clothing.&lt;br /&gt;
&lt;br /&gt;
The biome becomes significantly harder during cold snaps, since colonists may already be operating near freezing temperatures for much of the year. Heating costs can rise quickly because wooden structures are common early on due to the large number of trees available.&lt;br /&gt;
&lt;br /&gt;
'''Terrain and Building: Extreme&lt;br /&gt;
This is the defining challenge of cold bogs. Huge portions of the map are covered in marsh, mud, and shallow water. These terrains greatly slow movement and cannot support heavy structures without moisture pumps or bridges.&lt;br /&gt;
&lt;br /&gt;
Building secure bases becomes complicated because:&lt;br /&gt;
&lt;br /&gt;
* Defensive choke points are awkward to design&lt;br /&gt;
* Heavy buildings and walls require careful terrain planning in the early game&lt;br /&gt;
* Power conduits and infrastructure become messy&lt;br /&gt;
* Travel speed across the map is reduced significantly&lt;br /&gt;
&lt;br /&gt;
Marsh terrain can also work against raiders, but experienced enemies may still exploit open paths while your own colonists struggle with movement penalties.&lt;br /&gt;
&lt;br /&gt;
However, with Odyssey{{OdysseyIcon}} expansion, heavy bridges can support the construction of every object in-game on marsh/shallow water terrains, although at a steel premium.&lt;br /&gt;
&lt;br /&gt;
'''Fires: Easy'''&lt;br /&gt;
Despite abundant vegetation, cold bogs are naturally wet biomes, so massive wildfires are less threatening than in forests or shrublands. Rain is relatively common, helping extinguish fires naturally. Flashstorms are annoying rather than catastrophic in most cases.&lt;br /&gt;
&lt;br /&gt;
'''Predators: Moderate&lt;br /&gt;
Wildlife is generally less dangerous than tropical jungles, but predators can still pose problems, especially during winter when food becomes scarce. Animals may target colonists or livestock more aggressively during colder months.&lt;br /&gt;
&lt;br /&gt;
'''Overall'''&lt;br /&gt;
Cold bogs are a moderate-difficulty biome focused less on survival extremes and more on constant attrition. Food is manageable, wood is abundant, and temperatures are survivable, but the terrain and disease pressure create nonstop logistical problems.&lt;br /&gt;
&lt;br /&gt;
Cold bogs can be a great starting point for a gravship{{OdysseyIcon}} focused start, as it provides abundant food and wood and gravship substructure allows building all items on it.&lt;br /&gt;
&lt;br /&gt;
Early permanent base colonies may initially feel ''easier than tundra or desert starts'', but long-term development becomes frustrating due to construction limitations and recurring illnesses. Once moisture pumps, medicine production, proper heating, and advanced infrastructure are established, the biome becomes much more stable — though it never fully stops being inconvenient.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cold Bog.png|A Cold Bog&lt;br /&gt;
&amp;lt;!-- ColdBogPolluted.png|A [[polluted]] Cold Bog{{BiotechIcon}} --&amp;gt;&lt;br /&gt;
ColdBogTexture.png|Cold Bog's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Grazing_Score&amp;diff=182039</id>
		<title>Template:Grazing Score</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Grazing_Score&amp;diff=182039"/>
		<updated>2026-07-14T21:08:22Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|{{PAGENAME}} }}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:debug|{{{2|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:commonality|{{#switch:{{#var:name}}&lt;br /&gt;
  |Arid shrubland = Lives In Arid Shrubland&lt;br /&gt;
  |Boreal forest = Lives In Boreal Forest&lt;br /&gt;
  |Cold bog = Lives In Cold Bog&lt;br /&gt;
  |Extreme desert = Lives In Extreme Desert&lt;br /&gt;
  |Ice sheet = Lives In Ice Sheet&lt;br /&gt;
  |Lava field = Lives In Lava Field&lt;br /&gt;
  |Sea ice = Lives In Sea Ice&lt;br /&gt;
  |Temperate forest = Lives In Temperate Forest&lt;br /&gt;
  |Temperate swamp = Lives In Temperate Swamp&lt;br /&gt;
  |Tropical rainforest = Lives In Tropical Rainforest&lt;br /&gt;
  |Tropical swamp = Lives In Tropical Swamp &lt;br /&gt;
  |#default = Lives In {{#var:name}}&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:numerator|({{#ask: [[Type::Plant]] [[Type2::Wild]] [[{{#var:commonality}}::&amp;gt;0]] | ?{{#var:commonality}} | ?Nutrition | mainlabel=- | link=none | import-annotation=true | sep=+ | format=plainlist | template=Product}}) }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:denominator|({{#ask: [[Type::Plant]] [[{{#var:commonality}}::&amp;gt;0]] | ?{{#var:commonality}}= | mainlabel=- | link=none | sep=+ | format=plainlist}})}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_density|{{Q|{{#var:name}}|Plant Density}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:regrow_days|{{Q|{{#var:name}}|Wild Plant Regrow Days}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:grazing_score|{{#expr:1000*{{#var:numerator}}/{{#var:denominator}}*{{#var:plant_density}}/{{#var:regrow_days}}round 2 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:debug}}|&amp;amp;nbsp;&lt;br /&gt;
 name={{#var:name}}&lt;br /&gt;
 commonality={{#var:commonality}}&lt;br /&gt;
 numerator={{#var:numerator}}={{#expr:{{#var:numerator}} }}&lt;br /&gt;
 denominator={{#var:denominator}}={{#expr:{{#var:denominator}} }}&lt;br /&gt;
 plant_density={{#var:plant_density}}&lt;br /&gt;
 regrow_days={{#var:regrow_days}}&lt;br /&gt;
 &amp;lt;br&amp;gt;grazing_score={{#var:grazing_score}}&lt;br /&gt;
|{{#var:grazing_score}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Boreal_forest&amp;diff=182038</id>
		<title>Boreal forest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Boreal_forest&amp;diff=182038"/>
		<updated>2026-07-14T21:05:39Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Boreal forest&lt;br /&gt;
| image = BorealForest.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = BorealForestTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 2.8&lt;br /&gt;
| plant density = 0.4&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| forageability = 0.75&lt;br /&gt;
| wild plant regrow days = 25&lt;br /&gt;
| disease mtb days = 60&lt;br /&gt;
| description = Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| overcast = 1&lt;br /&gt;
| blizzard = 1&lt;br /&gt;
| torrential rain = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 500&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_uncommon_frostfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_cod = Yes&lt;br /&gt;
| saltwater_uncommon_dogfish = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Boreal forest''' is a moderately cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 15 --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
A colder version of the [[temperate forest]], but warmer and significantly more populated than a [[tundra]].&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Boreal Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;&amp;gt;0]] | ?Lives In Boreal Forest = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Boreal Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Boreal Forest = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Boreal Forest&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Boreal Forest (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Boreal Forest has a disease {{MTB}} of 60 days. The following diseases can occur in a boreal forest:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+50+30+30+50+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 50{{#set:Muscle parasites commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Boreal forest is a step up in difficulty from [[temperate forest]], but not much harder overall. The growing season will be shorter, meaning more food will need to be produced and stored in the early game, there are less animals and plants, and winters will be colder, but gameplay is otherwise similar to temperature forest.&lt;br /&gt;
&lt;br /&gt;
*'''Growing: Moderate''' - Growing seasons are shorter, but soil is plentiful and warmer boreal forests can have growing seasons of 30 days.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Diseases happen less frequently than in warm biomes, and [[wild healroot]] grows naturally. Medicine may run dry during the winter if not enough is grown or bought.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate''' - The temperature can reach dangerous levels during the winter or [[cold snap]]s. [[Heat wave]]s may occur during warmer tiles in the summer, but are fairly rare.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy-Moderate''' - There are plenty of trees and wild plants around to catch fire, but less than a temperate or tropical biome.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Moderate''' - Animals in general are less common than in warm biomes, but predators are still common and are more likely to get hungry during the winter.&lt;br /&gt;
&lt;br /&gt;
Overall starting difficulty is moderate, with the main challenge coming from the short growing season, thus forcing early game colonies to prepare food, [[cloth]], and [[medicine]] in advance. Once [[greenhouse]]s are established so that the colony can grow crops year-round, the difficulty is similar to most other biomes, with less disease than warm biomes, but winters forcing colder clothing.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BorealForest.png|A Boreal Forest&lt;br /&gt;
&amp;lt;!-- BorealForestPolluted.png|A [[polluted]] Boreal Forest {{BiotechIcon}} --&amp;gt;&lt;br /&gt;
BorealForestTexture.png|Boreal Forest's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;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;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Arid_shrubland&amp;diff=182037</id>
		<title>Arid shrubland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Arid_shrubland&amp;diff=182037"/>
		<updated>2026-07-14T21:04:24Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: set Grazing Score&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Arid shrubland&lt;br /&gt;
| image = AridShrubland.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = AridShrublandTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 1.8&lt;br /&gt;
| plant density = 0.24&lt;br /&gt;
| movement difficulty = 1&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| max rainfall = 2000&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| forageability = 0.5&lt;br /&gt;
| wild plant regrow days = 27&lt;br /&gt;
| disease mtb days = 65&lt;br /&gt;
| description = A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| sandstorm = 2&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 480&lt;br /&gt;
| freshwater_common_tilapia = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_tuna = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Arid shrubland''' is a hot and dry [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 22.5f + (tile.temperature - 20f) * 2.2f + (tile.rainfall - 600f) / 100f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
It features hot temperatures, frequent patches of low fertility terrain, a moderate amount of wildlife, and a sparse amount of trees. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Arid Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;&amp;gt;0]] | ?Lives In Arid Shrubland = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Arid Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Arid Shrubland = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Arid Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Arid Shrubland (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Arid Shrubland has a disease {{MTB}} of 65 days. The following diseases can occur in an arid shrubland:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+60+60+30+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 60{{#set:Gut worms commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 60{{#set:Muscle parasites commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilapia]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Tuna]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Arid shrublands are one of the easier biomes in the game for a few reasons, with a few significant challenges. Abundant in natural resources except water and plants.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Easy''' - There is plenty of arable land, including patches of rich soil, growing is often year-round, and there is a moderate amount of animal life.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Moderate''' - While diseases are less frequent in the arid shrubland, wild [[healroot]] does not grow, so medicine will be harder to acquire before healroot can be grown. [[Infection]]s from injuries are unaffected by biome. Better doctors and not treating injuries with medicine can make the supply go further, but colonists will spend more time resting and sick. A lack of medicine won't kill immediately, but does kill unexpectedly. &lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Easy to Moderate''' - Average temperatures range from comfortable to [[desert]]-like, although even in a cooler arid shrubland, [[heat wave]]s can be an issue. Unlike actual desert tiles, there are enough trees that [[passive cooler]]s can be built in the early game or in a power outage. Electric [[cooler]]s and [[duster]]s can solve the issue long-term. See [[Events Guide#Heat Wave|Events Guide]] for more detail on how to deal with heat waves. It is rarely cold enough for [[cold snap]]s to appear.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - Arid shrubland's lower flora density reduces severity of natural fires. Rain is less common. {{Check_Tag|Factcheck|does firewatcher depend on weather commonality?}}&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Easy''' - There are fewer natural human-hunting predators than [[temperate forest]]. Cougars are dangerous to humans but can be fended off with the right weapons, armor, or skilled colonists. Arid shrubland wildlife is relatively infrequent, large, and hardy, so can be dangerous if it turns aggressive, but not singularly so compared to other biomes. &lt;br /&gt;
&lt;br /&gt;
Overall, the arid shrubland is easy to moderate difficulty. It has stable if overly warm temperatures, year-round or very long growing seasons, and is easy to traverse. It has full raw resources productivity but reduced rich soil growing zones. There are few unique challenges to living in the arid shrubland. It's not an especially easy place to live, but not uniquely so.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Arid Shrublands were the only biome in the game until Alpha 6. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AridShrubland.png|An Arid Shrubland&lt;br /&gt;
&amp;lt;!-- AridShrublandPolluted.png|A [[polluted]] Arid Shrubland {{BiotechIcon}} --&amp;gt;&lt;br /&gt;
AridShrublandTexture.png|Arid shrubland's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added along with the [[biome]] system. Previously, all maps used the same map generation as arid shrubland.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Hot Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Grazing_Score&amp;diff=182036</id>
		<title>Property:Grazing Score</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Grazing_Score&amp;diff=182036"/>
		<updated>2026-07-14T21:03:21Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;A calculated has type::number based on the biome properties Property:Wild Plant Regrow Days and Property:Plant Density, and the plant properties Property:Nutriti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A calculated [[has type::number]] based on the biome properties [[Property:Wild Plant Regrow Days]] and [[Property:Plant Density]], and the plant properties [[Property:Nutrition]] and [[Property:Lives In Arid Shrubland]] etc.&lt;br /&gt;
&lt;br /&gt;
Calculated by [[Template:Grazing Score]] and set on the individual biome pages.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Grazing_Score/doc&amp;diff=182035</id>
		<title>Template:Grazing Score/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Grazing_Score/doc&amp;diff=182035"/>
		<updated>2026-07-14T20:57:11Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;Calculates a score indicating how grazable a biome is. The score should be directly proportional to the rate of nutrition that grazing animals can get from each tile by eating...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calculates a score indicating how grazable a biome is. The score should be directly proportional to the rate of nutrition that grazing animals can get from each tile by eating edible wild plants, based on a guess of how the [[Property:Wild Plant Regrow Days]] and [[Property:Plant Density]] biome properties interact. It assumes that the plants' individual [[Property:Grow Days]] do not matter.&lt;br /&gt;
&lt;br /&gt;
Returns the value of&lt;br /&gt;
 1000 * Σ(wild plant.Nutrition * wild plant.Lives In &amp;lt;biome&amp;gt;) / Σ(plant.Lives In &amp;lt;biome&amp;gt;) * biome.Plant Density / biome.Regrow Days&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Biome|Debug}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
#Biome = name of biome&lt;br /&gt;
#Debug = if set, instead returns a trace of the calculations&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Grassland}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Grassland}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Grassland|Y}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Grassland|Y}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Arid shrubland}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Arid shrubland}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Temperate forest}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Temperate forest}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Tundra}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Tundra}}&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Extreme desert}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Extreme desert}}&lt;br /&gt;
----&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Grazing Score|Extreme desert|Y}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ⇒ {{Grazing Score|Extreme desert|Y}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Math templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Grazing_Score&amp;diff=182034</id>
		<title>Template:Grazing Score</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Grazing_Score&amp;diff=182034"/>
		<updated>2026-07-14T20:55:38Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;!-- --&amp;gt;{{#vardefine:name|{{{1|{{PAGENAME}} }}} }}&amp;lt;!-- --&amp;gt;{{#vardefine:debug|{{{2|}}} }}&amp;lt;!-- --&amp;gt;{{#vardefine:commonality|{{#switch:{{#var:name}}   |Arid shrubland...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|{{{1|{{PAGENAME}} }}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:debug|{{{2|}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:commonality|{{#switch:{{#var:name}}&lt;br /&gt;
  |Arid shrubland = Lives In Arid Shrubland&lt;br /&gt;
  |Boreal forest = Lives In Boreal forest&lt;br /&gt;
  |Cold bog = Lives In Cold Bog&lt;br /&gt;
  |Extreme desert = Lives In Extreme Desert&lt;br /&gt;
  |Ice sheet = Lives In Ice Sheet&lt;br /&gt;
  |Lava field = Lives In Lava Field&lt;br /&gt;
  |Sea ice = Lives In Sea Ice&lt;br /&gt;
  |Temperate forest = Lives In Temperate Forest&lt;br /&gt;
  |Temperate swamp = Lives In Temperate Swamp&lt;br /&gt;
  |Tropical rainforest = Lives In Tropical Rainforest&lt;br /&gt;
  |Tropical swamp = Lives In Tropical Swamp &lt;br /&gt;
  |#default = Lives In {{#var:name}}&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:numerator|({{#ask: [[Type::Plant]] [[Type2::Wild]] [[{{#var:commonality}}::&amp;gt;0]] | ?{{#var:commonality}} | ?Nutrition | mainlabel=- | link=none | import-annotation=true | sep=+ | format=plainlist | template=Product}}) }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:denominator|({{#ask: [[Type::Plant]] [[{{#var:commonality}}::&amp;gt;0]] | ?{{#var:commonality}}= | mainlabel=- | link=none | sep=+ | format=plainlist}})}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:plant_density|{{Q|{{#var:name}}|Plant Density}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:regrow_days|{{Q|{{#var:name}}|Wild Plant Regrow Days}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine:grazing_score|{{#expr:1000*{{#var:numerator}}/{{#var:denominator}}*{{#var:plant_density}}/{{#var:regrow_days}}round 2 }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:debug}}|&amp;amp;nbsp;&lt;br /&gt;
 name={{#var:name}}&lt;br /&gt;
 commonality={{#var:commonality}}&lt;br /&gt;
 numerator={{#var:numerator}}={{#expr:{{#var:numerator}} }}&lt;br /&gt;
 denominator={{#var:denominator}}={{#expr:{{#var:denominator}} }}&lt;br /&gt;
 plant_density={{#var:plant_density}}&lt;br /&gt;
 regrow_days={{#var:regrow_days}}&lt;br /&gt;
 &amp;lt;br&amp;gt;grazing_score={{#var:grazing_score}}&lt;br /&gt;
|{{#var:grazing_score}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Glacial_plain&amp;diff=182033</id>
		<title>Glacial plain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Glacial_plain&amp;diff=182033"/>
		<updated>2026-07-14T20:42:11Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Glacial plain&lt;br /&gt;
| image = GlacialPlains.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = GlacialPlainsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowRoads = No&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 2&lt;br /&gt;
| plant density = 0.4&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| forageability = 0.25&lt;br /&gt;
| wild plant regrow days =&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| max temperature = 33 &amp;lt;!-- For mountains/impassable. 30 for hills of any size.--&amp;gt;&lt;br /&gt;
| min rainfall = 600&lt;br /&gt;
| description = An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
| dry thunderstorm = 2&lt;br /&gt;
| foggy rain = 2&lt;br /&gt;
| hard snow = 2&lt;br /&gt;
| soft snow = 2&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| blizard = 2&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_uncommon_frostfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_cod = Yes&lt;br /&gt;
| saltwater_uncommon_dogfish = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Glacial plain''' is a cold [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- 15f + (0f - tile.temperature) + num&lt;br /&gt;
num is 10/15/18/18 for small hills/large hills/Mountains/Impassable. This also has a &amp;quot;noise&amp;quot; check to further limit possible placements.&lt;br /&gt;
Yes, this biome can be rather warm.--&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present. [[Anima tree]]s{{RoyaltyIcon}} will not appear even in a warm glacial plains map.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glacial Plain&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;&amp;gt;0]] | ?Lives In Glacial Plain = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glacial Plain&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Glacial Plain = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glacial Plain&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Glacial Plain (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Glacial plain has a disease {{MTB}} of 90 days. The following diseases can occur in a glacial plain:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+50+30+30+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 50{{#set:Gut worms commonality|50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Any || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Glacial plains are similar to [[boreal forest]]s or [[tundra]]s in terms of temperature and growing season length, but lack [[steam geyser]]s for heat and power, and have much less land to grow on.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Moderate to Difficult''' - Growing seasons can be similar in length to [[boreal forest]]s, but glacial plains do not have rich soil at all and regular soil is sparse. &lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy''' - Disease events are uncommon. [[Healroot]] still grows naturally during the summer, and healroot plants will survive (but not grow in) the cold.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Difficult''' - While the summers are fairly warm, the total lack of steam geysers and relative lack of [[tree]]s make temperature more difficult than the other cold biomes, namely for [[New Tribe]]s which don't start with Electricity.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - There is little plant life, and there are large stretches of ice between each patch of soil, meaning fires are not difficult to fight.&lt;br /&gt;
&lt;br /&gt;
* '''Special:''' There are few/no [[ruin]]s outside of the ice, so the initial start may be harder.&lt;br /&gt;
&lt;br /&gt;
Overall starting difficulty ranges from moderate to difficult. In warmer tiles, the summer will last long enough for colonists to stablize and get a food supply established. Still,   the colony will likely have to build in a sub-optimal location in order to be near a soil patch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GlacialPlains.jpg|A fully generated glacial plains&lt;br /&gt;
GlacialPlainsTexture.png|Glacian plains' texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Wild_Plant_Regrow_Days&amp;diff=182032</id>
		<title>Property:Wild Plant Regrow Days</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Wild_Plant_Regrow_Days&amp;diff=182032"/>
		<updated>2026-07-14T20:40:45Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Property:Plant Density}}&lt;br /&gt;
Found as &amp;quot;wildPlantRegrowDays&amp;quot; in BiomeDef. It is unclear how this interacts with the plant property [[Property:Grow Days]].&lt;br /&gt;
&lt;br /&gt;
[[has type::number]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Plant_Density&amp;diff=182031</id>
		<title>Property:Plant Density</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Plant_Density&amp;diff=182031"/>
		<updated>2026-07-14T20:40:04Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;{{See also|Property:Wild Plant Regrow Days}} Found as &amp;quot;plantDensity&amp;quot; in BiomeDef.   has type::number&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Property:Wild Plant Regrow Days}}&lt;br /&gt;
Found as &amp;quot;plantDensity&amp;quot; in BiomeDef. &lt;br /&gt;
&lt;br /&gt;
[[has type::number]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property:Wild_Plant_Regrow_Days&amp;diff=182030</id>
		<title>Property:Wild Plant Regrow Days</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property:Wild_Plant_Regrow_Days&amp;diff=182030"/>
		<updated>2026-07-14T20:38:03Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;Found as &amp;quot;wildPlantRegrowDays&amp;quot; in BiomeDef. It is unclear how this interacts with the plant property Property:Grow Days.  has type::number&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Found as &amp;quot;wildPlantRegrowDays&amp;quot; in BiomeDef. It is unclear how this interacts with the plant property [[Property:Grow Days]].&lt;br /&gt;
&lt;br /&gt;
[[has type::number]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Product/doc&amp;diff=182029</id>
		<title>Template:Product/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Product/doc&amp;diff=182029"/>
		<updated>2026-07-14T19:53:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;Returns the two parameters separated by an asterisk. Needed use for within Semantic Media Wiki's &amp;quot;#Ask&amp;quot;, to find the sum of the products between two properties for a set of pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Returns the two parameters separated by an asterisk. Needed use for within Semantic Media Wiki's &amp;quot;#Ask&amp;quot;, to find the sum of the products between two properties for a set of pages.&lt;br /&gt;
----&lt;br /&gt;
Example usage:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Product|23|56}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{Product|23|56}}&lt;br /&gt;
----&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{#vardefineecho:example|{{#ask: [[Type::Plant]] [[Type2::Wild]] [[Lives In Grassland::&amp;gt;0]] | ?Lives In Grassland | ?Nutrition | mainlabel=- | link=none | import-annotation=true | sep=+ | format=plainlist | template=Product}} }}&lt;br /&gt;
&lt;br /&gt;
={{#expr:{{#var:example}} }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{#vardefineecho:example|{{#ask: [[Type::Plant]] [[Type2::Wild]] [[Lives In Grassland::&amp;gt;0]] | ?Lives In Grassland | ?Nutrition | mainlabel=-| link=none | import-annotation=true | sep=+ | format=plainlist | template=Product}} }}&lt;br /&gt;
&lt;br /&gt;
={{#expr:{{#var:example}} }}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Math templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Product&amp;diff=182028</id>
		<title>Template:Product</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Product&amp;diff=182028"/>
		<updated>2026-07-14T19:53:35Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{{1}}}*{{{2}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{1}}}*{{{2}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182025</id>
		<title>Psytrainer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psytrainer&amp;diff=182025"/>
		<updated>2026-07-14T14:58:49Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Acquisition */ only purchasable at empire bases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Psytrainer&lt;br /&gt;
| image = Psytrainer.png&lt;br /&gt;
| description = A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Psytrainer&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = false&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Special/Neurotrainer&lt;br /&gt;
| label = neurotrainer&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = Neurotrainer&lt;br /&gt;
| trade never stack = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
The '''psytrainer''' is a rare item added by the [[Royalty DLC]] that gives the user a single [[psycast]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Acquisition stub. What factions offer it for quests? How are the psycasts selected - are all psycasts as common as each other? etc}}&lt;br /&gt;
Psytrainers cannot be crafted. Instead they must be purchased by [[trade|trading]] with [[Empire#Faction bases|empire bases]], or received as a reward from [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psytrainers can be used to learn a specified [[psycast]]. After use, the psytrainer is consumed. Each psytrainer is attuned to one specific psycast, which cannot be changed.&lt;br /&gt;
&lt;br /&gt;
In order to actually use the psycast, a pawn must have a [[psylink]] high enough to use it. For example, a pawn can only use Neuroquake, a level 6 psycast, at psylink level 6. &lt;br /&gt;
&lt;br /&gt;
The psytrainer can be used before the user has the psylink level to actually use the psycast. In this case, the pawn will not receive the random psycast upon reaching the psylink level of the gained psycast&lt;br /&gt;
For example, a pawn with level 5 psylink that has used a psytrainer to get [[Neuroquake]] will not receive another psycast upon reaching level 6. Pawns with no psylink cannot use psytrainers.&lt;br /&gt;
&lt;br /&gt;
The market value depends on the level of the psycast; higher level psycasts are more valuable. This follows the equation of ''100 + 150*Level''.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! Level !! Market value &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 250 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 400 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 550 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 700 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 850 {{Icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1000 {{Icon Small|silver|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many psycasts are very powerful tools, and psytrainers are the only way to collect the options a psycaster didn't randomly select on level up. Psytrainers ensure that a pawn will have access to any psycast, ''eventually''. &lt;br /&gt;
&lt;br /&gt;
Psytrainers are rare items and as such when a psytrainer of a psycast you know you will want appears for sale, it is often best to just buy them even if you don't have a psycaster of a high enough level to use it.&lt;br /&gt;
&lt;br /&gt;
They can be good for [[wealth management]]. Having a psycast does not increase colony wealth, so buying and using a psytrainer will both lower wealth and be useful on their own.&lt;br /&gt;
&lt;br /&gt;
Trainers should not be used prior to getting the requisite level to cast the contained psycast. There is basically never a valid reason to miss out on the free psycast, even the wealth they add while you're waiting to gain psylink levels isn't sufficient to justify it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Description now shows the description of associated psycasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Exotic Item]]&lt;br /&gt;
[[Category:Neurotrainers]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
</feed>