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		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=97821</id>
		<title>Animals</title>
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		<updated>2021-12-10T11:29:07Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: /* Life stages */ Removed the growth section, as it is no longer correct as of Version/1.3.3200.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do.&lt;br /&gt;
&lt;br /&gt;
Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-sterilised, tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilised, non-sterilised, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilised in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximise the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilised, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilised eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate.&lt;br /&gt;
&lt;br /&gt;
Incest has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.&lt;br /&gt;
: Eggs may start to overheat at/above {{temperature|50}}.&lt;br /&gt;
: Eggs may start to freeze at/below {{temperature|0}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have half the [[Toxic Sensitivity]] of humans by default.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period 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 Wildlife menu. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. &lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may also form bonds with their handlers, or doctors.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of 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;
&lt;br /&gt;
Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance). &lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, and [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals 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 animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training 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. &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 animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
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;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. &lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.&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.&lt;br /&gt;
&amp;lt;br&amp;gt;This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]&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 = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{see also|Pack animal}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Animal'''&lt;br /&gt;
! [[Property:Carrying Capacity|Pack Capacity]]&lt;br /&gt;
! [[Property:Mass - Adult|Mass]]&lt;br /&gt;
! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
|-{{Animal Caravan Row|Alpaca}}&lt;br /&gt;
|-{{Animal Caravan Row|Bison}}&lt;br /&gt;
|-{{Animal Caravan Row|Donkey}}&lt;br /&gt;
|-{{Animal Caravan Row|Dromedary}}&lt;br /&gt;
|-{{Animal Caravan Row|Elephant}}&lt;br /&gt;
|-{{Animal Caravan Row|Horse}}&lt;br /&gt;
|-{{Animal Caravan Row|Muffalo}}&lt;br /&gt;
|-{{Animal Caravan Row|Thrumbo}}&lt;br /&gt;
|-{{Animal Caravan Row|Yak}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze meaning they don't usually require food during a [[caravan]]. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* [[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;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Actual_Age&amp;diff=97820</id>
		<title>Template:Actual Age</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Actual_Age&amp;diff=97820"/>
		<updated>2021-12-10T11:19:02Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: deprecated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''This template is deprecated as of the fix to growth in [[Version/1.3.3200]].'''&lt;br /&gt;
&lt;br /&gt;
Returns the actual age at which an animal will reach a life stage age listed in its def files.&lt;br /&gt;
==Parameters==&lt;br /&gt;
*adult_age - this has to be the adult_age listed in the animal's def xml, or seen in the in-game information window&lt;br /&gt;
*juvenile_age - if a second parameter is given, the number returned will be the actual juvenile age. This number can only be found from the defs files.&lt;br /&gt;
==Formula used==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;actual_juvenile_age = (1-1/e^(juvenile_age/adult_age))×adult_age&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;actual_adult_age = (1-1/e)×adult_age&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
If the lifeStageAges minAge values from the animals' defs files were to be believed as-is, you would expect that horses, which have a reported minimum adult age of 0.3333, and a reported minimum juvenile age of 0.25, to be juveniles for (0.3333-0.25)*60 = 5 days. However, the time they actually spend in game as a juvenile is only 2 days. This method accurately predicts this.&lt;br /&gt;
&lt;br /&gt;
The reason for this weirdness is because the amount the growth stat increases at each tick is proportional to &amp;lt;code&amp;gt;1/ticks_to_adulthood&amp;lt;/code&amp;gt;, where ticks_to_adulthood is simply the difference between the ticks since birth and the def file's adult_age expressed in ticks. The consequence of growth updating this way is that initially, the growth stat increases at as you would expect, and then as the animal ages, it increases faster, with an infinite growth rate when it's at the adult age reported in the animal's defs file.&lt;br /&gt;
&lt;br /&gt;
{{GraphChart|width=200|height=200|xAxisTitle=Age relative to reported adult age|yAxisTitle=Growth|type=line|x=0.0, 0.02, 0.04, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26, 0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.42, 0.44, 0.46, 0.48, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6, 0.62, 0.64, 0.66, 0.68, 0.7, 0.72, 0.74, 0.76, 0.78, 0.8, 0.82, 0.84, 0.86, 0.88, 0.9, 0.92, 0.94, 0.96, 0.98|y2=0.001, 0.02121, 0.04184, 0.06291, 0.08443, 0.10642, 0.1289, 0.1519, 0.17545, 0.19956, 0.22427, 0.2496, 0.27559, 0.30228, 0.3297, 0.35789, 0.3869, 0.41677, 0.44757, 0.47934, 0.51216, 0.54609, 0.58121, 0.61761, 0.65539, 0.69465, 0.73551, 0.77812, 0.82262, 0.86919, 0.91804, 0.9694, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 | y1=0.0, 0.02, 0.04, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26, 0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.42, 0.44, 0.46, 0.48, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6, 0.62, 0.64, 0.66, 0.68, 0.7, 0.72, 0.74, 0.76, 0.78, 0.8, 0.82, 0.84, 0.86, 0.88, 0.9, 0.92, 0.94, 0.96, 0.98 | yType=number|yAxisMax=1|xAxisMax=1|linewidth=1|colors=red, black|legend=|y1Title=What you would expect|y2Title=What actually happens}}&lt;br /&gt;
&lt;br /&gt;
:An animal becomes an adult as soon as its growth hits 1. From the graph above, it can be observed that this happens when the relative age is at about 0.63. Applied to horses that have a reported adult_age of 0.3333, this relative age of 0.63 occurs at an age of &amp;lt;code&amp;gt;0.3333×0.63 = {{#expr:0.3333*0.63 round 2}}&amp;lt;/code&amp;gt;. In fact, this ~0.63 number is &amp;lt;code&amp;gt;1-1/e&amp;lt;/code&amp;gt;, where e is [https://en.wikipedia.org/wiki/E_(mathematical_constant) Euler's number].&lt;br /&gt;
&lt;br /&gt;
:A baby animal becomes a juvenile as soon as its growth exceeds &amp;lt;code&amp;gt;juvenile_age/adult_age&amp;lt;/code&amp;gt;. For example, horses have a reported juvenile age of 0.25 and a reported adult age of 0.3333, so they become a juvenile when their growth exceeds &amp;lt;code&amp;gt;0.25/0.3333 = 0.75&amp;lt;/code&amp;gt;. From the graph above, or from the equation &amp;lt;code&amp;gt;actual_juvenile_age = (1-1/e^(juvenile_age/adult_age))×adult_age&amp;lt;/code&amp;gt;, you can work out that the actual age at which a horse becomes a juvenile is &amp;lt;code&amp;gt;(1-1/e^0.75)×0.3333={{#expr:(1-1/2.7182818^0.75)*0.3333 round 3}}&amp;lt;/code&amp;gt;.&lt;br /&gt;
===Maths===&lt;br /&gt;
:&amp;lt;code&amp;gt;with 1 = {sum from [t=0 to actual_ticks_to_adulthood]: 1/(adult_age_expressed_in_ticks - t)},&amp;lt;br&amp;gt;actual_ticks_to_adulthood trends to (1-1/e)×adult_age_expressed_in_ticks as adult_age_expressed_in_ticks trends to infinity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;with (juvenile_age/adult_age) = {sum from [t=0 to actual_ticks_to_juvenile]: 1/(adult_age_expressed_in_ticks - t)},&amp;lt;br&amp;gt;actual_ticks_to_juvenile trends to (1-1/e^(juvenile_age/adult_age))×adult_age_expressed_in_ticks as adult_age_expressed_in_ticks trends to infinity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example uses==&lt;br /&gt;
*Horse adult: &amp;lt;nowiki&amp;gt;{{Actual Age|0.3333}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{Actual Age|0.3333}}&lt;br /&gt;
*Horse juvenile: &amp;lt;nowiki&amp;gt;{{Actual Age|0.3333|0.25}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{Actual Age|0.3333|0.25}}&lt;br /&gt;
*Fox juvenile: &amp;lt;nowiki&amp;gt;{{Actual Age|0.3333|0.1}}&amp;lt;/nowiki&amp;gt; -&amp;gt; {{Actual Age|0.3333|0.1}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#expr: (1-1/2.7182818^({{{2|{{{1}}}}}}/{{{1}}}))*{{{1}}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=97819</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=97819"/>
		<updated>2021-12-10T11:07:53Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: removed the usage of Template:Actual Age, as the weird ageing was fixed in Version/1.3.3200 (tested in-game too)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} &amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; resource = c_03 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#var:Name}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}}}}}|{{{imagesize|250px}}}|link={{#var:Name}}|{{#var:Name}}]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#set:Name = {{#var:Name}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important'&amp;gt;'''Base Stats'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--&amp;gt;&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{{marketvalue|}}}}}&amp;amp;nbsp;{{Icon Small|silver}} | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#set: Market Value Base = {{Market Value Calculator}} }} {{#set: Calculated Market Value  = True }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{Market Value Calculator}}}}&amp;amp;nbsp;{{Icon Small|silver}}  {{H:title|link=no|This value is automatically calculated by the wiki and may not be correct|&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;}} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}{{{beauty outdoors|}}}|{{#set:Beauty Base = {{{beauty|}}} }}{{#set:Beauty Outdoors Base = {{{beauty uutdoors|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|{{hover title|Beauty score when outdoors|({{{beauty outdoors|}}})}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{style|}}}|{{#set:Style = {{{style|}}}}} }}&lt;br /&gt;
{{#if: {{{styledominance|}}}|{{#set:Style Dominance = {{{styledominance|}}} }}&lt;br /&gt;
;Style Dominance&lt;br /&gt;
:{{{style|}}} {{{styledominance|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{edifice|}}}|{{#set:Edifice = {{{edifice|}}} }}&lt;br /&gt;
;Edifice&lt;br /&gt;
:{{{edifice|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleanliness|}}}|{{#set:Cleanliness = {{{cleanliness|}}} }}&lt;br /&gt;
;Cleanliness&lt;br /&gt;
:{{{cleanliness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stack limit|}}}|{{#set:Stack Limit = {{{stack limit|}}} }}&lt;br /&gt;
;Stack Limit&lt;br /&gt;
:{{{stack limit|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{passability|}}}|{{#set:Passability = {{{passability|}}} }}&lt;br /&gt;
;Passability&lt;br /&gt;
:{{{passability|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{path cost|}}}|{{#set:Path Cost = {{{path cost|}}} }}&lt;br /&gt;
;Path Cost&lt;br /&gt;
:{{{path cost|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---Building---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}|{{#set:Size = {{{size|}}} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{{size|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minifiable|}}}|{{#set:Minifiable = {{{minifiable|}}} }}&lt;br /&gt;
;Minifiable&lt;br /&gt;
:{{ucfirst:{{{minifiable|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{ucfirst:{{{placeable|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{ucfirst:{{{rotatable|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blockswind|}}}|{{#set:Blocks Wind = {{{blockswind|}}} }}&lt;br /&gt;
;Blocks Wind&lt;br /&gt;
:{{ucfirst:{{{blockswind|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{terrain affordance|}}}|{{#set:Terrain Affordance = {{{terrain affordance|}}} }}&lt;br /&gt;
;Terrain Affordance&lt;br /&gt;
:{{ucfirst:{{{terrain affordance|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{recreation power|}}} {{{recreation type|}}}|{{#set:Recreation Power= {{{recreation power|}}} }}{{#set:Recreation Type= {{{recreation type|}}} }}&lt;br /&gt;
;Recreation&lt;br /&gt;
:{{#if:{{{recreation power|}}}|{{#expr:{{{recreation power|}}}*100}}%}} {{{recreation type|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
{{#if:  {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}}  {{{coverage|}}} {{{layer|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Apparel'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}}|{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}&lt;br /&gt;
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Cold}}&lt;br /&gt;
:{{{insulationcoldfactor|}}}x }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}}|{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}&lt;br /&gt;
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Heat}}&lt;br /&gt;
:{{{insulationheatfactor|}}}x }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}}|{{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }}&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}}|{{#set:Coverage = {{{coverage|}}} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{layer|}}}|{{#set:layer= {{{layer|}}} }}&lt;br /&gt;
;Layer&lt;br /&gt;
:{{{layer|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Animal Health ---&amp;gt;&lt;br /&gt;
{{#if:  {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}}  {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Pawn Stats'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Most animal babies are 0.2 the size of the adults, but birds are 0.1--&amp;gt;&lt;br /&gt;
{{#set:Baby Scale = {{#vardefineecho:BabyScale|{{{babyscale|0.2}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mass is 60*bodysize, with no exceptions--&amp;gt;&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
{{#set:Mass - Young={{#vardefineecho:MassYoung|{{#expr:60*{{{bodysize}}}*{{#var:BabyScale}}}}}}}}&lt;br /&gt;
;Mass - Baby&lt;br /&gt;
:{{#var:MassYoung}} kg&lt;br /&gt;
&lt;br /&gt;
{{#set:Mass - Juvenile={{#vardefineecho:MassJuvenile|{{#expr:60*{{{bodysize}}}*0.5}}}}}}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{#var:MassJuvenile}} kg&lt;br /&gt;
&lt;br /&gt;
{{#set:Mass - Adult={{#vardefineecho:MassAdult|{{#expr:60*{{{bodysize}}}}}}}}}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{#var:MassAdult}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{healthscale|}}}|{{#set: Health Scale = {{{healthscale|}}} }}&lt;br /&gt;
;Health Scale&lt;br /&gt;
:{{{healthscale|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|{{#set:Body Size = {{{bodysize|}}} }}&lt;br /&gt;
;Body Size&lt;br /&gt;
:{{{bodysize|}}}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ridingspeed|}}}|{{#set:Riding Speed = {{{ridingspeed|}}} }}&lt;br /&gt;
;{{H:title|link=no|Multiplier to the caravan's movement speed.|Riding Speed}}&lt;br /&gt;
:{{{ridingspeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{packanimal|}}}}}|true|{{#set:Pack Capacity = {{#vardefineecho:PackCapacity|{{#expr:{{{bodysize|}}}*35}}}}}}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var: PackCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{filth rate|}}}|{{#set: Animal Filth Rate = {{{filth rate|}}} }}&lt;br /&gt;
;{{H:title|link=no|The average amount of filth produced on constructed floors per 1000 cells walked by this creature.|Filth Rate}}&lt;br /&gt;
:{{{filth rate|}}}|{{#if: {{{bodysize|}}}|&lt;br /&gt;
&amp;lt;!--Filth rate seems to default to 1 in game if it's not set in the xml.--&amp;gt;&lt;br /&gt;
  {{#vardefine: FilthRate | 1 }}&lt;br /&gt;
  {{#set: Animal Filth Rate = {{#var: FilthRate}} }}&lt;br /&gt;
;{{H:title|link=no|The average amount of filth produced on constructed floors per 1000 cells walked by this creature.|Filth Rate}}&lt;br /&gt;
:{{#var: FilthRate}} &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}{{#set:Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round2}} }}&lt;br /&gt;
;{{H:title|link=no|Nutrition lost per day.|Hunger Rate}}&lt;br /&gt;
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Guard = yes |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Guard = yes |Can Train Attack = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Guard = yes |Can Train Attack = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.40|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
| hauling only = {{#set: Can Train Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = yes}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MinHandlingSkill |&lt;br /&gt;
    {{#ifexpr: &lt;br /&gt;
      {{{wildness|}}} &amp;lt; .2|0&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .45|1&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .55|4&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .75|5&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .8|7&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .9|8&lt;br /&gt;
      |{{#ifexpr: {{{wildness|}}} &amp;lt; .97|9&lt;br /&gt;
      |10}} }} }} }} }} }} }} }}&lt;br /&gt;
  {{#set:Minimum Handling Skill = {{#var: MinHandlingSkill}} }}&lt;br /&gt;
  {{#ifeq: {{#var: MinHandlingSkill}}|0||&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{#var: MinHandlingSkill}} }} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{petness|}}}|{{#set: Petness = {{{petness|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{roamMtb|}}}|{{#set:Roam Mtb Days = {{{roamMtb|}}} }}&lt;br /&gt;
;{{H:title|link=no|How often an animal will attempt to roam away if not in a pen.|Roam Interval}}&lt;br /&gt;
:{{{roamMtb|}}} days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nuzzleMtb|}}}|{{#set: Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }}&lt;br /&gt;
;{{H:title|link=no|How often an animal will nuzzle friendly colonists, on average.|Nuzzle Interval}}&lt;br /&gt;
{{#ifexpr: {{{nuzzleMtb|}}} &amp;lt;= 24&lt;br /&gt;
  |{{#switch: {{{nuzzleMtb|}}}&lt;br /&gt;
     |24 = :1&amp;amp;nbsp;day&lt;br /&gt;
     |1 = :1&amp;amp;nbsp;hour&lt;br /&gt;
     |#default = :{{{nuzzleMtb|}}}&amp;amp;nbsp;hours}}&lt;br /&gt;
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&amp;amp;nbsp;days}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mateMtb|}}}|{{#set:Mate Mtb Hours = {{{mateMtb|}}} }}&lt;br /&gt;
;{{H:title|link=no|How often an awake, non-sterilised male will attempt to mate with a female, on average.|Mate Interval}}&lt;br /&gt;
:{{{mateMtb|}}} hours}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{#vardefineecho:RealMaturityAge|{{{maturityage}}} }} }}&lt;br /&gt;
;{{H:title|link=no|The age at which an animal reaches adulthood.|Maturity Age}}&lt;br /&gt;
:{{#expr:{{#var:RealMaturityAge}} round 3}} years {{#ifexpr: {{#var:RealMaturityAge}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{#var:RealMaturityAge}}|R}}*60)round 1}} }} days) }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{juvenileage|}}}|{{#set: Juvenile Age = {{#vardefineecho:RealJuvenileAge|{{{juvenileage}}} }} }}&lt;br /&gt;
;{{H:title|link=no|The age at which an animal becomes a juvenile.|Juvenile Age}}&lt;br /&gt;
:{{#expr:{{#var:RealJuvenileAge}} round 3}} years {{#ifexpr: {{#var:RealJuvenileAge}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{#var:RealJuvenileAge}}|R}}*60)round 1}} }} days) }} |}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min comfortable temperature|}}}|{{#set: Min Comfortable Temperature = {{{min comfortable temperature|}}} }}&lt;br /&gt;
{{#if: {{{max comfortable temperature|}}}|{{#set: Max Comfortable Temperature = {{{max comfortable temperature|}}} }}&lt;br /&gt;
;Comfortable Temp Range&lt;br /&gt;
:{{{min comfortable temperature|}}}&amp;amp;deg;C - {{{max comfortable temperature|}}}&amp;amp;deg;C&amp;lt;br&amp;gt;({{formatnum: {{#expr: ((({{{min comfortable temperature|}}}*9)/5)+32)round 1}} }}&amp;amp;deg;F - {{formatnum: {{#expr: ((({{{max comfortable temperature|}}}*9)/5)+32)round 1}} }}&amp;amp;deg;F)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives In Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateswamp|}}}|{{#set: Lives In Temperate Swamp = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives In Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalswamp|}}}|{{#set: Lives In Tropical Swamp = true}} }}&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives In Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives In Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives In Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives In Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_coldbog|}}}|{{#set: Lives In Cold Bog = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives In Tundra = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives In Ice Sheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives In Sea Ice = true}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if:  {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}}  {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Production'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq:{{#expr:{{#ifeq:{{{type|}}}|Animals|1|0}} or {{#ifeq:{{{type|}}}|Animal|1|0}}}}|1|&lt;br /&gt;
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}&lt;br /&gt;
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }} &lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:LeatherName }}|&lt;br /&gt;
  {{#set: Leather Name =  {{#var:LeatherName}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
    &amp;lt;!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- See Property:Meat_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if:{{#var:MeatName}}|{{#vardefine: MeatYield | {{{meatyield|{{Meat Leather Curve|{{{basemeatamount|140}}}*{{{bodysize|}}}}}}}}}}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}  [[Meat|{{lc:{{#var:MeatName}}}}]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--&amp;gt;&lt;br /&gt;
    &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if:{{#var:LeatherName}}|&lt;br /&gt;
    {{#ifeq:{{#vardefineecho:LeatherYield | {{{leatheryield|{{Meat Leather Curve|{{{baseleatheramount|40}}}*{{{bodysize|}}}}}}}}}} | 0 | |&lt;br /&gt;
        {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]]&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|&lt;br /&gt;
  {{#set: Milk Amount = {{{milk|}}}}}&lt;br /&gt;
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}&lt;br /&gt;
  {{#set: Milk Name =  {{#var:MilkName}}}}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{{milk|}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}&lt;br /&gt;
  {{#set: Wool Name =  {{#var:WoolName}}}}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{#var:Name}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{#var:Name}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_unfertilized|}}}|{{#set: Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }}&lt;br /&gt;
;Can Lay Unfertilized Eggs&lt;br /&gt;
:{{{eggs_unfertilized|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}} {{{avg offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }} {{#set: Average Offspring Per Birth = {{{avg offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:&lt;br /&gt;
 Facility = {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }}&lt;br /&gt;
|Facility = {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }}&lt;br /&gt;
|Facility = {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }}&lt;br /&gt;
|Facility = {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }}&lt;br /&gt;
|Facility = {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{glowcolor|}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:Red| {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:Green|{{#explode:{{{glowcolor|}}}|,|1}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:Blue| {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#set:Light Radius = {{#vardefineecho:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}}}}}}}}}}&lt;br /&gt;
;{{H:title|link=no|The furthest away a tile can be before it falls below 30% light|Light Radius}}&lt;br /&gt;
:{{#expr:{{#var:LightRadius}} round 2}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{heatpersecond|}}}|{{#set:Heat Per Second = {{{heatpersecond|}}} }}&lt;br /&gt;
;Heat Per Second&lt;br /&gt;
:{{{heatpersecond|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxheattemperature|}}}|{{#set:Max Heat Temperature = {{{maxheattemperature|}}} }}&lt;br /&gt;
;Stops Heating At&lt;br /&gt;
:{{{maxheattemperature|}}}°C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mincooltemperature|}}}|{{#set:Min Cool Temperature = {{{mincooltemperature|}}} }}&lt;br /&gt;
;Stops Cooling At&lt;br /&gt;
:{{{mincooltemperature|}}}°C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{surgery success chance factor|}}}|{{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }}&lt;br /&gt;
;Surgery Success Chance Factor&lt;br /&gt;
:{{{surgery success chance factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#ifexpr: {{{cover|}}} &amp;gt; 0.75 | {{#set:Cover Effectiveness= 0.75}}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:75%&lt;br /&gt;
| {{#set:Cover Effectiveness= {{{cover|}}} }} &lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
{{#if: {{{grow days|}}} {{{sow work|}}}  {{{harvest work|}}} {{{product|}}}  {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Plant Stats'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{grow days|}}}|{{#set:Grow Days = {{{grow days|}}} }} {{#set:Real Grow Days = {{#expr: {{{grow days|}}}/0.54167 round 2}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{grow days|}}} days {{H:title|link=no|Actual days to grow, taking into account rest time|({{#expr: {{{grow days|}}}/0.54167 round 2}} days)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespanDaysPerGrowDays|}}}|{{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }}&lt;br /&gt;
{{#if: {{{grow days|}}}|&lt;br /&gt;
;Lifespan&lt;br /&gt;
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite | {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays}}}}} days}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sow work|}}}|{{#set:Sow Work = {{{sow work|}}} }}&lt;br /&gt;
;Work to Sow&lt;br /&gt;
:{{ticks|{{{sow work|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{harvest work|}}}|{{#set:Harvest Work = {{{harvest work|}}} }}&lt;br /&gt;
;Work to Harvest&lt;br /&gt;
:{{ticks|{{{harvest work|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product|}}}|{{#set:Harvest Product = {{{product|}}} }}&lt;br /&gt;
{{#if: {{{yield|}}}|{{#set:Harvest Yield = {{{yield|}}} }}&lt;br /&gt;
;Harvest Yield&lt;br /&gt;
:{{{yield|}}} {{Icon Small|{{{product|}}}|16}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min sowing skill|}}}|{{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }}&lt;br /&gt;
;{{H:title|link=no|Minimum skill required to sow the plant|Min Skill}}&lt;br /&gt;
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min fertility|}}}|{{#set:Fertility Min = {{{min fertility|}}} }}&lt;br /&gt;
;Min Fertility&lt;br /&gt;
:{{#expr: {{{min fertility|}}} * 100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}}|{{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }}&lt;br /&gt;
;Fertility Sensitivity&lt;br /&gt;
:{{#expr: {{{fertility sensitivity|}}} * 100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nutrition|}}}|{{#set:Nutrition = {{{nutrition|}}} }}&lt;br /&gt;
;{{H:title|link=no|Nutrition when plant eaten|Nutrition}}&lt;br /&gt;
:{{{nutrition}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}}|&lt;br /&gt;
{{#if: {{{grow days|}}}|&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
{{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
{{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
{{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
{{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}}}&lt;br /&gt;
{{#if: {{{mode|}}}|&lt;br /&gt;
{{#set:Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} &lt;br /&gt;
{{#if:  {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}}  {{{cooldown |}}}  {{{range|}}}  {{{minrange|}}}  {{{accuracy|}}}  {{{accuracyTouch|}}}  {{{accuracyShort|}}}   {{{accuracyMedium|}}}  {{{accuracyLong|}}}  {{{accuracyAvg|}}}  {{{velocity|}}}  {{{burst|}}}  {{{burstTicks|}}}  {{{missRadius|}}}  {{{blastRadius|}}}  {{{DPS|}}}  {{{stoppingPower|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Ranged Combat'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }} &lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}} dmg {{#if: {{{damage type|}}}|{{#set:Damage Type = {{ucfirst:{{{damage type|}}}}} }}([[Damage Types#{{ucfirst:{{{damage type|}}}}}|{{ucfirst:{{{damage type|}}}}}]])}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|{{#set:Armor Penetration= {{{armorPenetration|}}} }}&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|{{#set:Minimum Range = {{{minrange|}}} }}&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyAvg|}}}|&lt;br /&gt;
;{{H:title|link=no|Average accuracy of the weapon, taking range into account.|Avg. accuracy}}&lt;br /&gt;
:{{{accuracyAvg|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots in a single burst|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}&amp;lt;br&amp;gt;({{#expr: 3600/{{{burstTicks|}}} round 2}} {{H:title|link=no|Rounds Per Minute|RPM}}) }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Average DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping Power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animal and Weapon Melee Combat--&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}   {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}    {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Melee Combat'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Animal Melee Combat --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}}}}|{{ucfirst:{{{attack1type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack1cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}}}}|{{ucfirst:{{{attack2type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack2cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}}}}|{{ucfirst:{{{attack3type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack3cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}}}}|{{ucfirst:{{{attack4type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack4cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}}|&lt;br /&gt;
  {{#set:Attack 5 Damage = {{{attack5dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 5 Part = {{{attack5part|}}} }}&lt;br /&gt;
  {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }}&lt;br /&gt;
  {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 5 DPS = {{#var: Attack5DPS}} }}&lt;br /&gt;
;Attack 5&lt;br /&gt;
:{{{attack5part|Body part?}}}&amp;lt;br&amp;gt;{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}}}}|{{ucfirst:{{{attack5type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack5cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5stun|}}}|{{#set:Attack 5 Stun = {{{attack5stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack5stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}}|&lt;br /&gt;
  {{#set:Attack 6 Damage = {{{attack6dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}}}}} }}&lt;br /&gt;
  {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 6 Part = {{{attack6part|}}} }}&lt;br /&gt;
  {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }}&lt;br /&gt;
  {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }}&lt;br /&gt;
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool}}}) }} }}&lt;br /&gt;
  {{#set: Attack 6 DPS = {{#var: Attack6DPS}} }}&lt;br /&gt;
;Attack 6&lt;br /&gt;
:{{{attack6part|Body part?}}}&amp;lt;br&amp;gt;{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}}}}|{{ucfirst:{{{attack6type|type?}}}}}]])&amp;lt;br&amp;gt;{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}}}}}% AP&amp;lt;br&amp;gt;{{{attack6cool|0}}} second cooldown}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6stun|}}}|{{#set:Attack 6 Stun = {{{attack6stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack6stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack6DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}} + {{#var: Attack5DPS}} + {{#var: Attack6DPS}})/6 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack5DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}} + {{#var: Attack5DPS}})/5 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{mode|}}}}} | melee |&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}}}}|{{ucfirst:{{{meleeattack1type|type?}}}}}]])&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack1ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}}}}|{{ucfirst:{{{meleeattack2type|type?}}}}}]])&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack2ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}}}}|{{ucfirst:{{{meleeattack3type|type?}}}}}]])&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack3ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{meleeattack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}&lt;br /&gt;
  {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack4part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}}}}|{{ucfirst:{{{meleeattack4type|type?}}}}}]])&amp;lt;br&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack4ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|{{#set:MeleeDPS= {{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageAP|}}}|{{#set:MeleeAP= {{{MeleeWeaponAverageAP|}}} }}&lt;br /&gt;
;Melee Average AP&lt;br /&gt;
:{{{MeleeWeaponAverageAP|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Creation ---&amp;gt;&lt;br /&gt;
{{#IF: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;'''Creation'''&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{production facility 1|}}}|{{#set:Production Facility 1= {{{production facility 1|}}} }}}}&lt;br /&gt;
{{#if: {{{production facility 2|}}}|{{#set:Production Facility 2= {{{production facility 2|}}} }}}}&lt;br /&gt;
{{#if: {{{production facility 3|}}}|{{#set:Production Facility 3= {{{production facility 3|}}} }}}}&lt;br /&gt;
{{#if: {{{production facility 4|}}}|{{#set:Production Facility 4= {{{production facility 4|}}} }}}}&lt;br /&gt;
{{#if: {{{production facility 1|}}}|&lt;br /&gt;
;Crafted At&lt;br /&gt;
:{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#ifeq:{{lc:{{{production facility 1|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 2|}}}|/{{Icon Small|{{{production facility 2|}}}|{{#ifeq:{{lc:{{{production facility 2|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 3|}}}|/{{Icon Small|{{{production facility 3|}}}|{{#ifeq:{{lc:{{{production facility 3|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 4|}}}|/{{Icon Small|{{{production facility 4|}}}|{{#ifeq:{{lc:{{{production facility 4|}}}}}|crafting spot|16|32}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{research|}}}|{{#set:&lt;br /&gt;
 Required Research = {{#vardefineecho: research1|{{ucfirst:{{#explode:{{{research|}}}|,|0}} }} }}&lt;br /&gt;
|Required Research = {{#vardefineecho: research2|{{ucfirst:{{#explode:{{{research|}}}|,|1}} }} }}&lt;br /&gt;
|Required Research = {{#vardefineecho: research3|{{ucfirst:{{#explode:{{{research|}}}|,|2}} }} }}&lt;br /&gt;
|Required Research = {{#vardefineecho: research4|{{ucfirst:{{#explode:{{{research|}}}|,|3}} }} }}&lt;br /&gt;
|Required Research = {{#vardefineecho: research5|{{ucfirst:{{#explode:{{{research|}}}|,|4}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
;Required Research&lt;br /&gt;
:[[Research#{{#var: research1}}|{{#var: research1}}]]{{#if:{{#var: research2}}|, [[Research#{{#var: research2}}|{{#var: research2}}]] }}{{#if:{{#var: research3}}|, [[Research#{{#var: research3}}|{{#var: research3}}]] }}{{#if:{{#var: research4}}|, [[Research#{{#var: research4}}|{{#var: research4}}]] }}{{#if:{{#var: research5}}|, [[Research#{{#var: research5}}|{{#var: research5}}]] }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}}|{{#set:Skill 1 = {{{skill 1|}}} }}}}&lt;br /&gt;
{{#if: {{{skill 2|}}}|{{#set:Skill 2 = {{{skill 2|}}} }}}}&lt;br /&gt;
{{#if: {{{skill 1 level|}}}|{{#set:Skill 1 Level = {{{skill 1 level|}}} }}}}&lt;br /&gt;
{{#if: {{{skill 2 level|}}}|{{#set:Skill 2 Level = {{{skill 2 level|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}}|&lt;br /&gt;
;Skill{{#if:{{{skill 2|}}}|s}} Required&lt;br /&gt;
:[[Skills#{{{skill 1|}}}|{{{skill 1|}}}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|&amp;amp; [[Skills#{{{skill 2|}}}|{{{skill 2|}}}]] {{{skill 2 level|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files.  This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks|{{{work to make|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{resources to make|}}}|&lt;br /&gt;
;Resources To Make&lt;br /&gt;
:{{{resources to make|}}} [[Category:Resource Update Needed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff tags|}}}|{{#set:Stuff Tags = {{{stuff tags}}}}}&lt;br /&gt;
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}&lt;br /&gt;
:{{{stuff tags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{resource 1|}}}|{{#set:Resource 1 = {{{resource 1|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 2|}}}|{{#set:Resource 2 = {{{resource 2|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 3|}}}|{{#set:Resource 3 = {{{resource 3|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 4|}}}|{{#set:Resource 4 = {{{resource 4|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 5|}}}|{{#set:Resource 5 = {{{resource 5|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 6|}}}|{{#set:Resource 6 = {{{resource 6|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 1 amount|}}}|{{#set:Resource 1 Amount = {{{resource 1 amount|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 2 amount|}}}|{{#set:Resource 2 Amount = {{{resource 2 amount|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 3 amount|}}}|{{#set:Resource 3 Amount = {{{resource 3 amount|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 4 amount|}}}|{{#set:Resource 4 Amount = {{{resource 4 amount|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 5 amount|}}}|{{#set:Resource 5 Amount = {{{resource 5 amount|}}} }}}}&lt;br /&gt;
{{#if: {{{resource 6 amount|}}}|{{#set:Resource 6 Amount = {{{resource 6 amount|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{resource 1|}}}|&amp;lt;!--{{#ifeq: {{lc:{{{placeable|}}}}}|false||--&amp;gt;&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} {{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}}|}} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}&lt;br /&gt;
&amp;lt;!--|}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---&amp;gt;&lt;br /&gt;
{{#ifeq: Stuff | {{{resource 1|}}} |  {{#if: {{{stuff tags|}}}| |&lt;br /&gt;
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''ERROR: NO STUFF TAGS'''&amp;lt;/span&amp;gt;&lt;br /&gt;
}}  &lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deconstruct yield|}}}|&lt;br /&gt;
;{{H:title|link=no|Resources recovered when deconstructing.|Deconstruct yield}}&lt;br /&gt;
:{{{deconstruct yield|}}}|&lt;br /&gt;
&amp;lt;!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 &amp;gt; 0&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}}}}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} &amp;gt; 0|1|0}} &amp;gt; 0|&lt;br /&gt;
;{{H:title|link=no|Resources recovered when deconstructing.|Deconstruct yield}}&lt;br /&gt;
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{destroyyield|}}}|&lt;br /&gt;
;{{H:title|link=no|Resources recovered when destroyed.|Destroy yield}}&lt;br /&gt;
:{{{destroyyield|}}}&amp;lt;!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.&lt;br /&gt;
--&amp;gt;|{{#ifeq:{{{type|}}}|Building|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title&lt;br /&gt;
--&amp;gt;{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}}}}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} &amp;gt; 0|&lt;br /&gt;
;{{H:title|link=no|Resources recovered when destroyed.|Destroy yield}}&lt;br /&gt;
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}}}}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }}|{{#expr: {{{resource 1 amount|}}}*0.25 }}|{{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }}|{{#expr: {{{resource 2 amount|}}}*0.25 }}|{{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }}|{{#expr: {{{resource 3 amount|}}}*0.25 }}|{{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }}|{{#expr: {{{resource 4 amount|}}}*0.25 }}|{{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }}|{{#expr: {{{resource 5 amount|}}}*0.25 }}|{{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }}|{{#expr: {{{resource 6 amount|}}}*0.25 }}|{{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}}}}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write &amp;quot; + &amp;quot;&lt;br /&gt;
--&amp;gt;{{#if:{{{bonusdestroyleavings|}}}|{{{bonusdestroyleavings|}}}}}&amp;lt;!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: &amp;lt;amount&amp;gt; {{Icon small|&amp;lt;resource&amp;gt;}})&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{page verified for version|}}}|{{Verified|{{{page verified for version|}}}}}| {{Verified}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{defName|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags}}} {{{factionPrerequisiteTags}}} {{{harvestTag}}} {{{recipePrerequisiteTags}}} {{{ResearchProjectTagDef}}} {{{sowTag}}} {{{sowTags}}} {{{tag}}} {{{tags}}} {{{techHediffsTags}}} {{{thingSetMakerTagsToAllow}}} {{{thingSetMakerTagsToDisallow}}} {{{tradeTag}}} {{{tradeTags}}} {{{tradeTagsBuy}}} {{{tradeTagsSell}}} {{{tradeTagsToAllow}}} {{{tutorHighlightTag}}} {{{apparelTags}}} {{{buildingTags}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;subheading mw-customtoggle-myDivision&amp;quot;  style='height: 1.75em !important; padding: 0.25em 0em 0.25em !important; margin: 0.5em 0 0.5em !important; width:300px'&amp;gt; '''Technical'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt; &amp;lt;span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'&amp;gt;&lt;br /&gt;
{{#if: {{{defName|}}}|&lt;br /&gt;
; defName&lt;br /&gt;
: {{{defName|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
{{#if: {{{file|}}}|&lt;br /&gt;
; File&lt;br /&gt;
: {{{file|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingCategories|}}}|&lt;br /&gt;
; thingCategories&lt;br /&gt;
: {{{thingCategories|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{weaponTags|}}}|{{#set:  weaponTags = {{{weaponTags|}}}}}&lt;br /&gt;
; weaponTags&lt;br /&gt;
: {{{weaponTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTags|}}}|&lt;br /&gt;
; thingSetMakerTags&lt;br /&gt;
: {{{thingSetMakerTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{defaultOutfitTags|}}} |&lt;br /&gt;
; defaultOutfitTags&lt;br /&gt;
: {{{defaultOutfitTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{factionPrerequisiteTags|}}} |&lt;br /&gt;
; factionPrerequisiteTags&lt;br /&gt;
: {{{factionPrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{harvestTag|}}} |&lt;br /&gt;
; harvestTag&lt;br /&gt;
: {{{harvestTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{recipePrerequisiteTags|}}} |&lt;br /&gt;
;recipePrerequisiteTags&lt;br /&gt;
: {{{recipePrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{ResearchProjectTagDef|}}} |&lt;br /&gt;
;ResearchProjectTagDef&lt;br /&gt;
:{{{ResearchProjectTagDef|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTag|}}} |{{#set:  sowTag = {{{sowTag|}}}}}&lt;br /&gt;
;sowTag&lt;br /&gt;
:{{{sowTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTags|}}} |{{#set:  sowTags = {{{sowTags|}}}}}&lt;br /&gt;
;sowTags&lt;br /&gt;
:{{{sowTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tag|}}} |{{#set:  tag = {{{tag|}}}}}&lt;br /&gt;
;tag&lt;br /&gt;
:{{{tag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tags|}}} |{{#set:  tags = {{{tags|}}}}}&lt;br /&gt;
;tags&lt;br /&gt;
:{{{tags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{techHediffsTags|}}} | {{#set:  techHediffsTags = {{{techHediffsTags|}}}}}&lt;br /&gt;
;techHediffsTags&lt;br /&gt;
:{{{techHediffsTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToAllow|}}} |&lt;br /&gt;
;thingSetMakerTagsToAllow&lt;br /&gt;
:{{{thingSetMakerTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToDisallow|}}} |&lt;br /&gt;
;thingSetMakerTagsToDisallow&lt;br /&gt;
:{{{thingSetMakerTagsToDisallow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTag|}}} |{{#set:  tradeTag = {{{tradeTag|}}}}}&lt;br /&gt;
;tradeTag&lt;br /&gt;
:{{{tradeTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTags|}}} |{{#set:  tradeTags = {{{tradeTags|}}}}}&lt;br /&gt;
;tradeTags&lt;br /&gt;
:{{{tradeTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsBuy|}}} |&lt;br /&gt;
;tradeTagsBuy&lt;br /&gt;
:{{{tradeTagsBuy|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsSell|}}} |&lt;br /&gt;
;tradeTagsSell&lt;br /&gt;
:{{{tradeTagsSell|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsToAllow|}}} |&lt;br /&gt;
;tradeTagsToAllow&lt;br /&gt;
:{{{tradeTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tutorHighlightTag|}}} |&lt;br /&gt;
;tutorHighlightTag&lt;br /&gt;
:{{{tutorHighlightTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{apparelTags|}}} |{{#set:  apparelTags = {{{apparelTags|}}}}}&lt;br /&gt;
;apparelTags&lt;br /&gt;
:{{{apparelTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{buildingTags|}}} |{{#set:  buildingTags = {{{buildingTags|}}}}}&lt;br /&gt;
;buildingTags&lt;br /&gt;
:{{{buildingTags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wjrrxbmyr31sw58t&amp;topic_postId=wjypixfevpnvg70t&amp;topic_revId=wjypixfevpnvg70t&amp;action=single-view</id>
		<title>Topic:Wjrrxbmyr31sw58t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wjrrxbmyr31sw58t&amp;topic_postId=wjypixfevpnvg70t&amp;topic_revId=wjypixfevpnvg70t&amp;action=single-view"/>
		<updated>2021-11-08T19:36:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Cheldra&quot; class=&quot;mw-userlink&quot; title=&quot;User:Cheldra&quot;&gt;&lt;bdi&gt;Cheldra&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Cheldra&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Cheldra&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Cheldra&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Cheldra&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wjrrxbmyr31sw58t&amp;amp;topic_showPostId=wjypixfevpnvg70t#flow-post-wjypixfevpnvg70t&quot;&gt;commented&lt;/a&gt; on &quot;[1.3.3159]Why did the devs add gestation if the tamed magaspiders don&amp;#039;t mate?&quot; (&lt;em&gt;It&amp;#039;s unclear why. The megapspider and spelopede have their gestation explicitly set to 6 in their xml files, so it&amp;#039;s hard to imagine that...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=95291</id>
		<title>Mini-slugger turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mini-slugger_turret&amp;diff=95291"/>
		<updated>2021-10-17T18:59:45Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Buildings -&amp;gt; Building; type2:  -&amp;gt; Mechanoid cluster; placeable:  -&amp;gt; false; path cost: - -&amp;gt; 50; passability: - -&amp;gt; pass through only; mass base: 10 -&amp;gt; -; terrain affordance: Light -&amp;gt; -; destroyyield: - -&amp;gt; {{Icon small|Steel slag chunk}} 1;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Mini-slugger turret&lt;br /&gt;
|image = TurretMechMini.png&lt;br /&gt;
|description = A self-powered defense turret mounted with a weak but long-ranged slug-thrower. May explode when damaged.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 100&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}A '''mini-slugger turret''' is a small turret that appears in [[mech_cluster|mech clusters]]. It is equipped with a [[Mini-slugger]]. It has a [[Shooting Accuracy]] of 96%, equivalent to a [[Skills#Shooting|Shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=95290</id>
		<title>Auto charge turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_charge_turret&amp;diff=95290"/>
		<updated>2021-10-17T18:57:43Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Buildings -&amp;gt; Building; type2:  -&amp;gt; Mechanoid cluster; placeable:  -&amp;gt; false; path cost: - -&amp;gt; 50; passability: - -&amp;gt; pass through only; mass base: 100 -&amp;gt; -; terrain affordance: Heavy -&amp;gt; -; destroyyield: - -&amp;gt; {{Icon small|Steel slag chunk}} 1;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Auto charge turret&lt;br /&gt;
|image = Auto charge turret.png&lt;br /&gt;
|description = A self-powered turret mounted with a charge blaster. It cannot sense targets at very short ranges.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 180&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}&lt;br /&gt;
A '''auto charge turret''' is a large turret that appears in [[mech cluster]]s. It is equipped with a [[light charge blaster]]. It has a [[shooting accuracy]] of 96%, equivalent to a [[Skills#Shooting|shooting skill]] of 8.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|flame damage type]]. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_inferno_turret&amp;diff=95289</id>
		<title>Auto inferno turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_inferno_turret&amp;diff=95289"/>
		<updated>2021-10-17T18:55:30Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Buildings -&amp;gt; Building; type2:  -&amp;gt; Mechanoid cluster; placeable:  -&amp;gt; false; path cost: - -&amp;gt; 50; passability: - -&amp;gt; pass through only; mass base: 100 -&amp;gt; -; terrain affordance: Heavy -&amp;gt; -; destroyyield: - -&amp;gt; {{Icon small|Steel slag chunk}} 1;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Auto inferno turret&lt;br /&gt;
|image = Auto inferno turret.png&lt;br /&gt;
|description = A self-powered turret mounted with an inferno cannon. It cannot sense targets at very short ranges.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 180&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|destroyyield = {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
}}&lt;br /&gt;
An '''auto inferno turret''' is a large turret that appears in [[mech cluster]]s. It is equipped with the [[Inferno cannon (Turret)|turret version of the inferno cannon]]. It has a [[shooting accuracy]] of 96%, equivalent to a [[Skills#Shooting|shooting skill]] of 8, though this is usually irrelevant due to its weapons forced miss radius. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[flammability]] of 0%, but also take no damage from attacks with the [[Damage Types#Flame|flame damage type]]. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto_mortar&amp;diff=95288</id>
		<title>Auto mortar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto_mortar&amp;diff=95288"/>
		<updated>2021-10-17T18:51:13Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Buildings -&amp;gt; Building; type2:  -&amp;gt; Mechanoid cluster; placeable:  -&amp;gt; false; path cost: - -&amp;gt; 50; passability: - -&amp;gt; pass through only; cover:  -&amp;gt; 0.4; destroyyield: - -&amp;gt; {{Icon small|Steel slag chunk}} 1 + {{Icon small|Steel}} 60 + {{Icon small|Plasteel}} 10 + {{Icon small|Reinforced barrel}} 1; range: - -&amp;gt; 500; minrange: - -&amp;gt; 29.9; burst: - -&amp;gt; 1; warmup: - -&amp;gt; 4; velocity: - -&amp;gt; 41;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Auto mortar&lt;br /&gt;
|image = Automortar.png&lt;br /&gt;
|description = A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 260&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|destroyyield = {{Icon small|Steel slag chunk}} 1 + {{Icon small|Steel}} 60 + {{Icon small|Plasteel}} 10 + {{Icon small|Reinforced barrel}} 1&lt;br /&gt;
|range = 500&lt;br /&gt;
|minrange = 29.9&lt;br /&gt;
|burst = 1&lt;br /&gt;
|warmup = 4&lt;br /&gt;
|velocity = 41&lt;br /&gt;
}}&lt;br /&gt;
An '''auto mortar''' is a threat that appears in [[mech_cluster|mech clusters]].&lt;br /&gt;
&lt;br /&gt;
Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.&lt;br /&gt;
&lt;br /&gt;
It shoots [[high explosive shell]]s, which explode in as normal to deal 50 damage in a 2.9-tile radius. Like normal [[mortar]]s, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire.&lt;br /&gt;
&lt;br /&gt;
They are a source of the [[reinforced barrel]]s needed to construct mortars.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weather_controller&amp;diff=95287</id>
		<title>Weather controller</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weather_controller&amp;diff=95287"/>
		<updated>2021-10-17T18:35:57Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Weather controller&lt;br /&gt;
|image = WeatherController.png&lt;br /&gt;
|description = An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Weather controllers''' are [[mechanoid cluster]] and quest [[condition causers]] that force a particular [[weather]] over a 10 [[world]]-tile radius. The effects of multiple weather controllers can stack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weather_controller&amp;diff=95286</id>
		<title>Weather controller</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weather_controller&amp;diff=95286"/>
		<updated>2021-10-17T18:35:44Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Weather controller&lt;br /&gt;
|image = Weather_controller.png&lt;br /&gt;
|description = An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Weather controllers''' are [[mechanoid cluster]] and quest [[condition causers]] that force a particular [[weather]] over a 10 [[world]]-tile radius. The effects of multiple weather controllers can stack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_spewer&amp;diff=95285</id>
		<title>Toxic spewer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_spewer&amp;diff=95285"/>
		<updated>2021-10-17T18:31:03Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Toxic spewer&lt;br /&gt;
|image = ToxicSpewer.png&lt;br /&gt;
|description = An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 5&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Toxic spewers''' are [[mechanoid cluster]] and quest [[condition causers]] that create [[toxic fallout]] in a 3 [[world]]-tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_spewer&amp;diff=95284</id>
		<title>Toxic spewer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_spewer&amp;diff=95284"/>
		<updated>2021-10-17T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Toxic spewer&lt;br /&gt;
|image = Toxic_spewer.png&lt;br /&gt;
|description = An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 5&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Toxic spewers''' are [[mechanoid cluster]] and quest [[condition causers]] that create [[toxic fallout]] in a 3 [[world]]-tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sun_blocker&amp;diff=95283</id>
		<title>Sun blocker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sun_blocker&amp;diff=95283"/>
		<updated>2021-10-17T18:25:29Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Sun blocker&lt;br /&gt;
|image = SunBlocker.png&lt;br /&gt;
|description = An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 4&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Sun blockers''' are [[mechanoid cluster]] and quest [[condition causers]] that block all sunlight in a 10 world-tile radius.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When generated as part of a quest site, the site will not contain any electrical equipment, as these are usually powered by solar panels.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_spewer&amp;diff=95282</id>
		<title>Smoke spewer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_spewer&amp;diff=95282"/>
		<updated>2021-10-17T18:19:37Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page (stub)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub|reason=need details on affect on light levels}}{{infobox main|building|&lt;br /&gt;
|name = Smoke spewer&lt;br /&gt;
|image = SmokeSpewer.png&lt;br /&gt;
|description = An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 5&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Smoke spewers''' are [[mechanoid cluster]] and quest [[condition causers]] that reduce light levels in a 10 world-tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_suppressor&amp;diff=95281</id>
		<title>Psychic suppressor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_suppressor&amp;diff=95281"/>
		<updated>2021-10-17T18:13:07Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Psychic suppressor&lt;br /&gt;
|image = PsychicSuppressor.png&lt;br /&gt;
|description = An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Psychic supressors''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. They reduce the [[consciousness]] of all humans of a gender in a 10 [[world]]-tile radius to a maximum of 50%, although this loss in consciousness scales with the individual's [[psychic sensitivity]].&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_suppressor&amp;diff=95280</id>
		<title>Psychic suppressor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_suppressor&amp;diff=95280"/>
		<updated>2021-10-17T18:12:52Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: Created page with &amp;quot;{{Royalty}}{{infobox main|building| |name = Psychic suppressor |image = Psychic_suppressor.png |description = An archotech device that generates a massive psychic suppression...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Psychic suppressor&lt;br /&gt;
|image = Psychic_suppressor.png&lt;br /&gt;
|description = An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Psychic supressors''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. They reduce the [[consciousness]] of all humans of a gender in a 10 [[world]]-tile radius to a maximum of 50%, although this loss in consciousness scales with the individual's [[psychic sensitivity]].&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_droner&amp;diff=95279</id>
		<title>Psychic droner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_droner&amp;diff=95279"/>
		<updated>2021-10-17T18:01:23Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page (stub)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|the crashed ship part with a similar effect|psychic ship}}{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Psychic droner&lt;br /&gt;
|image = PsychicDroner.png&lt;br /&gt;
|description = An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individual's psychic sensitivity.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Psychic droners''' are [[mechanoid cluster]] and quest [[condition causers]] that reduce moods in a 10 world-tile radius. Unlike crashed [[psychic ship]]s, the severity does not escalate over time, but the effects of multiple psychic droners can stack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_ship&amp;diff=95278</id>
		<title>Psychic ship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_ship&amp;diff=95278"/>
		<updated>2021-10-17T17:51:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: changed redirect from Events to Crashed ship parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crashed ship parts#Psychic ship]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defoliator&amp;diff=95277</id>
		<title>Defoliator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defoliator&amp;diff=95277"/>
		<updated>2021-10-17T17:47:04Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|the crashed ship part with a similar effect|defoliator ships}}{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Defoliator&lt;br /&gt;
|image = Defoliator.png&lt;br /&gt;
|description = An area-denial device which annihilates nearby plants without affecting animals.&amp;lt;br&amp;gt;In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 400&lt;br /&gt;
|beauty = -200&lt;br /&gt;
|destroyyield = {{Icon small|Steel slag chunk}} 4 + {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}Defoliators are [[mechanoid cluster]] problem causers that kill all plants in a slowly-growing area. The affected radius rapidly expands to 18 tiles in 1.5 days, then expands to 40 tiles after 6 total days, before reaching the final size of 100 tiles after 20 total days. Upon being destroyed, a defoliator explodes with [[EMP]] damage in a 9 tile radius after {{Ticks|240}}.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defoliator_ships&amp;diff=95276</id>
		<title>Defoliator ships</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defoliator_ships&amp;diff=95276"/>
		<updated>2021-10-17T17:38:49Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crashed ship parts#Defoliator ship]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Climate_adjuster&amp;diff=95275</id>
		<title>Climate adjuster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Climate_adjuster&amp;diff=95275"/>
		<updated>2021-10-17T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Climate adjuster&lt;br /&gt;
|image = ClimateAdjuster.png&lt;br /&gt;
|description = An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, it shifts the temperature in this region of the world.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Climate adjusters''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. It affects a 10 [[world]]-tile radius, and the effects of multiple climate adjusters can stack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Climate_adjuster&amp;diff=95274</id>
		<title>Climate adjuster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Climate_adjuster&amp;diff=95274"/>
		<updated>2021-10-17T17:34:04Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page (stub)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Climate adjuster&lt;br /&gt;
|image = Climate_adjuster.png&lt;br /&gt;
|description = An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, it shifts the temperature in this region of the world.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 6&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Climate adjusters''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. It affects a 10 [[world]]-tile radius, and the effects of multiple climate adjusters can stack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95273</id>
		<title>EMI dynamo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95273"/>
		<updated>2021-10-17T17:27:21Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = EMI dynamo&lt;br /&gt;
|image = EMIDynamo.png&lt;br /&gt;
|description = A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 4&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''EMI dynamos''' are [[mechanoid cluster]] and quest [[condition causer]]s added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95272</id>
		<title>EMI dynamo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95272"/>
		<updated>2021-10-17T17:23:22Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = EMI dynamo&lt;br /&gt;
|image = EMIDynamo.png&lt;br /&gt;
|description = A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 4&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''EMI dynamos''' are [[mechanoid cluster]] problem causers added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95271</id>
		<title>EMI dynamo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMI_dynamo&amp;diff=95271"/>
		<updated>2021-10-17T17:22:35Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = EMI dynamo&lt;br /&gt;
|image = EMIDynamo.png&lt;br /&gt;
|description = A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 6 ˣ 4&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 1500&lt;br /&gt;
|destroyyield = {{Icon small|Steel}} 60 + {{Icon small|Component}} 1 + {{Icon small|Plasteel}} 10 + {{Icon small|Steel slag chunk}} 4&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''EMI dynamos''' are [[mechanoid cluster]] problem causers added by the [[Royalty]] DLC. Similar to a [[solar flare]], they shut down all electronics, affecting a 10 [[world]]-tile radius around them. Upon being destroyed, they deal [[EMP]] damage in a 10 tile radius.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Condition_causer&amp;diff=95270</id>
		<title>Condition causer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Condition_causer&amp;diff=95270"/>
		<updated>2021-10-17T17:12:19Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;'''Condition causers''' are structures that create a variety of effects on a given map tile or on the world map at large. They are generally associated with either [[Events]], [[Quest]] or a [[Mechanoid cluster]] {{RoyaltyIcon}} where they serve as both a threat and a call to action. The player must endure their effect until they are destroyed. In this way they are similar to [[psychic ship]]s. &lt;br /&gt;
&lt;br /&gt;
If the player can endure their effects, they can be left alone however some quests may require them to be killed with a time limit and some progressively get worse. &lt;br /&gt;
&lt;br /&gt;
They can spawn on the map with the players colony, or in a settlement on the world map that must be [[caravan]]ed to. In either case they will usually be guarded. &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Building Type !! Image !! Health !! Description !! Effect !! Size&lt;br /&gt;
|- id=&amp;quot;Psychic droner&amp;quot;&lt;br /&gt;
! [[Psychic droner]] &lt;br /&gt;
| [[File: PsychicDroner.png|64px]] || | 450 || | An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. People of that gender will be disturbed by the effect, reducing their mood and possibly driving them insane. The effect is modulated by an individuals [[psychic sensitivity]]. || | Creates a gender specific Psychic Drone || | 6x6 &lt;br /&gt;
|- id=&amp;quot;Toxic spewer&amp;quot;&lt;br /&gt;
! [[Toxic spewer]] &lt;br /&gt;
| [[File: ToxicSpewer.png|64px]] || | 450 || |An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet.  || | Causes [[toxic fallout]] across the map and a radius of 3 hexes on the world map. || | 6x5 &lt;br /&gt;
|- id=&amp;quot;Smoke spewer&amp;quot;&lt;br /&gt;
! [[Smoke spewer]] &lt;br /&gt;
| [[File: SmokeSpewer.png|64px]] || | 450 || | An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. || |Prevents sunlight shining through during day. Affects the worldmap with a radius of 10.  || | 6x5 &lt;br /&gt;
|- id=&amp;quot;Defoliator&amp;quot;&lt;br /&gt;
! [[Sun blocker]] &lt;br /&gt;
| [[File: SunBlocker.png|64px]] || | 450 || |An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun.  || |Blocks the sun akin to an eclipse. Affects the worldmap by 10 hexes.  || | 4x6 &lt;br /&gt;
|- id=&amp;quot;Psychic suppressor&amp;quot;&lt;br /&gt;
! [[Psychic suppressor]]&lt;br /&gt;
| [[File: PsychicSuppressor.png|64px]] || | 450 || |An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's [[psychic sensitivity]].   || |Inflicts upon a specific gender a reduction in [[consciousness]] and scaled to the pawns [[psychic sensitivity]] up to a maximum of 50% consciousness cap at 100% sensitivity. Does not scale beyond 100% sensitivity. Affects the worldmap by 10 hexes.  || | 6x6&lt;br /&gt;
|- id=&amp;quot;Weather controller&amp;quot;&lt;br /&gt;
! [[Weather controller]]&lt;br /&gt;
| [[File: WeatherController.png|64px]] || | 450 || |An ultratech device for controlling [[weather]]. Using chemicals and exotic fields, it forces the weather into a particular configuration.  || | Causes a local weather phenomenon on the local and world map within 10 hexes. || | 6x6 &lt;br /&gt;
|- id=&amp;quot;EMI dynamo&amp;quot;&lt;br /&gt;
! [[EMI dynamo]]&lt;br /&gt;
| [[File: EMIDynamo.png|64px]] || | 1500 || |A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions.  || |Causes electrical equipment to malfunction akin to a solar flare. Affects a radius of 10 hexes on the worldmap. || | 4x6 &lt;br /&gt;
|- id=&amp;quot;Defoliator&amp;quot;&lt;br /&gt;
! [[Defoliator]]&lt;br /&gt;
| [[File: Defoliator.png|64px]] || | 400 || |An area-denial device which annihilates nearby plants without affecting animals. In planetary wars, these weapons are scattered across farmlands or jungles to deny the enemy food or cover. They're usually associated with orbital-drop mechanoid swarms.  || |Kills all plant life in a slowly expanding radius eventually affecting the whole map given enough time. &amp;lt;Br&amp;gt;Releases an [[EMP]] blast with a radius of 9 tiles when destroyed. || | 2x2 &lt;br /&gt;
|- id=&amp;quot;Climate adjuster&amp;quot;&lt;br /&gt;
! [[Climate adjuster]]&lt;br /&gt;
| [[File: ClimateAdjuster.png|64px]] || | 450 || | An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, It shifts the temperature in this region of the world. || | Causes the Local and Map temperature to increase or decrease by 10 degrees, whichever would be more dangerous.  || | 6x6 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Climate adjuster no longer will choose negative temperature offset for deserts nor positive offset for ice sheets (it will avoid being not dangerous).&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=95269</id>
		<title>Mech low-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=95269"/>
		<updated>2021-10-17T17:05:58Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: light -&amp;gt; -; resource 1: Plasteel -&amp;gt; -; resource 1 amount: 7 -&amp;gt; -; resource 2: Shield core -&amp;gt; -; resource 2 amount: 1 -&amp;gt; -; deconstruct yield: - -&amp;gt; {{Icon small|Plasteel}} 7 + {{Icon small|Shield core}} 1; destroyyield: - -&amp;gt; {{Icon small|Plasteel}} 7; deconstructyieldfraction: 1 -&amp;gt; -; leavesresourceswhendestroyed: false -&amp;gt; -; bonusdestroyleavings: {{Icon small|Plasteel}} 7 -&amp;gt; -;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Mech low-shield&lt;br /&gt;
|image = ShieldGeneratorBullet.png&lt;br /&gt;
|description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in.&amp;lt;br&amp;gt;This one is tuned to low angles, so it will block ground-level projectiles like bullets.&amp;lt;br&amp;gt;The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Plasteel}} 7 + {{Icon small|Shield core}} 1&lt;br /&gt;
|destroyyield = {{Icon small|Plasteel}} 7&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech low-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from &amp;quot;Bullet shield&amp;quot; to &amp;quot;mech low-shield&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=95268</id>
		<title>Mech high-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=95268"/>
		<updated>2021-10-17T17:04:57Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Mech high-shield&lt;br /&gt;
|image = ShieldGeneratorMortar-0.png&lt;br /&gt;
|description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in.&amp;lt;br&amp;gt;This one is tuned to high angles, so it will block mortar rounds.&amp;lt;br&amp;gt;The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Plasteel}} 7 + {{Icon small|Shield core}} 1&lt;br /&gt;
|destroyyield = {{Icon small|Plasteel}} 7&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech high-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming [[mortar]] shells in a 25-tile radius around it. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=95267</id>
		<title>Mech high-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_high-shield&amp;diff=95267"/>
		<updated>2021-10-17T17:03:49Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main|building|&lt;br /&gt;
|name = Mech high-shield&lt;br /&gt;
|image = Mech_high-shield.png&lt;br /&gt;
|description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in.&amp;lt;br&amp;gt;This one is tuned to high angles, so it will block mortar rounds.&amp;lt;br&amp;gt;The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Plasteel}} 7 + {{Icon small|Shield core}} 1&lt;br /&gt;
|destroyyield = {{Icon small|Plasteel}} 7&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech high-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming [[mortar]] shells in a 25-tile radius around it. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_capsule&amp;diff=95266</id>
		<title>Mech capsule</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_capsule&amp;diff=95266"/>
		<updated>2021-10-17T16:57:29Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Mech capsule&lt;br /&gt;
|image = MechCapsule.png&lt;br /&gt;
|description = A mechanoid storage and deployment capsule. It can contain a number of mechanoids, ready to emerge and fight upon being awakened.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 2 ˣ 3&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 180&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Component}} 1.5 + {{Icon small|Plasteel}} 10&lt;br /&gt;
|destroyyield = {{Icon small|Component}} 0.75 + {{Icon small|Plasteel}} 5 + {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Mech capsules''' are [[mechanoid cluster]] buildings added by the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
Upon awakening, 410 points of [[scyther]]s, [[lancer]]s, [[centipede]]s or [[pikeman|pikemen]] will appear. Scythers and lancers cost 150 points, pikemen 110 points, and centipedes 400.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_drop_beacon&amp;diff=95265</id>
		<title>Mech drop beacon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_drop_beacon&amp;diff=95265"/>
		<updated>2021-10-17T16:50:37Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: added details; type: Buildings -&amp;gt; Building; type2:  -&amp;gt; Mechanoid cluster; placeable: - -&amp;gt; false; path cost:  -&amp;gt; 30; passability: - -&amp;gt; pass through only; blockswind: - -&amp;gt; true; cover:  -&amp;gt; 0.25; size: 1 * 1 -&amp;gt; 1 ˣ 1; beauty:  -&amp;gt; -20; deconstruct yield:  -&amp;gt; {{Icon small|Plasteel}} 3.5; destroyyield: - -&amp;gt; {{Icon small|Plasteel}} 1.75;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{See also|Ancient mech drop beacon}}{{infobox main|building|&lt;br /&gt;
|name = Mech drop beacon&lt;br /&gt;
|image = MechDropBeacon.png|Mech drop beacon&lt;br /&gt;
|description = A mechanoid reinforcement drop beacon. When activated, it calls in a group of mechs to land in drop pods nearby.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 100&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Plasteel}} 3.5&lt;br /&gt;
|destroyyield = {{Icon small|Plasteel}} 1.75&lt;br /&gt;
}}&lt;br /&gt;
'''Mech drop beacon''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. When the cluster is activated they will call for a small number of mechanoid reinforcements to drop-pod down close by.&lt;br /&gt;
&lt;br /&gt;
Even if insta-killed, with a weapon such as with [[frag grenades]], they will still call reinforcements.&lt;br /&gt;
&lt;br /&gt;
A mech drop beacon will summon between 350 and 450 points of [[scyther]]s, [[lancer]]s, [[centipede]]s or [[pikeman|pikemen]]. Scythers and lancers cost 150 points, pikemen 110 points, and centipedes 400. The mechanoids will arrive within a 10 to 30 radius ring around the beacon.&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
The [[Ideology DLC]] allows destroyed variants, the [[Ancient mech drop beacon]], to spawn as remnants of the ancient history of the planet.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechDropBeacon.png|Intact Mech drop beacon&lt;br /&gt;
Ancient mech drop beacon.png|[[Ancient mech drop beacon]] sprite variant A {{IdeologyIcon}}&lt;br /&gt;
DestroyedMechDropBeaconB.png|[[Ancient mech drop beacon]] sprite variant B {{IdeologyIcon}}&lt;br /&gt;
DestroyedMechDropBeaconC.png|[[Ancient mech drop beacon]] sprite variant C {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
?&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_assembler&amp;diff=95264</id>
		<title>Mech assembler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_assembler&amp;diff=95264"/>
		<updated>2021-10-17T16:42:49Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main|building|&lt;br /&gt;
|name = Mech assembler&lt;br /&gt;
|image = MechAssembler.png&lt;br /&gt;
|description = An automated mechanoid factory. It periodically assembles and deploys new mechanoids.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Mechanoid cluster&lt;br /&gt;
|placeable = false&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 260&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|deconstruct yield = {{Icon small|Component}} 1.5 + {{Icon small|Plasteel}} 10&lt;br /&gt;
|destroyyield = {{Icon small|Component}} 0.75 + {{Icon small|Plasteel}} 5 + {{Icon small|Steel slag chunk}} 1&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}'''Mech assemblers''' are [[mechanoid cluster]] buildings added by the [[Royalty DLC]]. Until four [[mechanoid]]s have been assembled, a mech assembler will spawn a mechanoid of its set type at a rate of one per day. The mechanoids that can assembled are [[scyther]]s, [[lancer]]s, [[centipede]]s, or [[pikeman|pikemen]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fence_gate&amp;diff=95263</id>
		<title>Fence gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fence_gate&amp;diff=95263"/>
		<updated>2021-10-17T16:30:09Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: light-heavy -&amp;gt; depends on materials;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
|name = Fence gate&lt;br /&gt;
|image = FenceGate.png|Fence gate&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A simple gate made of posts and crossbars. It blocks some animals like a fence. Handlers can lead animals in and out of the pen through these gates.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 20&lt;br /&gt;
|terrain affordance = depends on materials&lt;br /&gt;
|work to make = 500&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fence gates''' are ?&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Summary==&lt;br /&gt;
?&lt;br /&gt;
==Analysis==&lt;br /&gt;
Door open speed of 115&lt;br /&gt;
They're better than doors at most aspects, at time of writing (needs to be checked on release):&lt;br /&gt;
* Same work and materials as doors&lt;br /&gt;
* Still designates rooms&lt;br /&gt;
* Still holds in temp&lt;br /&gt;
* Still holds prisoners&lt;br /&gt;
* Same 75% cover effectiveness&lt;br /&gt;
* Opens 18% faster than doors&lt;br /&gt;
&lt;br /&gt;
Their main disadvantage is HP, as a wooden fence gate will have 13 HP, whilst a wooden door has 104 HP.&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fence&amp;diff=95262</id>
		<title>Fence</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fence&amp;diff=95262"/>
		<updated>2021-10-17T16:29:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: light-heavy -&amp;gt; depends on materials;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
|name = Fence&lt;br /&gt;
|image = Fence.png|Fence&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A fence made of posts joined by crossbars used for building pens for certain kinds of animals. Some kinds of animals can get past fences. Predators will not hunt creatures on the other side of a fence, but may still wander inside.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 80&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 40&lt;br /&gt;
|terrain affordance = depends on materials&lt;br /&gt;
|work to make = 70&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 1&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
'''Fences''' are structures that are passable by all pawns except farm animals, and can be used in combination with [[walls]], [[door]]s, and [[fence gate]]s to enclose a [[pens|pen]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The fence constructed out of {{Required Resources}}.&lt;br /&gt;
==Summary==&lt;br /&gt;
In combination with the above mentioned structures, the fence is used to enclose a pen. Be aware that predatorial animals can enter pens by jumping over.&lt;br /&gt;
==Analysis==&lt;br /&gt;
Fences provide a cheaper and more accessible way of creating a pen (colonists can walk over to do what they need to do, unlike walls), but have the weakness of enabling predators to eat your farm animals.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|{{PAGENAME}}||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Barricade&amp;diff=95261</id>
		<title>Barricade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Barricade&amp;diff=95261"/>
		<updated>2021-10-17T16:28:39Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: heavy -&amp;gt; depends on materials;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation, analysis needed, ensure Sandbag/Barricade parity}}{{See also|Sandbags}}{{infobox main|security|&lt;br /&gt;
|name = Barricade&lt;br /&gt;
|image = Barricade.png&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects. Barricades will block certain kinds of animals the same way that fences do.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Security&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.55&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 300&lt;br /&gt;
|beauty = -3&lt;br /&gt;
|terrain affordance = depends on materials&lt;br /&gt;
|work to make = 320&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 5&lt;br /&gt;
}}&lt;br /&gt;
'''Barricades''' can be placed to cover your colonists from gunfire, but not melee attacks, thrown projectiles, or explosions. Barricades take damage from bullets and explosions. [[Raider]]s can also use Barricades as cover, so place them in a way so enemy units cannot take advantage of them.&lt;br /&gt;
&lt;br /&gt;
Barricades provide 55% [[cover]] effectiveness, meaning that bullets aimed at targets behind Barricades have a 55% chance to hit the barricades, and a 45% chance to cross over. &lt;br /&gt;
Barricades slow down pawns walking over them.&lt;br /&gt;
&lt;br /&gt;
They are useful during the early game, when [[textile]]s are not conveniently available.&lt;br /&gt;
&lt;br /&gt;
They look better than sandbags, although they are still unsightly.&lt;br /&gt;
&lt;br /&gt;
Barricades require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
==Material Table==&lt;br /&gt;
As Barricades and [[Sandbags]] are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is 55% regardless of material.&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_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | [[Stuff]] cost&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Mass&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flammability&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:name | Barricade }}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:mass|{{formatnum:{{Q|{{#var:name}}|Mass Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:value|{{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}}|| &lt;br /&gt;
{{Building Material Table Row |Bearskin}}&lt;br /&gt;
{{Building Material Table Row |Birdskin}}&lt;br /&gt;
{{Building Material Table Row |Bluefur}}&lt;br /&gt;
{{Building Material Table Row |Camelhide}}&lt;br /&gt;
{{Building Material Table Row |Chinchilla fur}}&lt;br /&gt;
{{Building Material Table Row |Dog leather}}&lt;br /&gt;
{{Building Material Table Row |Elephant leather}}&lt;br /&gt;
{{Building Material Table Row |Foxfur}}&lt;br /&gt;
{{Building Material Table Row |Guinea pig fur}}&lt;br /&gt;
{{Building Material Table Row |Heavy fur}}&lt;br /&gt;
{{Building Material Table Row |Human leather}}&lt;br /&gt;
{{Building Material Table Row |Lightleather}}&lt;br /&gt;
{{Building Material Table Row |Lizardskin}}&lt;br /&gt;
{{Building Material Table Row |Panthera fur}}&lt;br /&gt;
{{Building Material Table Row |Patchleather}}&lt;br /&gt;
{{Building Material Table Row |Pigskin}}&lt;br /&gt;
{{Building Material Table Row |Plainleather}}&lt;br /&gt;
{{Building Material Table Row |Rhinoceros leather}}&lt;br /&gt;
{{Building Material Table Row |Thrumbofur}}&lt;br /&gt;
{{Building Material Table Row |Wolfskin}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}}|| &lt;br /&gt;
{{Building Material Table Row |Alpaca wool}}&lt;br /&gt;
{{Building Material Table Row |Bison wool}}&lt;br /&gt;
{{Building Material Table Row |Cloth}}&lt;br /&gt;
{{Building Material Table Row |Devilstrand}}&lt;br /&gt;
{{Building Material Table Row |Hyperweave}}&lt;br /&gt;
{{Building Material Table Row |Megasloth wool}}&lt;br /&gt;
{{Building Material Table Row |Muffalo wool}}&lt;br /&gt;
{{Building Material Table Row |Sheep wool}}&lt;br /&gt;
{{Building Material Table Row |Synthread}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}}|| &lt;br /&gt;
{{Building Material Table Row |Wood}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}}|| &lt;br /&gt;
{{Building Material Table Row |Granite blocks}}&lt;br /&gt;
{{Building Material Table Row |Limestone blocks}}&lt;br /&gt;
{{Building Material Table Row |Marble blocks}}&lt;br /&gt;
{{Building Material Table Row |Sandstone blocks}}&lt;br /&gt;
{{Building Material Table Row |Slate blocks}}&lt;br /&gt;
{{Building Material Table Row |Jade}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}}|| &lt;br /&gt;
{{Building Material Table Row |Gold}}&lt;br /&gt;
{{Building Material Table Row |Plasteel}}&lt;br /&gt;
{{Building Material Table Row |Silver}}&lt;br /&gt;
{{Building Material Table Row |Steel}}&lt;br /&gt;
{{Building Material Table Row |Uranium}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:name | Sandbags }}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:mass|{{formatnum:{{Q|{{#var:name}}|Mass Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:value|{{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!---&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}}|| &lt;br /&gt;
{{Building Material Table Row |Bearskin}}&lt;br /&gt;
{{Building Material Table Row |Birdskin}}&lt;br /&gt;
{{Building Material Table Row |Bluefur}}&lt;br /&gt;
{{Building Material Table Row |Camelhide}}&lt;br /&gt;
{{Building Material Table Row |Chinchilla fur}}&lt;br /&gt;
{{Building Material Table Row |Dog leather}}&lt;br /&gt;
{{Building Material Table Row |Elephant leather}}&lt;br /&gt;
{{Building Material Table Row |Foxfur}}&lt;br /&gt;
{{Building Material Table Row |Guinea pig fur}}&lt;br /&gt;
{{Building Material Table Row |Heavy fur}}&lt;br /&gt;
{{Building Material Table Row |Human leather}}&lt;br /&gt;
{{Building Material Table Row |Lightleather}}&lt;br /&gt;
{{Building Material Table Row |Lizardskin}}&lt;br /&gt;
{{Building Material Table Row |Panthera fur}}&lt;br /&gt;
{{Building Material Table Row |Patchleather}}&lt;br /&gt;
{{Building Material Table Row |Pigskin}}&lt;br /&gt;
{{Building Material Table Row |Plainleather}}&lt;br /&gt;
{{Building Material Table Row |Rhinoceros leather}}&lt;br /&gt;
{{Building Material Table Row |Thrumbofur}}&lt;br /&gt;
{{Building Material Table Row |Wolfskin}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}}|| &lt;br /&gt;
{{Building Material Table Row |Alpaca wool}}&lt;br /&gt;
{{Building Material Table Row |Bison wool}}&lt;br /&gt;
{{Building Material Table Row |Cloth}}&lt;br /&gt;
{{Building Material Table Row |Devilstrand}}&lt;br /&gt;
{{Building Material Table Row |Hyperweave}}&lt;br /&gt;
{{Building Material Table Row |Megasloth wool}}&lt;br /&gt;
{{Building Material Table Row |Muffalo wool}}&lt;br /&gt;
{{Building Material Table Row |Sheep wool}}&lt;br /&gt;
{{Building Material Table Row |Synthread}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}}|| &lt;br /&gt;
{{Building Material Table Row |Wood}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}}|| &lt;br /&gt;
{{Building Material Table Row |Granite blocks}}&lt;br /&gt;
{{Building Material Table Row |Limestone blocks}}&lt;br /&gt;
{{Building Material Table Row |Marble blocks}}&lt;br /&gt;
{{Building Material Table Row |Sandstone blocks}}&lt;br /&gt;
{{Building Material Table Row |Slate blocks}}&lt;br /&gt;
{{Building Material Table Row |Jade}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}}|| &lt;br /&gt;
{{Building Material Table Row |Gold}}&lt;br /&gt;
{{Building Material Table Row |Plasteel}}&lt;br /&gt;
{{Building Material Table Row |Silver}}&lt;br /&gt;
{{Building Material Table Row |Steel}}&lt;br /&gt;
{{Building Material Table Row |Uranium}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* 1.1. - added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sandbags]]&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=95260</id>
		<title>Autodoor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=95260"/>
		<updated>2021-10-17T16:27:43Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: light-heavy -&amp;gt; depends on materials;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason='''Format standarization needed'''}}{{infobox main|structure|&lt;br /&gt;
|name = Autodoor&lt;br /&gt;
|image = Autodoor.png|Autodoor&lt;br /&gt;
|description = Divides rooms. Powered operation allows people to move through the door without slowing down.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|power = -50&lt;br /&gt;
|terrain affordance = depends on materials&lt;br /&gt;
|research = Autodoor&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 6&lt;br /&gt;
|work to make = 1100&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 40&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 2&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Autodoors''' are powered doors that open and close a lot faster than regular doors of the same material.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Autodoors can be be constructed with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} after the [[Research#Autodoor|autodoor technology]] has been researched. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The autodoor draws 50 W of power at all times.  If not enough power is available or the door breaks down, it behaves exactly like a regular [[door]] of the same material.&lt;br /&gt;
&lt;br /&gt;
Contrarily to the in-game description, not all autodoors allow unimpeded movement. Actually, a powered autodoor opens at 400% speed.  This means that all powered autodoors that are ''not made of stone'' indeed do not slow colonists down; walk speeds that would be high enough to have an effect in this case are not achievable in practice. Stone autodoors, however, open only slightly faster than regular wooden doors.&lt;br /&gt;
&lt;br /&gt;
The below animation shows a comparison of different door types and materials (the animals all have the same movement speed of 5 c/s, comparable to a fast human pawn).&lt;br /&gt;
&lt;br /&gt;
[[File:Door race.mp4|574x376px|thumb|center|Opening speed of various doors.  Door materials from top to bottom: stone (manual), no door, steel (auto), wood (auto), stone (auto), steel (manual), wood (manual)]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Work to build an autodoor is 130% the value of the corresponding regular door.&lt;br /&gt;
* Most other relevant stats (except opening/closing speed) are unchanged from regular doors of the same material.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* ''Steel'' autodoors offer the best compromise of durability and speed.  Even unpowered they are only slightly slower than wooden doors, but a lot less flammable.&lt;br /&gt;
* If fire immunity is required, a ''granite'' autodoor offers the highest durability of the stone doors (270 hit points).  In practice, a ''Plasteel'' autodoor is probably the better choice (450 hit points, opens like a steel door when unpowered).&lt;br /&gt;
* Due to the non-trivial power and materials cost, most bases want to use autodoors only in select locations.&lt;br /&gt;
* Stone autodoors are risky to use, because in times of power failure they will slow down colonists tremendously.  This is especially painful because a blackout situation is very often also an emergency situation, where free movement is important.&lt;br /&gt;
* Since autodoors not only open, but also ''close'' fast, they help when a pawn needs to flee from a threat. This means that compared to the regular door, the auto door is more likely to close before the pursuer can step through or block the door.&lt;br /&gt;
* Stone autodoors being only slightly faster than (regular) wooden doors means they are not practical in most situations, except when fire immunity is absolutely required, and a failing autodoor would not pose a problem.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Autodoor||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Needs images, explanation of how style is applied, and which unlock it}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall&amp;diff=95259</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall&amp;diff=95259"/>
		<updated>2021-10-17T16:26:41Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: terrain affordance: light-heavy -&amp;gt; depends on materials;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|structure|&lt;br /&gt;
|name = Wall&lt;br /&gt;
|image = Wall.png&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = An impassable wall. Capable of holding up a roof.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 300&lt;br /&gt;
|terrain affordance = depends on materials&lt;br /&gt;
|work to make = 135&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 5&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}&lt;br /&gt;
&lt;br /&gt;
Walls are capable of supporting [[roof]]ing up to 6 tiles away in all directions. If a wall is destroyed or deconstructed, any unsupported roofing will instantly fall and injure any pawn below it, possibly fatally.&lt;br /&gt;
&lt;br /&gt;
[[Power conduit]]s may be constructed in an existing wall without the mood penalty if the conduit is not in the wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.&lt;br /&gt;
&lt;br /&gt;
Walls provide excellent [[cover]] from projectile attacks.&lt;br /&gt;
&lt;br /&gt;
Walls are built and repaired by colonists assigned to [[Menus#Work types|construct]]. Wall construction may sometimes fail and waste the materials, more often with lower construction skill.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Walls are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=yes}}&lt;br /&gt;
Takes double damage from the &amp;quot;bomb&amp;quot; [[Damage Type|damage type]] and quadruple damage from the &amp;quot;thump&amp;quot; damage type.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Wall||Terrain affordance}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall&amp;diff=95258</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall&amp;diff=95258"/>
		<updated>2021-10-17T16:25:26Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; passability: - -&amp;gt; impassable; blockswind: - -&amp;gt; true; cover: .75 -&amp;gt; 1; minifiable: - -&amp;gt; false; size: 1 × 1 -&amp;gt; 1 ˣ 1; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light-heavy; destroyyield: - -&amp;gt; nothing;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|structure|&lt;br /&gt;
|name = Wall&lt;br /&gt;
|image = Wall.png&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = An impassable wall. Capable of holding up a roof.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 300&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 135&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 5&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}&lt;br /&gt;
&lt;br /&gt;
Walls are capable of supporting [[roof]]ing up to 6 tiles away in all directions. If a wall is destroyed or deconstructed, any unsupported roofing will instantly fall and injure any pawn below it, possibly fatally.&lt;br /&gt;
&lt;br /&gt;
[[Power conduit]]s may be constructed in an existing wall without the mood penalty if the conduit is not in the wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.&lt;br /&gt;
&lt;br /&gt;
Walls provide excellent [[cover]] from projectile attacks.&lt;br /&gt;
&lt;br /&gt;
Walls are built and repaired by colonists assigned to [[Menus#Work types|construct]]. Wall construction may sometimes fail and waste the materials, more often with lower construction skill.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Walls are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=yes}}&lt;br /&gt;
Takes double damage from the &amp;quot;bomb&amp;quot; [[Damage Type|damage type]] and quadruple damage from the &amp;quot;thump&amp;quot; damage type.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Wall||Terrain affordance}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fence_gate&amp;diff=95257</id>
		<title>Fence gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fence_gate&amp;diff=95257"/>
		<updated>2021-10-17T16:24:10Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; blockswind: - -&amp;gt; false; minifiable: - -&amp;gt; false; hp: 160 -&amp;gt; 20; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light-heavy; work to make: 850 -&amp;gt; 500; destroyyield: - -&amp;gt; nothing;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
|name = Fence gate&lt;br /&gt;
|image = FenceGate.png|Fence gate&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A simple gate made of posts and crossbars. It blocks some animals like a fence. Handlers can lead animals in and out of the pen through these gates.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 20&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 500&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fence gates''' are ?&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Summary==&lt;br /&gt;
?&lt;br /&gt;
==Analysis==&lt;br /&gt;
Door open speed of 115&lt;br /&gt;
They're better than doors at most aspects, at time of writing (needs to be checked on release):&lt;br /&gt;
* Same work and materials as doors&lt;br /&gt;
* Still designates rooms&lt;br /&gt;
* Still holds in temp&lt;br /&gt;
* Still holds prisoners&lt;br /&gt;
* Same 75% cover effectiveness&lt;br /&gt;
* Opens 18% faster than doors&lt;br /&gt;
&lt;br /&gt;
Their main disadvantage is HP, as a wooden fence gate will have 13 HP, whilst a wooden door has 104 HP.&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fence&amp;diff=95256</id>
		<title>Fence</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fence&amp;diff=95256"/>
		<updated>2021-10-17T16:22:50Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: description changes; type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; path cost: - -&amp;gt; 80; passability: - -&amp;gt; pass through only; blockswind: - -&amp;gt; false; cover: .25 -&amp;gt; 0.25; minifiable: - -&amp;gt; false; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light-heavy; destroyyield: - -&amp;gt; nothing;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
|name = Fence&lt;br /&gt;
|image = Fence.png|Fence&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A fence made of posts joined by crossbars used for building pens for certain kinds of animals. Some kinds of animals can get past fences. Predators will not hunt creatures on the other side of a fence, but may still wander inside.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 80&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 40&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 70&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 1&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
'''Fences''' are structures that are passable by all pawns except farm animals, and can be used in combination with [[walls]], [[door]]s, and [[fence gate]]s to enclose a [[pens|pen]].&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The fence constructed out of {{Required Resources}}.&lt;br /&gt;
==Summary==&lt;br /&gt;
In combination with the above mentioned structures, the fence is used to enclose a pen. Be aware that predatorial animals can enter pens by jumping over.&lt;br /&gt;
==Analysis==&lt;br /&gt;
Fences provide a cheaper and more accessible way of creating a pen (colonists can walk over to do what they need to do, unlike walls), but have the weakness of enabling predators to eat your farm animals.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|{{PAGENAME}}||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Door&amp;diff=95255</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Door&amp;diff=95255"/>
		<updated>2021-10-17T16:21:02Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; cover: .75 -&amp;gt; 1; minifiable: - -&amp;gt; false; rotatable: - -&amp;gt; false; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light-heavy; destroyyield: - -&amp;gt; nothing; minimum skill: 6 -&amp;gt; -;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
|name = Door&lt;br /&gt;
|image = Door.png|Door&lt;br /&gt;
|description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|work to make = 850&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Doors''' provide entry points through walls for colonists while still keeping out enemies and wild animals.}}&lt;br /&gt;
&lt;br /&gt;
Pawns manually open doors which causes a delay as they try to pass through, as opposed to [[autodoor]]s which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to &amp;quot;Hold open,&amp;quot; which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked &amp;quot;Forbid&amp;quot;. Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status.&lt;br /&gt;
&lt;br /&gt;
===Comparison chart===&lt;br /&gt;
{{Building Material Table|Door||Terrain Affordance}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Column&amp;diff=95254</id>
		<title>Column</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Column&amp;diff=95254"/>
		<updated>2021-10-17T16:19:40Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; path cost: - -&amp;gt; 0; passability: - -&amp;gt; pass through only; minifiable: - -&amp;gt; false; rotatable: - -&amp;gt; false; mass base: 10 -&amp;gt; -; flammability: 1.0 -&amp;gt; 1; terrain affordance: - -&amp;gt; light; styledominance: - -&amp;gt; 10;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|structure|&lt;br /&gt;
|name = Column&lt;br /&gt;
|image = Column.png&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A column capable of holding a roof. Does not block sight or movement and looks quite nice.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 0&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|beauty = 5&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|styledominance = 10&lt;br /&gt;
|work to make = 750&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 20&lt;br /&gt;
}}{{Info|'''Columns''' are passable structures primarily used to hold up roofs}}&lt;br /&gt;
&lt;br /&gt;
Columns are  capable of supporting [[roof]]ing up to 6 tiles away in all directions. If a wall is destroyed or deconstructed, any unsupported roofing will instantly fall and injure any pawn below it, possibly fatally.&lt;br /&gt;
&lt;br /&gt;
In this way they are similiar to [[wall]]s. In contrast to walls, they provide significantly less [[cover]], can be shot over/through, don't block [[LoS]] or Line of Effect, and can be walked though without even slowing a pawn down. They are also somewhat beautiful, have less HP and require significantly more resources than a [[wall]].&lt;br /&gt;
&lt;br /&gt;
Columns are built and repaired by colonists assigned to [[Menus#Work_types|Construct]]. Columns construction may sometimes fail and waste the materials, more often with lower construction skill.&lt;br /&gt;
&lt;br /&gt;
They are required for [[Titles|Nobles]]{{RoyaltyIcon}} of Knight or above.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Columns require {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
==Analysis==&lt;br /&gt;
Columns are useful for stockpiles as they do not block the radius of [[Orbital trade beacon]]s, unlike [[wall]]s. On the other hand, they are 4 times more expensive.&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=95253</id>
		<title>Autodoor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Autodoor&amp;diff=95253"/>
		<updated>2021-10-17T16:18:21Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2: Door -&amp;gt; Structure; placeable: - -&amp;gt; true; cover: .75 -&amp;gt; 1; minifiable: - -&amp;gt; false; rotatable: - -&amp;gt; false; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light-heavy; destroyyield: - -&amp;gt; nothing; minimum skill: 6 -&amp;gt; -;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason='''Format standarization needed'''}}{{infobox main|structure|&lt;br /&gt;
|name = Autodoor&lt;br /&gt;
|image = Autodoor.png|Autodoor&lt;br /&gt;
|description = Divides rooms. Powered operation allows people to move through the door without slowing down.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|rotatable = false&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 160&lt;br /&gt;
|power = -50&lt;br /&gt;
|terrain affordance = light-heavy&lt;br /&gt;
|research = Autodoor&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 6&lt;br /&gt;
|work to make = 1100&lt;br /&gt;
|stuff tags = Metallic, Woody, Stony&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 40&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 2&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Autodoors''' are powered doors that open and close a lot faster than regular doors of the same material.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Autodoors can be be constructed with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} after the [[Research#Autodoor|autodoor technology]] has been researched. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The autodoor draws 50 W of power at all times.  If not enough power is available or the door breaks down, it behaves exactly like a regular [[door]] of the same material.&lt;br /&gt;
&lt;br /&gt;
Contrarily to the in-game description, not all autodoors allow unimpeded movement. Actually, a powered autodoor opens at 400% speed.  This means that all powered autodoors that are ''not made of stone'' indeed do not slow colonists down; walk speeds that would be high enough to have an effect in this case are not achievable in practice. Stone autodoors, however, open only slightly faster than regular wooden doors.&lt;br /&gt;
&lt;br /&gt;
The below animation shows a comparison of different door types and materials (the animals all have the same movement speed of 5 c/s, comparable to a fast human pawn).&lt;br /&gt;
&lt;br /&gt;
[[File:Door race.mp4|574x376px|thumb|center|Opening speed of various doors.  Door materials from top to bottom: stone (manual), no door, steel (auto), wood (auto), stone (auto), steel (manual), wood (manual)]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Work to build an autodoor is 130% the value of the corresponding regular door.&lt;br /&gt;
* Most other relevant stats (except opening/closing speed) are unchanged from regular doors of the same material.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
* ''Steel'' autodoors offer the best compromise of durability and speed.  Even unpowered they are only slightly slower than wooden doors, but a lot less flammable.&lt;br /&gt;
* If fire immunity is required, a ''granite'' autodoor offers the highest durability of the stone doors (270 hit points).  In practice, a ''Plasteel'' autodoor is probably the better choice (450 hit points, opens like a steel door when unpowered).&lt;br /&gt;
* Due to the non-trivial power and materials cost, most bases want to use autodoors only in select locations.&lt;br /&gt;
* Stone autodoors are risky to use, because in times of power failure they will slow down colonists tremendously.  This is especially painful because a blackout situation is very often also an emergency situation, where free movement is important.&lt;br /&gt;
* Since autodoors not only open, but also ''close'' fast, they help when a pawn needs to flee from a threat. This means that compared to the regular door, the auto door is more likely to close before the pursuer can step through or block the door.&lt;br /&gt;
* Stone autodoors being only slightly faster than (regular) wooden doors means they are not practical in most situations, except when fire immunity is absolutely required, and a failing autodoor would not pose a problem.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Autodoor||Terrain Affordance}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Needs images, explanation of how style is applied, and which unlock it}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_flap&amp;diff=95252</id>
		<title>Animal flap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_flap&amp;diff=95252"/>
		<updated>2021-10-17T16:14:54Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Structure -&amp;gt; Building; type2:  -&amp;gt; Structure; placeable: - -&amp;gt; true; minifiable: - -&amp;gt; false; beauty: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; light; destroyyield: - -&amp;gt; nothing;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|structure|&lt;br /&gt;
|name = Animal flap&lt;br /&gt;
|image = AnimalFlap.png|Animal flap&lt;br /&gt;
|imagesize = 128px&lt;br /&gt;
|description = A doorway hung with thick overlapping strips of fabric or leather. It allows animals to pass while insulating the temperature. Animal flaps are commonly used as barn doors to give penned animals a sheltered place to sleep.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Structure&lt;br /&gt;
|placeable = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 20&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 850&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 25&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
'''Animal flaps''' are just normal doors, with the only difference being that farm animals can pass through it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The animal flap is constructed with {{Required Resources}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Animal flaps allow farm animals to pass through, and sets a room with an animal flap as part of a pen that is attached to the flap.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The animal flap is useful for creating insulated areas for animals to sleep or warm up and cool down in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=95251</id>
		<title>Ship structural beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=95251"/>
		<updated>2021-10-17T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Ship -&amp;gt; Building; type2:  -&amp;gt; Ship; placeable: True -&amp;gt; true; passability: - -&amp;gt; impassable; blockswind: - -&amp;gt; true; minifiable: - -&amp;gt; false; terrain affordance: Heavy -&amp;gt; heavy;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
|name = Ship structural beam&lt;br /&gt;
|image = ShipBeam.png|Ship Structural Beam&lt;br /&gt;
|imagesize = 50px&lt;br /&gt;
|description = A structural beam around which a starship can be constructed. Includes all the necessary conduits and transit pipes for communications, power, and materials transport.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Ship&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 2 ˣ 6&lt;br /&gt;
|rotatable = True&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 400&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Starflight basics&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 5&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 200&lt;br /&gt;
|resource 2 = Plasteel&lt;br /&gt;
|resource 2 amount = 40&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 3&lt;br /&gt;
|resource 4 = Advanced component&lt;br /&gt;
|resource 4 amount = 1&lt;br /&gt;
|page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
The '''ship structural beam''' is a part that connects all other parts, and hosts the [[ship cryptosleep casket]]s. Requires construction skill level 5+ and can not be built under a roof (at least 5 out of the 12 squares it occupies must be uncovered).&lt;br /&gt;
&lt;br /&gt;
Transmits power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=95250</id>
		<title>Ship reactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=95250"/>
		<updated>2021-10-17T16:10:16Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Ship -&amp;gt; Building; type2:  -&amp;gt; Ship; placeable: True -&amp;gt; true; passability: - -&amp;gt; impassable; blockswind: - -&amp;gt; true; cover: - -&amp;gt; 1; minifiable: - -&amp;gt; false; flammability: - -&amp;gt; 0; power: +1000 -&amp;gt; 1000; terrain affordance: - -&amp;gt; heavy; research: Ship reactor -&amp;gt; Starship reactor;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
|name = Ship reactor&lt;br /&gt;
|image = ShipReactor.png|Ship reactor&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Powers a ship on its journey between stars. Takeoff requires a long powerup process that is likely to attract raiders.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Ship&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 6 ˣ 7&lt;br /&gt;
|rotatable = True&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 500&lt;br /&gt;
|power = 1000&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Starship reactor&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 65000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 350&lt;br /&gt;
|resource 2 = Plasteel&lt;br /&gt;
|resource 2 amount = 280&lt;br /&gt;
|resource 3 = Uranium&lt;br /&gt;
|resource 3 amount = 70&lt;br /&gt;
|resource 4 = Advanced component&lt;br /&gt;
|resource 4 amount = 8&lt;br /&gt;
}}&lt;br /&gt;
A '''ship reactor''' is a [[ship]] part needed to take off. Activating the reactor causes 15 days of raids but must be done to launch, creating the primary challenge of the Ship launch ending.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Ship reactors require the [[Research#Ship reactor|ship reactor]] research project to be completed, {{Required Resources}} and a [[Skills#Construction|construction]] skill of 8.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.&lt;br /&gt;
&lt;br /&gt;
The reactor may be powered on despite the rest of the ship not being built yet.  This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason=More complete comparison with other power items needed}}&lt;br /&gt;
&lt;br /&gt;
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=95249</id>
		<title>Ship engine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=95249"/>
		<updated>2021-10-17T16:07:32Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Ship -&amp;gt; Building; type2:  -&amp;gt; Ship; placeable: True -&amp;gt; true; passability: - -&amp;gt; impassable; blockswind: - -&amp;gt; true; cover: - -&amp;gt; 1; minifiable: - -&amp;gt; false; flammability: - -&amp;gt; 0; power: 0 -&amp;gt; -; terrain affordance: - -&amp;gt; heavy; research: - -&amp;gt; Johnson-Tanaka drive;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standardisation}}{{infobox main|building|&lt;br /&gt;
|name = Ship engine&lt;br /&gt;
|image = ShipEngine.png|Ship engine&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A reactionless Johnson-Tanaka drive capable of launching a ship into orbit, and crawling across the vast expanses between stars.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Ship&lt;br /&gt;
|placeable = true&lt;br /&gt;
|passability = impassable&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 3 ˣ 4&lt;br /&gt;
|rotatable = True&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 400&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Johnson-Tanaka drive&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 50000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 260&lt;br /&gt;
|resource 2 = Plasteel&lt;br /&gt;
|resource 2 amount = 140&lt;br /&gt;
|resource 3 = Uranium&lt;br /&gt;
|resource 3 amount = 70&lt;br /&gt;
|resource 4 = Advanced component&lt;br /&gt;
|resource 4 amount = 6&lt;br /&gt;
}}&lt;br /&gt;
An antimatter-powered engine capable of launching a [[ship]] into orbit and on interstellar trajectories. A ship needs three engines to be able to launch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=95248</id>
		<title>Ship cryptosleep casket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=95248"/>
		<updated>2021-10-17T16:06:33Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: type: Ship -&amp;gt; Building; type2:  -&amp;gt; Ship; placeable: True -&amp;gt; true; path cost: - -&amp;gt; 42; passability: - -&amp;gt; pass through only; blockswind: - -&amp;gt; true; minifiable: - -&amp;gt; false; size: 2 ˣ 1 -&amp;gt; 1 ˣ 2; terrain affordance: - -&amp;gt; heavy; research: Vacuum cryptosleep caskets -&amp;gt; Vacuum cryptosleep casket;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
|name = Ship cryptosleep casket&lt;br /&gt;
|image = ShipCryptosleepCasket.png|Ship cryptosleep casket&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A cryptosleep casket hardened against the dangers of space. Capable of maintaining a person in cryptosleep for centuries and surviving atmospheric re-entry.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Ship&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|rotatable = True&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = Vacuum cryptosleep casket&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 120&lt;br /&gt;
|resource 2 = Uranium&lt;br /&gt;
|resource 2 amount = 14&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 3&lt;br /&gt;
|resource 4 = Advanced component&lt;br /&gt;
|resource 4 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
The '''ship cryptosleep casket''' is used to contain a humanoid or animal in a state of suspended animation for space travel in addition to the other utilitarian purposes of its [[Cryptosleep casket|non-ship cousin]]. &lt;br /&gt;
&lt;br /&gt;
== Acquistition ==&lt;br /&gt;
As a complicated piece of machinery, [[Research#Vacuum cryptosleep caskets|Vacuum cryptosleep caskets]] must be researched before it can be constructed. A ship cryptosleep caket requires {{icon|steel|120}} [[steel]], {{icon|uranium|14}} [[uranium]], {{icon|component|3}} [[component]]s, {{icon|advcomponent|3}} [[Advanced component]]s, and  a construction [[skill]] of 8. Additionally, it must be constructed adjacent to a [[ship structural beam]] (head first). It cannot be placed independently. They can be placed adjacent to each other provided they don't block the interaction spot of other caskets.&lt;br /&gt;
&lt;br /&gt;
Ship caskets also spawn with the ship in the [[Quests#Journey_offer|Journey offer]] quest.&lt;br /&gt;
&lt;br /&gt;
==Analysis ==&lt;br /&gt;
During cryptosleep, the occupants biological functions are suspended and they will not age biologically, only chronologically. The pawns stats and status effects will similarly be frozen (this is not completely true; some effects, such as mood and social, do tick down while in cryptosleep) - their hunger will not decrease, any injuries won't progress and any drug doses will remain the same. The player may select a cryptosleep casket and look at the inspect pane to see if it is empty or occupied.&lt;br /&gt;
&lt;br /&gt;
To have a colonist enter a cryptosleep casket, simply select the colonist, then right-click a cryptosleep casket, and choose &amp;quot;Enter cryptosleep casket&amp;quot;. Alternatively, if the colonist is downed, another colonist can be ordered to carry the downed pawn to the casket.&lt;br /&gt;
&lt;br /&gt;
Animals or prisoners can be put into cryptosleep caskets, but they need to be downed first. This can be done violently, by applying anesthesia followed by manually directing a colonist to carry them inside or if they have a brain implant {{RoyaltyIcon}}, they can also be [[EMP]]ed to cause [[brain shock]] to quickly and cheaply down them. &lt;br /&gt;
&lt;br /&gt;
When occupied, an &amp;lt;tt&amp;gt;'Eject sleeper'&amp;lt;/tt&amp;gt; button becomes available to allow the player to remove the colonist.&lt;br /&gt;
&lt;br /&gt;
When a cryptosleep casket is severely damaged it will spark briefly then explode. Nearby flammables may catch fire.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
This device can help relieve a colony during a crisis such as an intense psychic wave or medicine shortage by safely storing pawns until the problem is resolved. Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of avoiding withdrawal-induced mental breaks in the event of drug shortages - this technique can be used to save the life of a [[Luciferium]]-user, or decrease total demand over time. &lt;br /&gt;
&lt;br /&gt;
With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await [[trade|sale]], [[human resources|harvesting]] or, if the [[Royalty DLC]] is installed, exchanged for [[Title|Honor]]. It is also useful to save enemies/animals till [[Mental_inspiration|inspiration]], particularly - [[thrumbo]]s and enemies with high resistance. &lt;br /&gt;
&lt;br /&gt;
After waking from cryptosleep, a humanoid will have [[cryptosleep sickness]] for a short time, which reduces consciousness and manipulation and causes vomiting. The colonists at the start of the game have cryptosleep sickness since they were in cryptosleep before the ship crashed.&lt;br /&gt;
&lt;br /&gt;
===Space Travel===&lt;br /&gt;
Unlike other caskets, the ship casket attaches to the ship and can be used to take pawns to the starts to &amp;quot;end&amp;quot; the game. If the player wishes to build a ship to evacuate the planet one casket is required for each colonist and/or animal to be transported. They must be attached to the other ship parts. Any animals must be anesthetized first.&lt;br /&gt;
&lt;br /&gt;
===Comparions to other caskets===&lt;br /&gt;
There are three types of casket - [[Cryptosleep casket|regular]], ship and [[Ancient cryptosleep casket|ancient]]. Regular caskets can be built anywhere but require a significant resource and research investment and occupants can only be released by another pawn. Ancient caskets are similar to regular but are freely available on most maps in [[Ancient shrine]]s, requiring no investment, but they cannot be moved from where they are. This can make for inopportune positioning or require additional investment to protect them. Additionally, the ancient shrine must first be cleared of enemies including occasionally the current inhabitants of the caskets. Ship caskets are more expensive and significantly require more reaseach (10,800 pts more) than regular caskets, and also require a Ship structural beam to attach to, increasing the cost signficiantly (though, up to 8 caskets can share the same beam). However, they can be placed anywhere the beam can also be constructed and allow the pawn to eject themselves. This can be vital when the pawn is alone, or when there is nobody alive and mobile to release them. It also allows players to release enemies or animals at will, without pawn intervention.&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_01 text-center}}&lt;br /&gt;
! Casket !! Acquisition !! Placement !! Opening !! Resource Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryptosleep casket]] || Built || Anywhere || Can only be opened by a [[Menus#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || {{Required Resources|Cryptosleep casket|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ship cryptosleep casket]] || Built || Must Connect to [[Ship structural beam|Ship Beam]] || Colonist may eject self || {{Required Resources|Ship cryptosleep casket|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&amp;lt;br&amp;gt;(+{{Required Resources|Ship structural beam|sep=&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;+|simple=1}}&amp;lt;br&amp;gt;per 8 caskets)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient cryptosleep casket]] || Found in [[Ancient shrine]]s || Where found || Can only be opened by a [[Menus#Haul|hauler]], using the '[[Orders#Open|Open]]' designator || None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
Sprite was updated in in A14&lt;br /&gt;
&lt;br /&gt;
Sprite was updated again at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ship cryptosleep casket south.png|Second Sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
* [[Cryptosleep casket]]&lt;br /&gt;
* [[Ancient cryptosleep casket]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Persona_weapon&amp;diff=95247</id>
		<title>Persona weapon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Persona_weapon&amp;diff=95247"/>
		<updated>2021-10-17T16:00:57Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: AI persona core -&amp;gt; persona core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}&lt;br /&gt;
'''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in a [[persona core]]. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech serum|resurrected]], though they can relink with the weapon if no-one else has. &lt;br /&gt;
&lt;br /&gt;
In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing [[DPS]] by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of persona weapons, each a variant of another ultra tech melee weapon:&lt;br /&gt;
* [[Persona plasmasword]], the persona variant of the [[plasmasword]]&lt;br /&gt;
* [[Persona monosword]], the persona variant of the [[monosword]]&lt;br /&gt;
* [[Persona zeushammer]], the persona variant of the [[zeushammer]]&lt;br /&gt;
&lt;br /&gt;
Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the [[Empire]].  &lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as &amp;quot;Ragarmar, persona monosword (Legendary)&amp;quot;. These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small.&lt;br /&gt;
&lt;br /&gt;
There are 6 possible combinations for name creation, in 3 major formats&lt;br /&gt;
&lt;br /&gt;
===Noun-verber===&lt;br /&gt;
The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined.&lt;br /&gt;
{| {{STDT| c_02 text-center}}&lt;br /&gt;
! Part&lt;br /&gt;
! Word !! !! !! !! !! !! !! !! !! !! !! !! !! !!&lt;br /&gt;
|- &lt;br /&gt;
! Noun &lt;br /&gt;
| Oath-&lt;br /&gt;
| Promise-&lt;br /&gt;
| Death-&lt;br /&gt;
| Pain-&lt;br /&gt;
| Blood-&lt;br /&gt;
| Doom-&lt;br /&gt;
| Murder-&lt;br /&gt;
| Justice-&lt;br /&gt;
| Fear-&lt;br /&gt;
| Chaos-&lt;br /&gt;
| Terror-&lt;br /&gt;
| War-&lt;br /&gt;
| Order-&lt;br /&gt;
| Silence-&lt;br /&gt;
| Debt-&lt;br /&gt;
|-&lt;br /&gt;
! Verber&lt;br /&gt;
| -keeper&lt;br /&gt;
| -bringer&lt;br /&gt;
| -sender&lt;br /&gt;
| -giver&lt;br /&gt;
| -maker&lt;br /&gt;
| -crusher&lt;br /&gt;
| -breaker&lt;br /&gt;
| -smasher&lt;br /&gt;
| -bender&lt;br /&gt;
| -knower&lt;br /&gt;
| -doer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Oathmaker&lt;br /&gt;
* Warbringer&lt;br /&gt;
* Doomknower&lt;br /&gt;
&lt;br /&gt;
===Syllable assembly===&lt;br /&gt;
The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either:&lt;br /&gt;
* Beginning Syllable + End Syllable&lt;br /&gt;
* Beginning Syllable + Middle Syllable + End Syllable&lt;br /&gt;
* Beginning Syllable + Middle Syllable + Middle Syllable + End Syllable&lt;br /&gt;
&lt;br /&gt;
The syllable options are as follows:&lt;br /&gt;
{| {{STDT| c_02 text-center}}&lt;br /&gt;
! Type !! Syllable || ||  ||  ||  ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
! Beginning &lt;br /&gt;
| Vi- || Na- || Lo- || Ra- || To- || Ger- || Xan- || Kel- &lt;br /&gt;
|-&lt;br /&gt;
! Middle &lt;br /&gt;
| -ser- || -gar- || -lor- || -ven- || -zan- || -xal- || ||&lt;br /&gt;
|-&lt;br /&gt;
! End &lt;br /&gt;
| -ys || -or || -ar || -sum || -dor || -mar || -gur || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
* Toor (To-or)&lt;br /&gt;
* Ragarmar (Ra-gar-mar)&lt;br /&gt;
* Viservendor (Vi-ser-ven-dor)&lt;br /&gt;
&lt;br /&gt;
===Person names===&lt;br /&gt;
The name is randomly selected from a large list of names also used by pawns. They are not listed due to length.&lt;br /&gt;
&lt;br /&gt;
===Animal names===&lt;br /&gt;
The name is randomly selected from a large list of names also used by bonded [[animals]].&lt;br /&gt;
This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length. &lt;br /&gt;
&lt;br /&gt;
Examples include: &lt;br /&gt;
* Belladonna&lt;br /&gt;
* Romulus&lt;br /&gt;
* Zephyr&lt;br /&gt;
&lt;br /&gt;
{{Persona traits}}&lt;br /&gt;
&lt;br /&gt;
==Trait Analysis==&lt;br /&gt;
===Psychic hypersensitizer===&lt;br /&gt;
The increase of 40% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 32 neural heat units. In comparison, a normal [[eltex Staff]] increases psychic sensitivity by 2 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 40% increase in sensitivity also means that psychic soothes have a mood bonus of 22, initial [[psychic drone]]s have a mood debuff of 17, medium psychic drones have a mood debuff of 31, high psychic drones have a mood debuff of 42, and an extreme psychic drone has a mood debuff of 60. If there is an high or extreme psychic drone, the pawn will suffer horribly unless you tell him/her to drop it. The sword is extremely useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. &lt;br /&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;
{{#vardefine:basesensitivitybonus|0.40}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic sensitizer===&lt;br /&gt;
The increase of 20% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. In comparison, a normal [[eltex Staff]] increases psychic sensitivity by 22 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 20% increase in sensitivity also means that psychic soothes have a mood bonus of 18, initial [[psychic drone]]s have a mood debuff of 14, medium psychic drones have a mood debuff of 26, high psychic drones have a mood debuff of 36, and an extreme psychic drone has a mood debuff of 48. If there is an high or extreme psychic drone, the pawn will suffer (albeit at a lower level than with a weapon with the Psychic Hypersensitizer) unless you tell him/her to drop it. The sword is useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.20}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic quiet===&lt;br /&gt;
&lt;br /&gt;
The decrease of 15% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. This also means that psychic soothes have a mood bonus of ?, initial [[psychic drone]]s have a mood debuff of ?, medium psychic drones have a mood debuff of ?, high psychic drones have a mood debuff of ?, and an extreme psychic drone has a mood debuff of ?. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limit. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]].&lt;br /&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;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic fog===&lt;br /&gt;
The decrease of 30% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 24 neural heat units. This also means that psychic soothes have a mood bonus of 11, initial [[psychic drone]]s have a mood debuff of 8, medium psychic drones have a mood debuff of 15, high psychic drones have a mood debuff of 21, and an extreme psychic drone has a mood debuff of 28. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limits. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]].&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.30}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!Psychic Sensitivity&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}%&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}}&lt;br /&gt;
| -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
===Kind thoughts===&lt;br /&gt;
The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom.&lt;br /&gt;
&lt;br /&gt;
===Calm thoughts===&lt;br /&gt;
The +3 [[mood]] it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom.&lt;br /&gt;
&lt;br /&gt;
===Mad muttering===&lt;br /&gt;
The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine_meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem.&lt;br /&gt;
&lt;br /&gt;
===Mad wailing===&lt;br /&gt;
The -6 [[mood]] it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating [[Fine_meal|fine meals]]. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem.&lt;br /&gt;
&lt;br /&gt;
===Kill-focused===&lt;br /&gt;
The wielder of a kill-focused persona weapon regains 20% of their [[Psycasts#Psyfocus|psyfocus]] every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals and when slaughtering tamed animals.&lt;br /&gt;
&lt;br /&gt;
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer. &lt;br /&gt;
&lt;br /&gt;
The most obvious role is using the weapon in the thick of combat to keep up psycast support and it is very powerful doing so. It not only allows for more psycasting, it also allows the caster to be flexible with their casts and not have to worry about holding back for fear of not having focus when needed later. Pawns with high [[Psychic Sensitivity]] are especially ideal as wielders, as they can cast more before before exceeding their Neural Heat Limit and thus better exploit the additional focus.  But the benefits aren't limited to only combat.&lt;br /&gt;
&lt;br /&gt;
Simply by manually melee-hunting small animals such as [[squirrel]]s and [[rat]]s, psycasters can repeatedly cast Word of Inspiration to mass produce [[quality|legendary]] items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with [[Persona weapon#Freewielder|Freewielder]], as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals.&lt;br /&gt;
&lt;br /&gt;
===Kill-happy===&lt;br /&gt;
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.&lt;br /&gt;
The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. The max of +8 is equivalent to the warmth of a [[beer]], attending a party, and having a wondrously impressive bedroom/rec room/dining room. The max mood bonus is also equivalent to a bloodlust pawn witnessing a kill.&lt;br /&gt;
&lt;br /&gt;
===Kill-sorrow===&lt;br /&gt;
-3 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days.&lt;br /&gt;
The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine_meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die.&lt;br /&gt;
&lt;br /&gt;
===Kill thirst===&lt;br /&gt;
The wielder must kill every 20 days or suffer a -4 mood debuff. &lt;br /&gt;
The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die.&lt;br /&gt;
&lt;br /&gt;
===Psy-meditative===&lt;br /&gt;
+10% psyfocus per time meditating&lt;br /&gt;
The effect of this trait is negligible. An entire day of meditating will provide a base of 50 percent psyfocus, but with the psy-meditative trait, you can increase the amount of psyfocus to 55 percent per day. But because a pawn generally meditates for only around 4 hours a day, 8 percent psyfocus is gained, and with psy-meditative, 9 percent psyfocus is gained. The extra one percent is almost useless. &lt;br /&gt;
&lt;br /&gt;
===Painless===&lt;br /&gt;
A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will not go down, but the side effect of this is that the pawn will keep fighting until they die. It gives an effect similar to that of the [[painstopper]].&lt;br /&gt;
&lt;br /&gt;
===Fast mover===&lt;br /&gt;
The Fast mover trait improves the [[Moving]] [[capacity]] of the wielder by 15% while the weapon is held. &lt;br /&gt;
&lt;br /&gt;
Most obviously this improves the [[Move Speed]] [[stat]], increasing a base-line healthy pawn's move speed by 0.69 c/s - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome [[marine armor]] is still faster than a naked [[trait#Fast walker|Fast walker]]. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified.&lt;br /&gt;
&lt;br /&gt;
However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore,  it also improves the [[Melee Dodge Chance]] of a pawn by the equivalent of almost 3 levels of the [[Skills#Melee|Melee]] skill - the exact significance of this varies based on the other factors of the stat, as detailed on that page, but for most pawns with some skill in Melee this results in an additional ~6% chance to dodge melee attacks. This is a significant decrease in incoming DPS, and given the melee power of persona weapons, it synergizes very well with them.&lt;br /&gt;
&lt;br /&gt;
Technically, this also results in a 15% improvement to [[Hunting Stealth]], meaning only 87% of the required skills are required for the same level of stealth, however, as Hunting Stealth only applies to ranged weapons, the persona weapon must be wielded for the effect to be applied, and there currently are no ranged persona weapons, it is impossible to actually benefit from this buff. &lt;br /&gt;
&lt;br /&gt;
Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or [[drugs]]. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out.&lt;br /&gt;
&lt;br /&gt;
===Hunger pangs===&lt;br /&gt;
The cost of wielding a persona weapon with this trait will cause the pawn to get hungry 1.5x quicker than normal. This weapon is generally worth it, because these potent weapons are usually acquired during the mid-to-late game, when food is not an issue.&lt;br /&gt;
&lt;br /&gt;
This trait is not mutually exclusive with [[#Freewielder|freewielder]] which prevents bonding, and only ''bonded'' wielders are affected by the increased hunger rate, thus when both traits are on the same weapon the penalty is entirely negated.&lt;br /&gt;
&lt;br /&gt;
=== Neural cooling ===&lt;br /&gt;
{{stub|section=1|reason=Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed.}}&lt;br /&gt;
+15% Neural Heat Recovery Rate, only applies while weapon is held.&lt;br /&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;
{{#vardefine:baseheatratebonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Stat&lt;br /&gt;
!Increase&lt;br /&gt;
|- &lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase before Psylink level modifers|Base Neural Heat Recovery Rate}}&lt;br /&gt;
| +{{#var:baseheatratebonus}}/s&lt;br /&gt;
|-&lt;br /&gt;
!{{H:title|link=no|Neural Heat Recover Rate increase assuming Level 6 Psylink |Effective Neural Heat Recovery Rate}} {{ref label|Lvl|Lvl}}&lt;br /&gt;
| +{{#expr:{{#var:baseheatratebonus}}*1.625 round 3}}/s&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
:{{note|Lvl|Lvl}} Assuming Psylink level 6&lt;br /&gt;
&lt;br /&gt;
===Freewielder===&lt;br /&gt;
Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which become useless if the bonded person dies or becomes permanently incapacitated. It is incompatible with Jealous.&lt;br /&gt;
&lt;br /&gt;
===Jealous===&lt;br /&gt;
This weapon gives a hefty -15 mood penalty when a bonded pawn equips a weapon other than the the monosword. If a pawn is good at melee and not a bit good at shooting, this weapon may be worth it. Otherwise, it is advised to use another persona weapon, because the ability to shoot until enemies get close and then grabbing a persona weapon from a nearby shelf to melee fight is a good tactic.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Royalty DLC release - Added&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Persona weapons no longer damage relations with the Empire when used without the necessary [[titles]]. Previously, a title of Knight or Dame was required.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways).&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Nav/questitems&amp;diff=95246</id>
		<title>Template:Nav/questitems</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Nav/questitems&amp;diff=95246"/>
		<updated>2021-10-17T16:00:24Z</updated>

		<summary type="html">&lt;p&gt;Cheldra: AI persona core -&amp;gt; persona core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;hr style=&amp;quot;margin: 1em 0em; clear: both;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nav c_14 wide&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;box&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;heading&amp;quot;&amp;gt;[[Quests|World quest items]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&amp;lt;dl&amp;gt;&lt;br /&gt;
;Consumables : [[Antigrain warhead]] &amp;amp;bull; [[Healer mech serum]] &amp;amp;bull; [[Resurrector mech serum]] &amp;amp;bull; [[Orbital bombardment targeter]]  &amp;amp;bull; [[Orbital power beam targeter]]  &amp;amp;bull; [[Techprof subpersona core]] &amp;amp;bull; [[Tornado generator]]&lt;br /&gt;
;Structures :[[Infinite chemreactor]]  &amp;amp;bull; [[Psychic emanator]] &amp;amp;bull;  [[Vanometric power cell]]&lt;br /&gt;
;Body parts :[[Archotech arm]]  &amp;amp;bull; [[Archotech eye]] &amp;amp;bull;  [[Archotech leg]] &lt;br /&gt;
;Others : [[Persona core]]&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{nav/sep}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cheldra</name></author>
	</entry>
</feed>