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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clevider</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clevider"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Clevider"/>
	<updated>2026-04-07T02:48:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flood_light&amp;diff=145240</id>
		<title>Flood light</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flood_light&amp;diff=145240"/>
		<updated>2024-05-04T00:15:39Z</updated>

		<summary type="html">&lt;p&gt;Clevider: Added a summary noting that the larger light radius is the only reason to use and pointing out the enhanced costs to build and power.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Verify current content and expand}}&lt;br /&gt;
{{Image Wanted|reason=Main image}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Flood light&lt;br /&gt;
| image = Flood Light.png&lt;br /&gt;
| description = A high-intensity light that's good for large outdoor spaces.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| hp = 120&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -100&lt;br /&gt;
| glowradius = 24&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Advanced lights&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''flood light''' is a [[furniture]] item that produces [[light]] in a wide radius.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=General. See [[Standing lamp]] for example}}&lt;br /&gt;
Flood lights require substantially more steel to build and power to run than standing lamps (50 steel vs 20 steel, and 100 W vs 30 W). Although flood lights provide a larger light radius, the maximum light intensity is still only 50%. That is, one cannot be used as a grow light and, if using [[Anomaly DLC]], they aren't any better for containing entities. As a result, the increased light radius is the only reason to choose a flood light over another type of light fixture. &lt;br /&gt;
&lt;br /&gt;
== Advanced lights ==&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced lights]] research, the power cost of flood lights are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Note that flood lights require Advanced Lights to construct, so they will only require {{#expr:-1*{{P|Power Consumption}}}}W if you acquire them some other way. Lights can also be changed to a variety of different colors, which have no gameplay effect. Lights of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xmah1z4x7j8k2ibo&amp;topic_postId=xmah1z4x7n6mam9w&amp;topic_revId=xmah1z4x7n6mam9w&amp;action=single-view</id>
		<title>Topic:Xmah1z4x7j8k2ibo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xmah1z4x7j8k2ibo&amp;topic_postId=xmah1z4x7n6mam9w&amp;topic_revId=xmah1z4x7n6mam9w&amp;action=single-view"/>
		<updated>2023-07-21T04:57:21Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Clevider&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Clevider (page does not exist)&quot;&gt;&lt;bdi&gt;Clevider&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Clevider&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Clevider (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Clevider&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Clevider&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:Xmah1z4x7j8k2ibo&amp;amp;topic_showPostId=xmah1z4x7n6mam9w#flow-post-xmah1z4x7n6mam9w&quot;&gt;commented&lt;/a&gt; on &quot;Min light level is 51%&quot; (&lt;em&gt;I just recently learned that dandelions are supposed to be able to be grown indoors under normal lights and tried it. After several days...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Neural_supercharger&amp;diff=124320</id>
		<title>Neural supercharger</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Neural_supercharger&amp;diff=124320"/>
		<updated>2023-01-01T01:21:33Z</updated>

		<summary type="html">&lt;p&gt;Clevider: Item was moved from Misc to Ideology submenu at some point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{stub|reason=General info, esp. the analysis, with in-depth analysis of the effect of the buffs needed.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Neural supercharger&lt;br /&gt;
|image = Neural supercharger.png|Neural supercharger&lt;br /&gt;
|imagesize = 45px&lt;br /&gt;
|description = A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Ideology&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.25&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 3&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 0.3&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|power = -400&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = neural supercharger&lt;br /&gt;
|thingCategories = BuildingsMisc&lt;br /&gt;
|work to make = 6000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 50&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
|page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
The '''Neural supercharger''' is a [[misc]] building added by the [[Ideology DLC]]. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food.  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Neural superchargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Neural superchargers can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc}}&lt;br /&gt;
{{Quote|An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.|'''Neural supercharge definition'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to power, the neural supercharger will begin to charge. It needs to be charged for {{ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{ticks|60000}} or 24 in-game hours, with the following effects:&lt;br /&gt;
* {{+|10%}} [[Consciousness]]&lt;br /&gt;
* {{+|25%}} [[Global Learning Factor]]&lt;br /&gt;
* {{++|20%}} [[Hunger Rate Factor]]&lt;br /&gt;
&lt;br /&gt;
Note that both the charge time and hediff duration is the same - thus a single supercharger can keep a single pawn almost permanently supercharged, minus travel time.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
In colonies with plenty of food and a surplus of power, the supercharger is an easy way to increase the efficiency of a pawn, allowing them to build and craft more than normal. For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.&lt;br /&gt;
It could be a decent way to treat brain-damaged pawns before you researched bioregeneration&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - can now be walked through.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -&amp;gt; 42.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Milk&amp;diff=108100</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Milk&amp;diff=108100"/>
		<updated>2022-08-21T22:53:37Z</updated>

		<summary type="html">&lt;p&gt;Clevider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Milk&lt;br /&gt;
| image = Milk.png|Milk&lt;br /&gt;
| description = Milk from an animal.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 10&lt;br /&gt;
| marketvalue = 1.9&lt;br /&gt;
| mass base = 0.045&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Nutrition --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| preferability = RawTasty&lt;br /&gt;
}}&lt;br /&gt;
'''Milk''' is an [[Animals#Products|animal product]] and [[raw food]] obtained from tamed adult female [[animals]] of certain species only. Raw consumption of milk does not cause negative thoughts and it counts as a meat ingredient for [[meals]] that require meat specifically.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Milk is produced when a [[Work#Handle|animal handler]] milks a tamed adult female [[animals]] of a milkable species. The amount obtained depends on the Milk Amount of the milked animal, as well as the [[Animal Gather Yield]] of the handler. Handlers will milk animals when they are ready, producing milk which will then be left on the ground. Each animal can be milked at a frequency dependent on the species in question and the [[saturation]] of the animal. Milk production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.&lt;br /&gt;
&lt;br /&gt;
Milking an animal takes {{Ticks|400}}, regardless of the amount of milk produced, and only modified by the [[Animal Gather Speed]] of the handler.&lt;br /&gt;
&lt;br /&gt;
The following animals produce milk:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average !! (Milk/Day)/Food consumed&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Milk is a [[raw food]], which means that it can be used as an ingredient for creating [[meals]]. In addition, it can be substituted at a 1-to-1 ratio with [[meat]] for meals that require meat specificially, such as [[fine meal|fine]] or [[lavish meal]]s. &lt;br /&gt;
&lt;br /&gt;
Each unit of milk has a [[nutrition]] of {{P|Nutrition}}, providing {{%|{{P|Nutrition}}}} to a pawn when eaten raw.&lt;br /&gt;
&lt;br /&gt;
Unlike most raw food, it does not cause the {{--|7}} ''&amp;quot;Ate raw food&amp;quot;'' [[thought]] when consumed without cooking it into a meal. However, like all raw food, it retains the flat 2% chance of causing [[food poisoning]] when consumed. This chance is applied per batch of milk consumed - that is, if 10 milk is consumed in one sitting, only a single 2% chance to get food poisoning is rolled, not the 18.3% chance of 10 individual 2% rolls.{{Check Tag|Fact Check|Confirm this correct or is it per unit milk consumed - anecdotally, you would see FP a lot more if it were the latter, but anecdotes are not evidence}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of Nutrition production efficiency as a staple food (i.e. when compared to any other raw food inc. vegetables), and for a meat-equvialent (compare to meat, [[human meat|variant]] [[insect meat|meats]], and eggs) both in terms of Nutrition Out/Nutrition In and in terms of Nutrition Out/Pawn Work in}}&lt;br /&gt;
Milk is interchangeable with [[meat]] for meal production and yet can also be used as an ingredient in vegetarian meals. Milk has a slightly lower market value of {{Icon Small|silver||{{P|Market Value Base}}}} vs meat's {{Icon Small|silver||{{Q|Meat|Market Value Base}}}}, weighs more at {{P|Mass Base}} kg vs {{Q|Meat|Mass Base}} kg, can be eaten raw without penalty, and lasts {{P|Days To Start Rot Base}} days before spoiling instead of {{Q|Meat|Days To Start Rot Base}}. Thus it is advantageous to sell your meat before your milk if you have an excess, and to buy milk from traders that come to you. For taking with your own caravans, meat is preferable due to its lower weight, so long as refrigeration isn't a problem, such as during winter or on very short trips, &lt;br /&gt;
&lt;br /&gt;
To avoid excessive hauling jobs, pen your milk-producing animals in a convenient animal area near your freezer.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animal Products]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Milk&amp;diff=108099</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Milk&amp;diff=108099"/>
		<updated>2022-08-21T22:51:37Z</updated>

		<summary type="html">&lt;p&gt;Clevider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Milk&lt;br /&gt;
| image = Milk.png|Milk&lt;br /&gt;
| description = Milk from an animal.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 10&lt;br /&gt;
| marketvalue = 1.9&lt;br /&gt;
| mass base = 0.045&lt;br /&gt;
| flammability = 0.2&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Nutrition --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| preferability = RawTasty&lt;br /&gt;
}}&lt;br /&gt;
'''Milk''' is an [[Animals#Products|animal product]] and [[raw food]] obtained from tamed adult female [[animals]] of certain species only. Raw consumption of milk does not cause negative thoughts and it counts as a meat ingredient for [[meals]] that require meat specifically.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Milk is produced when a [[Work#Handle|animal handler]] milks a tamed adult female [[animals]] of a milkable species. The amount obtained depends on the Milk Amount of the milked animal, as well as the [[Animal Gather Yield]] of the handler. Handlers will milk animals when they are ready, producing milk which will then be left on the ground. Each animal can be milked at a frequency dependent on the species in question and the [[saturation]] of the animal. Milk production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.&lt;br /&gt;
&lt;br /&gt;
Milking an animal takes {{Ticks|400}}, regardless of the amount of milk produced, and only modified by the [[Animal Gather Speed]] of the handler.&lt;br /&gt;
&lt;br /&gt;
The following animals produce milk:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average !! (Milk/Day)/Food consumed&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Milk is a [[raw food]], which means that it can be used as an ingredient for creating [[meals]]. In addition, it can be substituted at a 1-to-1 ratio with [[meat]] for meals that require meat specificially, such as [[fine meal|fine]] or [[lavish meal]]s. &lt;br /&gt;
&lt;br /&gt;
Each unit of milk has a [[nutrition]] of {{P|Nutrition}}, providing {{%|{{P|Nutrition}}}} to a pawn when eaten raw.&lt;br /&gt;
&lt;br /&gt;
Unlike most raw food, it does not cause the {{--|7}} ''&amp;quot;Ate raw food&amp;quot;'' [[thought]] when consumed without cooking it into a meal. However, like all raw food, it retains the flat 2% chance of causing [[food poisoning]] when consumed. This chance is applied per batch of milk consumed - that is, if 10 milk is consumed in one sitting, only a single 2% chance to get food poisoning is rolled, not the 18.3% chance of 10 individual 2% rolls.{{Check Tag|Fact Check|Confirm this correct or is it per unit milk consumed - anecdotally, you would see FP a lot more if it were the latter, but anecdotes are not evidence}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of Nutrition production efficiency as a staple food (i.e. when compared to any other raw food inc. vegetables), and for a meat-equvialent (compare to meat, [[human meat|variant]] [[insect meat|meats]], and eggs) both in terms of Nutrition Out/Nutrition In and in terms of Nutrition Out/Pawn Work in}}&lt;br /&gt;
Milk is interchangeable with [[meat]] for meal production and yet can be used as an ingredient in vegetarian meals. Milk has a slightly lower market value of {{Icon Small|silver||{{P|Market Value Base}}}} vs meat's {{Icon Small|silver||{{Q|Meat|Market Value Base}}}}, weighs more at {{P|Mass Base}} kg vs {{Q|Meat|Mass Base}} kg, can be eaten raw without penalty, and lasts {{P|Days To Start Rot Base}} days before spoiling instead of {{Q|Meat|Days To Start Rot Base}}. Thus it is advantageous to sell your meat before your milk if you have an excess, and to buy milk from traders that come to you. For taking with your own caravans, meat is preferable due to its lower weight, so long as refrigeration isn't a problem, such as during winter or on very short trips, &lt;br /&gt;
&lt;br /&gt;
To avoid excessive hauling jobs, pen your milk-producing animals in a convenient animal area near your freezer.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animal Products]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Slavery&amp;diff=92137</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Slavery&amp;diff=92137"/>
		<updated>2021-09-12T17:06:36Z</updated>

		<summary type="html">&lt;p&gt;Clevider: Fixed various typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
While '''slavery''' technically exists in the base game, the [[Ideology DLC]] significantly adds to the system, allowing them to work and perform tasks. Slaves in base game RimWorld can only be sold for profit, with no other use.&lt;br /&gt;
&lt;br /&gt;
==Core==&lt;br /&gt;
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take [[drug]]s and eat [[lavish meal]]s, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into [[cryptosleep casket]]s or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colony-wide) sell as many slaves as possible.&lt;br /&gt;
&lt;br /&gt;
==Ideology==&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
Slaves are controllable, like normal colonists, but with unique mechanics and restrictions.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* No need for [[recreation]]&lt;br /&gt;
* [[#Expectations|Slave specific expectations]] meaning higher base mood&lt;br /&gt;
* Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.&lt;br /&gt;
* Will never insult or social fight with non-slave pawns&lt;br /&gt;
* Half as likely to social fight.&lt;br /&gt;
* Significantly easier to enslave than recruit&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Prison rebellions &lt;br /&gt;
* New incapabilities: cannot hunt, make art, research or warden. Slaves are also incapable of synthesising Drugs (cooking Drugs is still possible). Currently unclear if they can do other social activities like trade.&lt;br /&gt;
* Suffers a -15% penalty to [[Global Work Speed]] which in turn reduces: {{#ask: [[Global Work Speed Factor::true]]}}&lt;br /&gt;
&lt;br /&gt;
===Expectations===&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expectation !! Mood Effect !! Wealth Range&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|25}} || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring slaves ===&lt;br /&gt;
Slaves can be created by reducing the will of a prisoner to zero.&lt;br /&gt;
&lt;br /&gt;
=== Slave relationships ===&lt;br /&gt;
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Slave rebellion ===&lt;br /&gt;
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.&lt;br /&gt;
&lt;br /&gt;
Note that weapons such as [[Wood]], [[EMP grenades]]/[[EMP launcher|launchers]], and [[Smoke launcher]]s will not increase rebellion chance, despite being weapons. Also note that rebellious slaves will take ranged weapons, even if equipped with [[shield belt]]s, dropping the belts in the process.&lt;br /&gt;
&lt;br /&gt;
==== Suppression ====&lt;br /&gt;
Suppression is one of the stats used to calculate the slave rebellion interval. The higher the suppression, the longer the expected interval in between rebellions. The suppression of a slave can be increased by interacting with them, melee attacking them with a colonist or executing other slaves or prisoners. Over time, the suppression level lowers depending on its current level by up to 30% per day. This value can be increased or decreased by the following things:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Suppression offset&lt;br /&gt;
|- &lt;br /&gt;
| [[Slave collar]] || {{+|0.15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave body strap]] || {{+|0.15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy hat]] || {{--|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowler hat]] || {{--|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tribal headdress]] || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Veil]] || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine helmet]] || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Duster]] || {{--|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine armor]] || {{--|0.3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine helmet]] {{RoyaltyIcon}} || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige marine armor]] {{RoyaltyIcon}} || {{--|0.3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grenadier armor]] {{RoyaltyIcon}} || {{--|0.3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex shirt]] {{RoyaltyIcon}} || {{--|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex vest]] {{RoyaltyIcon}} || {{--|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eltex robe]] {{RoyaltyIcon}} || {{--|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal shirt]] {{RoyaltyIcon}} || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Corset]] {{RoyaltyIcon}} || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Formal vest]] {{RoyaltyIcon}} || {{--|0.1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Prestige robe]] {{RoyaltyIcon}} || {{--|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ladies hat]] {{RoyaltyIcon}} || {{--|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Top hat]] {{RoyaltyIcon}} || {{--|0.05}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coronet]] {{RoyaltyIcon}} || {{--|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]] {{RoyaltyIcon}} || {{--|0.3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellic crown]] {{RoyaltyIcon}} || {{--|0.3}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Beret]] {{RoyaltyIcon}} || {{--|0.05}}&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
Terror decreases suppression loss depending on the Terror level. &lt;br /&gt;
&lt;br /&gt;
A suppression loss of less than 0% per day will not increase the suppression. Since the default loss is at a maximum of 30% per day, a slave collar combined with body straps is enough to keep up the suppression of a slave unless they are wearing apparel that increases suppression loss. Since a negative loss has no effect, increasing Terror while slaves wear slave collars and body straps is useless unless you also wish to outfit the slave with suppression-decreasing apparel, such as dusters in hot [[biomes]] or marine armor for combat slaves.&lt;br /&gt;
&lt;br /&gt;
===== Terror =====&lt;br /&gt;
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, terror sculptures or bodies in cages. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources. &lt;br /&gt;
&lt;br /&gt;
===== Authority =====&lt;br /&gt;
Effects of dusters, authority caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauranlen_moss&amp;diff=90636</id>
		<title>Gauranlen moss</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauranlen_moss&amp;diff=90636"/>
		<updated>2021-08-28T20:55:39Z</updated>

		<summary type="html">&lt;p&gt;Clevider: Added link to Gauranlen tree page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{stub}}{{infobox main|plant|&lt;br /&gt;
| name = Gauranlen moss&lt;br /&gt;
| image = Gauranlen moss.png|Gauranlen moss&lt;br /&gt;
| description = &amp;quot;Symbiotic moss that grows near Gauranlen trees.&amp;quot;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 100&lt;br /&gt;
| cover = 0&lt;br /&gt;
| beauty = 10&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| grow days = 5&lt;br /&gt;
| lifespanDaysPerGrowDays = &lt;br /&gt;
| sow work = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min sowing skill = &lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0.00&lt;br /&gt;
| nutrition = 0&lt;br /&gt;
| sowTags = &lt;br /&gt;
| path cost = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Gauranlen moss''' is spawned upon planting on tiles within 7 tiles of the [[Gauranlen tree]]. The moss has a beauty of 10. It will spread flames, but cannot be burnt down itself. The moss goes through regular cycles of dying and regrowing on approximately a 15 day cycle. It can grow on any tile with fertility and does not require light.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gauranlen moss.png|Gauranlen moss Variant A&lt;br /&gt;
GauranlenMossB.png|Gauranlen moss Variant B&lt;br /&gt;
GauranlenMossC.png|Gauranlen moss Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cape&amp;diff=89719</id>
		<title>Cape</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cape&amp;diff=89719"/>
		<updated>2021-08-17T14:34:44Z</updated>

		<summary type="html">&lt;p&gt;Clevider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&amp;lt;onlyinclude&amp;gt;{{infobox main&lt;br /&gt;
|name = Cape&lt;br /&gt;
|image = Cape.png|Cape&lt;br /&gt;
|description = &amp;quot;A long cape of elegant design. It hangs over one side of the torso.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|hp = 200&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
|work to make = 16020&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 80&lt;br /&gt;
|stuff tags = Leathery, Fabric&lt;br /&gt;
|insulationheatfactor = 0.85&lt;br /&gt;
|insulationcoldfactor = 0.6&lt;br /&gt;
|armorsharpfactor= 0.3&lt;br /&gt;
|armorbluntfactor= 0.3&lt;br /&gt;
|armorheatfactor= 0.3&lt;br /&gt;
|coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
|layer = Outer&lt;br /&gt;
|mass base = 2.0&lt;br /&gt;
| thingCategories = ApparelNoble&lt;br /&gt;
| tags = Cape, Royal, RoyalTier2, RoyalTier5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''Cape''' is a clothing item added in the [[Royalty DLC]]. [[Titles|Nobles]] of Acolyte rank and above require either one of these, or either a [[Prestige robe|Prestige]] or [[Eltex robe]], to consider themselves properly dressed and avoid a negative moodlet. Moral guides (introduced in [[Ideology DLC]]) can also similarly require them.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, Capes can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and requires that [[Research#Complex clothing|Complex Clothing]] has been researched. A Cape requires 80 of any [[textile]], and {{ticks|16020}} of work.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Statistically, Capes are identical to [[Duster]]s. Like dusters, capes are great hot-weather garments, and either item is necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. &lt;br /&gt;
Again, like a duster, capes provides reasonable sharp damage protection when made of tough materials, and can be paired with a [[flak vest]] for a strong early and mid game armor set. &lt;br /&gt;
&lt;br /&gt;
They are usually seen as preferable to [[jacket]]s, since they provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160).  Insulation wise, capes offer significantly better insulation from heat (85% vs. 30%), but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft. In cold biomes, [[parka]]s are usually preferable.  While parkas offer less armor (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)&lt;br /&gt;
&lt;br /&gt;
Compared to dusters, capes have the same stats, but require longer to craft. In colonies without nobles, there is little reason to chose them over dusters besides aesthetics. However, in colonies with nobles which will likely already require capes, switching means production can be simplified to a single type of outer layer for all pawns, reducing redundancy at the cost of additional crafting time.  &lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*1.2.2753 - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=55497</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=55497"/>
		<updated>2018-01-08T01:19:18Z</updated>

		<summary type="html">&lt;p&gt;Clevider: clarified type of medicine needed to excise carcinomas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
''This article is about chronic [[health]] conditions that cannot be treated completely using medicines alone.  For physical damage, see [[Injury]].  For treatable conditions, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
==Chronic==&lt;br /&gt;
Ailments that come with age.&lt;br /&gt;
&lt;br /&gt;
===Alzheimer's===&lt;br /&gt;
Progressive brain degeneration. As of Alpha 17, it has yet to have stages implemented where it becomes fatal, with the worst stage being 'Major'.&lt;br /&gt;
&lt;br /&gt;
Progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity.&lt;br /&gt;
&lt;br /&gt;
There is no cure in the base-game as of Alpha 17.&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - begins as soon as it appears&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-5% part efficiency)&lt;br /&gt;
*** Confused wandering (''mtb of 12 days'')&lt;br /&gt;
*** Forget memory thought (''mtb of 7 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - begins at 20% severity&lt;br /&gt;
** Symptoms: &lt;br /&gt;
*** Impaired functioning (-10% part efficiency)&lt;br /&gt;
*** Confused wandering (''mtb of 9 days'')&lt;br /&gt;
*** Forget memory thought (''mtb of 4 days'')&lt;br /&gt;
*** ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - begins at 50% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-15% part efficiency)&lt;br /&gt;
*** Confused wandering (''mtb of 7 days'')&lt;br /&gt;
*** Forget memory thought (''mtb of 2 days'')&lt;br /&gt;
*** ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - begins at 80% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Reduced functioning (-20% part efficiency)&lt;br /&gt;
*** Confused wandering (''mtb of 4 days'')&lt;br /&gt;
*** Forget memory thoughts (''mtb of 0.8 days'')&lt;br /&gt;
*** ''1%'' of conditional thoughts nullified&lt;br /&gt;
&lt;br /&gt;
===Asthma===&lt;br /&gt;
Asthma is a chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. It has yet to have a stage where it becomes fatal. Unlike other chronic diseases, Asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line. Asthma can be 'cured' via lung transplants.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity. &amp;lt;br&amp;gt;&lt;br /&gt;
The maximum severity for Asthma is 50% as of Alpha 17.&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% (the higher, the better) beginning to regress the stages of asthma.&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - begins as soon as it's contracted&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired part efficiency (-10%)&lt;br /&gt;
&lt;br /&gt;
* '''Major''' begins at 30% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Reduced part efficiency (-30%)&lt;br /&gt;
&lt;br /&gt;
* '''Major''' begins at 45% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Severely reduced part efficiency (-50%)&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|420000}}&lt;br /&gt;
* Replacement with non-diseased part&lt;br /&gt;
&lt;br /&gt;
===Bad Back===&lt;br /&gt;
The older a colonist is, the more likely they're going to hurt their back one day (or just naturally develop one).&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired movement (-30%)&lt;br /&gt;
* Impaired manipulation (-10%)&lt;br /&gt;
&lt;br /&gt;
===Cataracts===&lt;br /&gt;
Cataracts are the clouding of the lens on your eyes which may occur spontaneously with age similarly to [[#Bad Back|bad back]]. Unlike bad back, cataracts are a very serious impairment, but technically treatable via [[Health|surgery]] of the eye. In an unmodded game, this is only possible using [[bionic eye]]s.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired [[sight]] (-50% part efficiency per eye; resulting in 50% sight if both eyes are afflicted)&lt;br /&gt;
&lt;br /&gt;
===Carcinoma===&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (required a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective.&lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&amp;lt;br&amp;gt;&lt;br /&gt;
When growing, it progresses by 0.003 per day, meaning it will take 233.33 days for it to reach full severity from discovery. &amp;lt;br&amp;gt;&lt;br /&gt;
When stable, it neither grows nor regresses on its own. Treatment can however cause it to shrink. &amp;lt;br&amp;gt;&lt;br /&gt;
When in remission, it regresses by 0.002 per day, taking up to 500 days to disappear on its own.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow at only 10% of its original speed, and regresses over twice as fast.&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - less than 15% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Little pain (+10%)&lt;br /&gt;
*** Reduced part efficiency (-10%)&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - starts at 15% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Moderate pain (+20%)&lt;br /&gt;
*** Reduced part efficiency (-25%)&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - starts at 40% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Moderate pain (+35%)&lt;br /&gt;
*** Significantly reduced part efficiency (-50%)&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - starts at 60% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Acute pain (+50%)&lt;br /&gt;
*** Minimal part efficiency (-80%)&lt;br /&gt;
&lt;br /&gt;
* '''Extreme''' - starts at 80% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Acute pain (+60%)&lt;br /&gt;
*** Minimal part efficiency (-90%)&lt;br /&gt;
&lt;br /&gt;
* '''Extreme''' - 100% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Acute pain (+70%)&lt;br /&gt;
*** Destruction of affected part&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* Surgical removal; this needs 6 medicine (normal or [[glitterworld medicine]]) and a doctor of Medicine skill 10 or above, and has only 70% base chance to succeed&lt;br /&gt;
* Replacement with non-diseased part&lt;br /&gt;
&lt;br /&gt;
===Dementia===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired brain functioning (-15% part efficiency)&lt;br /&gt;
* Impaired speech (-25%)&lt;br /&gt;
** Net loss of 40% including brain function loss&lt;br /&gt;
* Impaired hearing (-25%)&lt;br /&gt;
** Net loss of 40% including brain function loss&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
&lt;br /&gt;
===Frail===&lt;br /&gt;
As a pawn gets old, their physical form will deteriorate and will therefore not be as strong as they used to be. Can stack with a bad back.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired movement (-30%)&lt;br /&gt;
* Impaired manipulation (-30%)&lt;br /&gt;
&lt;br /&gt;
===Heart Artery Blockage===&lt;br /&gt;
As one ages, plaque will build up in their heart's arteries, such as the coronary artery and the aorta (the main artery). Artery blockages in humanlikes can be 'cured' via a heart transplant, but there is currently no way to cure artery blockages in animals. &lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, and is multiplied by a random factor between 0.5 - 3. &amp;lt;br&amp;gt;&lt;br /&gt;
This means that artery blockages can take anywhere from 7.937 to 47.619 in-game years from contraction to become fatal on its own, depending on how generous (or evil) RNG is feeling.&lt;br /&gt;
&lt;br /&gt;
Besides killing directly, it can also start heart attacks which are usually fatal if not treated.&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - starts upon contraction&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-5%)&lt;br /&gt;
*** Heart attacks (''mtb of 600 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - starts at 20% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-10%)&lt;br /&gt;
*** Heart attacks (''mtb of 500 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - starts at 40% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-15%)&lt;br /&gt;
*** Heart attacks (''mtb of 300 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Major''' - starts at 60% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-35%)&lt;br /&gt;
*** Heart attacks (''mtb of 200 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Extreme''' - starts at 90% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired functioning (-60%)&lt;br /&gt;
*** Heart attacks (''mtb of 120 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Extreme''' - at 100% severity&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Death&lt;br /&gt;
&lt;br /&gt;
===Hearing Loss===&lt;br /&gt;
The ability to hear is hindered due to damage of delicate hair cells in the inner ear, but occurs naturally with age. Can't be 'treated' unlike cataracts.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Impaired functioning (-50% part efficiency)&lt;br /&gt;
** Results in 50% hearing if both ears are afflicted&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
&lt;br /&gt;
Excessive alcohol consumption takes its toll on the liver, as liver cells are killed and replaced by scar tissue.&lt;br /&gt;
&lt;br /&gt;
Chemical damage (moderate):&lt;br /&gt;
*Impaired liver functioning (-60%)&lt;br /&gt;
*Increased pain (15%)&lt;br /&gt;
*Reduced moving (-10%)&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
Chemical damage (moderate):&lt;br /&gt;
*Impaired functioning (-50%)&lt;br /&gt;
*Applied to the brain&lt;br /&gt;
&lt;br /&gt;
Chemical damage (severe):&lt;br /&gt;
*Impaired functioning (-80%)&lt;br /&gt;
*Applied to the kidneys&lt;br /&gt;
*Treatment:&lt;br /&gt;
**Replacing the affected part&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments generally appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
===Cryptosleep Sickness===&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists at the start of the game of the default scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Frequent Vomiting (''mtb of 0.125 days'')&lt;br /&gt;
* Impaired consciousness (x80%)&lt;br /&gt;
* Impaired movement (x90%)&lt;br /&gt;
* Impaired manipulation (x90%)&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
===Food Poisoning===&lt;br /&gt;
Occurs after having eaten a contaminated meal. The chance of contamination is determined by the [[Food_Poison_Chance|cook's skill]] and the [[Room_stats#Cleanliness|cleanliness of the room]] where it was prepared.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Sporadic Vomiting (''mtb of 0.35 days'')&lt;br /&gt;
* Impaired consciousness (x50%)&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|30000}}&lt;br /&gt;
&lt;br /&gt;
===Toxic Buildup===&lt;br /&gt;
Occurs with exposure to [[Events#Toxic_Fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[Injury#Old Age|dementia]]; once caused, it does not wear off even after toxic buildup subsides.&lt;br /&gt;
&lt;br /&gt;
Once in a safe area, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach such a stage are highly likely to develop further complications.&lt;br /&gt;
&lt;br /&gt;
* '''Initial''' - begins at 4% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired consciousness (reduced by 5%)&lt;br /&gt;
&lt;br /&gt;
* '''Minor''' - begins at 20% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired consciousness (reduced by 10%)&lt;br /&gt;
&lt;br /&gt;
* '''Moderate''' - begins at 40% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired consciousness (reduced by 15%)&lt;br /&gt;
*** Vomiting (''mtb of 5 days'')&lt;br /&gt;
*** Dementia ('''permanent''', ''mtb of 146 days to develop'')&lt;br /&gt;
*** Carcinoma (''mtb of 438 days to develop'')&lt;br /&gt;
&lt;br /&gt;
* '''Serious''' - begins at 60% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Impaired consciousness (reduced by 25%)&lt;br /&gt;
*** Vomiting (''mtb of 1 day'')&lt;br /&gt;
*** Dementia ('''permanent''', ''mtb of 37 days'')&lt;br /&gt;
*** Carcinoma (''mtb of 111 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Extreme''' - begins at 80% severity. &amp;lt;br&amp;gt;At this stage the victim will fall unconscious and need rescue.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Unconsciousness (max 10%)&lt;br /&gt;
*** Vomiting (''mtb of 0.5 days'')&lt;br /&gt;
*** Dementia ('''permanent''', ''mtb of 13 days'')&lt;br /&gt;
*** Carcinoma (''mtb of 39 days'')&lt;br /&gt;
&lt;br /&gt;
* '''Death''' - occurs at 100% severity.&lt;br /&gt;
&lt;br /&gt;
==Surgical==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
===Anesthetic===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
* Unconsciousness (sets to 10%)&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|15000}}&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
===Shut Down===&lt;br /&gt;
This happens to mechanical beings, similar to euthanasia.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Total loss of consciousness&lt;br /&gt;
* Doesn't heal/get better&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a dead colonist.&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
&lt;br /&gt;
Mechanites fail to properly repair the eyes, causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Symptoms:&lt;br /&gt;
* Complete loss of function (-100%)&lt;br /&gt;
** Applied to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Part replacement&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
&lt;br /&gt;
For reasons unknown, the colonist loses his sanity upon being revived. He may experience mental breaks of increasing severity as the psychosis progresses, before finally putting himself together and regaining his sanity.&lt;br /&gt;
&lt;br /&gt;
* '''Early (hidden)''' - psychosis begins at this stage.&lt;br /&gt;
** No visible symptoms&lt;br /&gt;
&lt;br /&gt;
* '''Early''' - begins at 10% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Mental breaks on average every 9 days&lt;br /&gt;
&lt;br /&gt;
* '''Moderate''' - begins at 25% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Mental breaks on average every 6 days&lt;br /&gt;
&lt;br /&gt;
* '''Advanced''' - begins at 40% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Mental breaks on average every 3 days&lt;br /&gt;
&lt;br /&gt;
* '''Total''' - begins at 55% severity.&lt;br /&gt;
** Symptoms:&lt;br /&gt;
*** Mental breaks on average every 0.5 days&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Wears off after {{ticks|4200000}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Clevider</name></author>
	</entry>
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