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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dada06</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T19:55:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=169609</id>
		<title>Fishing zone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=169609"/>
		<updated>2025-09-14T00:23:31Z</updated>

		<summary type="html">&lt;p&gt;Dada06: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General also categories}}&lt;br /&gt;
{{infobox main|area|&lt;br /&gt;
| name = Fishing zone&lt;br /&gt;
| image = ZoneCreate Fishing.png&lt;br /&gt;
| description = Create an area where your hunters will fish. Must be placed over water containing fish. Larger bodies of water are generally better for fishing.&lt;br /&gt;
| type = Zones&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| research = fishing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''fishing zone''' designates where fisher pawns can catch fish. They are the main source for fish such as [[salmon]] and [[marlin]]. Fishing also occasionally allows fisher pawns to reel in treasures such as [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fishing zones can be designated once the Fishing research project is finished. A tribal start will start with it researched. The cost of the research &amp;quot;fishing&amp;quot; is 600 research points.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
To be able to create a fishing zone, the research &amp;quot;fishing&amp;quot; has to be unlocked. You can only create fishing zones in shallow non-toxic water with a population of fish. When colonists or animals fish, the population of fish in that area decreases accordingly to the amount fished. Over time the population replenishes itself. However, low fish populations lead to lower fishing rates.&lt;br /&gt;
&lt;br /&gt;
For unusual catches, there is a 2% that a negative fishing outcome(fish attack or escape) occurs, but if the last negative outcome on this map was less than {{ticks/gametime|300000}} ago, this part would be skipped. On top of that, only some fish (like piranha or guppy) are capable of having negative outcomes, and as such a negative outcome cannot happen if there are no fish that can have a negative outcome. Next, if any pollution in current water body, there is a chance to catch Toxfish{{BiotechIcon}}. Higher pollution levels increase the chance of catching a [[Toxfish]]. Then, if none of the events above occur, there would be 1% chance for a rare catch. Similar to negative outcomes, rare catch has a cooldown of {{ticks/gametime|300000}}. Finally, a fish is selected. There is a 5% chance to catch a fish that is considered uncommon for the current biome, assuming there are any such fish in a given body of water. If an uncommon fish wasn't selected, then the catch will be selected at random from common fish (which includes toxfish if it's present, and completely ignores the amount of pollution). The amount of caught fish will scale with the skill of the colonist and the amount of fish in a body of water.&lt;br /&gt;
&amp;lt;!-- Technically, a body of water can have an unlimited amount of common/uncommon fish types, and the game fully supports it. However, without mods modifying the code, a body of water can't generate more than a single common and uncommon fish. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals cannot receive negative or positive fishing outcomes. On top of that, animals are only able to catch toxfish and any other common fish, but not uncommon fish. They'll also fish up as many fish as they need to fill their hunger, but no more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. Or perhaps it should go somewhere else? --&amp;gt;&lt;br /&gt;
The base amount of fish for a given biome (including [[Landmarks#Additional_features|certain tile features]]), is further modified by amount of water tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Amount of fish (%) | type = line | x = 74.9, 75, 400, 1600, 3200, 6000, 20000 | y1 = 0, 3, 4, 10, 24, 80, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for common fish to be present in a body of water:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for common fish | type = line | x = 74.9, 75, 100, 200 | y1 = 0, 5, 50, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for uncommon fish to be present in a body of water:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for uncommon fish | type = line | x = 399.9, 400, 1600, 6000 | y1 = 0, 10, 25, 70}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chance for toxfish catch (this doesn't include the chance to catch toxfish as a common fish):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Polluted tiles (%) | yAxisTitle = Toxfish catch chance (%) | type = line | x = 5, 80 | y1 = 0, 60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. --&amp;gt;&lt;br /&gt;
Amount of fish caught by a colonist will be multiplied by:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Fish population | yAxisTitle = Base amount of caught fish (%) | type = line | x = 25, 100, 300 | y1 = 100, 300, 600}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fishing is an effective way to get food and occasional resources, especially on harder biomes where farming and hunting is more difficult.&lt;br /&gt;
&lt;br /&gt;
== Special events ==&lt;br /&gt;
Gill rot is a fungus that will slowly make the fish decline in population. Low fish populations will make fishing less effective&lt;/div&gt;</summary>
		<author><name>Dada06</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=166781</id>
		<title>Oxygen pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=166781"/>
		<updated>2025-08-03T01:09:49Z</updated>

		<summary type="html">&lt;p&gt;Dada06: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Oxygen pump&lt;br /&gt;
| image = Oxygen pump.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| placeable = True&lt;br /&gt;
| description = A small wall-mounted unit that releases oxygen into the surrounding room, allowing enclosed areas to repressurize in space. Essential for long stays in orbit&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| market value = 200&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''oxygen pump''' is a constructable building device that can be used to lower the [[vacuum]] in a room, making it safe for habitation. It requires [[power]] to operate.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Every {{ticks|250}}, a powered oxygen pump lowers the vacuum percentage of its current room. It has a base effectiveness of 1% per second per 100 tiles, scaling proportionally to the amount of tiles present; for instance, a room with 25 tiles will gain 4% oxygen per second, while a room with 200 tiles will gain only 0.5% per second. Multiple oxygen pumps may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps in operation are completely binary, having two states of power consumption: high and low.&lt;br /&gt;
* '''High:''' An oxygen pump that is actively pressurizing a room is in the high power state and consumes 150 W. It will stay in this state so long as the room's vacuum percentage is above 0%.&lt;br /&gt;
* '''Low:''' If a room's vacuum percentage is at 0%, an oxygen pump will switch to this state and cease function unless the room becomes depressurized again. Power consumption is reduced to a modest 15 W. Oxygen pumps will also enter this state if placed in a position that can never be pressurized (i.e. built outdoors or in a space that is not airtight).&lt;br /&gt;
&lt;br /&gt;
Note that oxygen pumps do ''not'' change the [[temperature]] of the rooms they are in; even once fully pressurized, a room will still be dangerously cold unless warmed to habitable temperatures through the use of [[heater]]s, [[campfire]]s, and so on.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps can be uninstalled and freely moved as needed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps are the most accessible method of pressurizing rooms. While [[archean tree]]s and [[life support unit]]s both passively reduce vacuum around themselves at no cost, both of them are restricted to specific locations and cannot be moved, meaning that new constructions and especially [[gravship]]s must have oxygen pumps built to keep them breathable unless every pawn aboard is fully [[vacuum resistance|vacuum resistant]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]]: Introduced with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Dada06</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yrlxllsbk11yocw4&amp;topic_postId=yrlxllsbk500wguc&amp;topic_revId=yrlxmko5wcneigck&amp;action=single-view</id>
		<title>Topic:Yrlxllsbk11yocw4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yrlxllsbk11yocw4&amp;topic_postId=yrlxllsbk500wguc&amp;topic_revId=yrlxmko5wcneigck&amp;action=single-view"/>
		<updated>2025-05-18T22:36:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Dada06&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Dada06 (page does not exist)&quot;&gt;&lt;bdi&gt;Dada06&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Dada06&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Dada06 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Dada06&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Dada06&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yrlxllsbk11yocw4&amp;amp;topic_showPostId=yrlxllsbk500wguc#flow-post-yrlxllsbk500wguc&quot;&gt;post&lt;/a&gt; on &quot;Mechanitor-related schematic&quot;&lt;/span&gt;</summary>
		<author><name>Dada06</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yrlxllsbk11yocw4&amp;topic_postId=yrlxllsbk500wguc&amp;topic_revId=yrlxllsbk500wguc&amp;action=single-view</id>
		<title>Topic:Yrlxllsbk11yocw4</title>
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		<updated>2025-05-18T22:35:43Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Dada06&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Dada06 (page does not exist)&quot;&gt;&lt;bdi&gt;Dada06&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Dada06&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Dada06 (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Dada06&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Dada06&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:Yrlxllsbk11yocw4&amp;amp;topic_showPostId=yrlxllsbk500wguc#flow-post-yrlxllsbk500wguc&quot;&gt;commented&lt;/a&gt; on &quot;Mechanitor-related schematic&quot; (&lt;em&gt;The page claims schematics related to mechanitor research cannot be generated, yet one has been, in my game. I also hadn&amp;#039;t unlocked the r...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Dada06</name></author>
	</entry>
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